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  • Linear color interpolation?

    - by user146780
    If I have a straight line that mesures from 0 to 1, then I have colorA(255,0,0) at 0 on the line, then at 0.3 I have colorB(20,160,0) then at 1 on the line I have colorC(0,0,0). How could I find the color at 0.7? Thanks

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  • negative color with glBlendFunc() ?

    - by Newbie
    i want my lines to be drawn with negative color (taken from the screen under the line), i just didnt understand how the blending works, looked at docs etc, tested 50 combinations and so on. started to think its not possible at all... could someone just give the two values, im tired of thinking how it works. thanks,

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  • Disable "Do you want to change the color scheme to improve performance?" warning

    - by William Lawn Stewart
    Sometimes this dialog box will pop up (see screenshot below). Every time it appears I select "Keep the current color scheme, and don't show this message again". Windows then reminds me again -- either the next day or after reboot, or sometimes another 5 minutes later. Do you want to change the color scheme to improve performance? Windows has detected your computer's performance is slow. This could be because there are not enough resources to run the Windows Aero color scheme. To improve performance, try changing the color scheme to Windows 7 Basic. Any change you make will be in effect until the next time you log on to Windows Change the color scheme to Windows 7 Basic Keep the current color scheme, but ask me again if my computer continues to perform slowly Keep the current color scheme, and don't show this message again Is there some reason why Windows is ignoring/forgetting my attempts to suppress the dialog? I'd love to never ever see it again, it's annoying, and it alt-tabs me out of fullscreen applications. If it matters, I'm running Windows 7 x64 Professional. I believe the dialog appears because I'm forcing Vsync and Triple Buffering for DirectX applications.

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • Color banding only on Android 4.0+

    - by threeshinyapples
    On emulators running Android 4.0 or 4.0.3, I am seeing horrible colour banding which I can't seem to get rid of. On every other Android version I have tested, gradients look smooth. I have a SurfaceView which is configured as RGBX_8888, and the banding is not present in the rendered canvas. If I manually dither the image by overlaying a noise pattern at the end of rendering I can make the gradients smooth again, though obviously at a cost to performance which I'd rather avoid. So the banding is being introduced later. I can only assume that, on 4.0+, my SurfaceView is being quantized to a lower bit-depth at some point between it being drawn and being displayed, and I can see from a screen capture that gradients are stepping 8 values at a time in each channel, suggesting a quantization to 555 (not 565). I added the following to my Activity onCreate function, but it made no difference. getWindow().setFormat(PixelFormat.RGBA_8888); getWindow().addFlags(WindowManager.LayoutParams.FLAG_DITHER); I also tried putting the above in onAttachedToWindow() instead, but there was still no change. (I believe that RGBA_8888 is the default window format anyway for 2.2 and above, so it's little surprise that explicitly setting that format has no effect on 4.0+.) Which leaves the question, if the source is 8888 and the destination is 8888, what is introducing the quantization/banding and why does it only appear on 4.0+? Very puzzling. I wonder if anyone can shed some light?

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  • Why RenderTarget2D overwrites other objects when trying to put some text in a model?

    - by cad
    I am trying to draw an object composited by two cubes (A & B) (one on top of the other, but for now I have them a little bit more open). I am able to do it and this is the result. (Cube A is the blue and Cube B is the one with brown text that comes from a png texture) But I want to have any text as parameter in the cube B. I have tried what @alecnash suggested in his question, but for some reason when I try to draw cube B, cube A dissapears and everything turns purple. This is my draw code: public void Draw(GraphicsDevice graphicsDevice, SpriteBatch spriteBatch, Matrix viewMatrix, Matrix projectionMatrix) { graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; graphicsDevice.SamplerStates[0] = SamplerState.LinearClamp; // CUBE A basicEffect.View = viewMatrix; basicEffect.Projection = projectionMatrix; basicEffect.World = Matrix.CreateTranslation(ModelPosition); basicEffect.VertexColorEnabled = true; foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); drawCUBE_TOP(graphicsDevice); drawCUBE_Floor(graphicsDevice); DrawFullSquareStripesFront(graphicsDevice, _numStrips, Color.Red, Color.Blue, _levelPercentage); DrawFullSquareStripesLeft(graphicsDevice, _numStrips, Color.Red, Color.Blue, _levelPercentage); DrawFullSquareStripesRight(graphicsDevice, _numStrips, Color.Red, Color.Blue, _levelPercentage); DrawFullSquareStripesBack(graphicsDevice, _numStrips, Color.Red, Color.Blue, _levelPercentage); } // CUBE B // Set the World matrix which defines the position of the cube texturedCubeEffect.World = Matrix.CreateTranslation(ModelPosition); // Set the View matrix which defines the camera and what it's looking at texturedCubeEffect.View = viewMatrix; // Set the Projection matrix which defines how we see the scene (Field of view) texturedCubeEffect.Projection = projectionMatrix; // Enable textures on the Cube Effect. this is necessary to texture the model texturedCubeEffect.TextureEnabled = true; Texture2D a = SpriteFontTextToTexture(graphicsDevice, spriteBatch, arialFont, "TEST ", Color.Black, Color.GhostWhite); texturedCubeEffect.Texture = a; //texturedCubeEffect.Texture = cubeTexture; // Enable some pretty lights texturedCubeEffect.EnableDefaultLighting(); // apply the effect and render the cube foreach (EffectPass pass in texturedCubeEffect.CurrentTechnique.Passes) { pass.Apply(); cubeToDraw.RenderToDevice(graphicsDevice); } } private Texture2D SpriteFontTextToTexture(GraphicsDevice graphicsDevice, SpriteBatch spriteBatch, SpriteFont font, string text, Color backgroundColor, Color textColor) { Vector2 Size = font.MeasureString(text); RenderTarget2D renderTarget = new RenderTarget2D(graphicsDevice, (int)Size.X, (int)Size.Y); graphicsDevice.SetRenderTarget(renderTarget); graphicsDevice.Clear(Color.Transparent); spriteBatch.Begin(); //have to redo the ColorTexture //spriteBatch.Draw(ColorTexture.Create(graphicsDevice, 1024, 1024, backgroundColor), Vector2.Zero, Color.White); spriteBatch.DrawString(font, text, Vector2.Zero, textColor); spriteBatch.End(); graphicsDevice.SetRenderTarget(null); return renderTarget; } The way I generate texture with dynamic text is: Texture2D a = SpriteFontTextToTexture(graphicsDevice, spriteBatch, arialFont, "TEST ", Color.Black, Color.GhostWhite); After commenting several parts to see what caused the problem, it seems to be located in this line graphicsDevice.SetRenderTarget(renderTarget);

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  • iPad SplitView changes main navigation bar color

    - by JustinXXVII
    Weird problem: After rotating my app to portrait, picking the toolbar item and exposing the uipopovercontroller, if I rotate back to landscape, the UINavigationController on the right side (objectAtIndex:0 of the SplitView) changes the color of the navigation bar. I am not sure why. I have it set in Interface Builder to be barStyle = UIBarStyleBlackOpaque; It turns silver after it returns to landscape mode. This only happens if I rotate it to portrait, create the popover, and select something in the navigation controller, which pushes another tableViewController. Even setting the properties in the viewDidLoad method does nothing. Anyone have an idea?

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  • iPhone UITextField controlling background color

    - by Stephen Joy
    Greetings, I am unable to control the background color of a UITextField with a borderStyle= UITextBorderStyleRoundedRect. With this border style the backgroundColor property only seems to control a very narrow line along the inner edge of the rounded rectangle. The rest of the field remains white. However, if the borderStyle is set to UIBorderStyle=UITextBorderStyleBezel then the entire background of the UITextField is controlled by its backgroundColor property. Is this a feature? Is there a way to control the backgroundColor of a UITextField with a borderStyle=UITextBorderStyleRoundedRect? Thanks, Stephen

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  • Visual Studio HTML Cursor-within-HTML-Element Syntax-highlighting color

    - by David Murdoch
    I can't, for the life of me, figure out how to change grey highlight color in the screenshot below to something that will make the text a little more legible. Does anyone know what the "Display Item" name is that I need to change? To get to the "theme editor" select Tools = Options = Environment = Fonts and Colors. I can't find what to edit. I've also looked through Tools = Options = Text Editor = HTML = Formatting to no avail. In case you are wondering the theme is a slightly modified Coding Instinct Theme

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  • Change color of text within a WinForms RichTextBox

    - by Addie
    I have a RichTextBox that I write a string to every time I click a Form button. The string ends with a newline so each time I add a string, it appends to the bottom of the RichTextBox. Each string begins with the string "Long" or "Short" and ends with Environment.NewLine. I'd like to color each line red if it beings with "Long" and blue if it begins with "Short". How can I do this? If you need further clarification of the question comment below.

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  • PHP - Rotate a HEX color value (eg swap all colors with "next" hex)

    - by Joe
    I have a set of hex values in an array in PHP. On my page, I have a slider which the user can "slide" to return a value between 1-100. I want to then, based on this slider value, swap all the colors in the array based on the colors "next" color based on the position in the array. An example of the same sort of thing would be like in photshop where you can rotate the hue of a layer. I want to do the same thing, in PHP, for a hex value. Any clues?

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  • Change background color of disabled listbox in windows classic theme

    - by Mercury821
    I am developing a WPF application that must run using Windows Classic theme. The application creates a dialog box containing a ListBox. When the dialog box is shown, it must be disabled for 1s before accepting any input. I am accomplishing this with a style trigger, and it works. However, the ListBox shows a white background when it's disabled, which I can't seem to get rid of. When using the aero theme, the following style resource fixes the issue: <SolidColorBrush x:Key="{x:Static SystemColors.ControlBrushKey}" Color="Transparent"/> But when using Windows Classic theme, the white background reappears. How can i remedy the situation for Classic theme???

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  • Tablesorter, Color rows depending on an specific value

    - by vikitor
    Hi all, I've been looking around for a solution to this thing but I haven't found anything similar to what I'm looking for. The thing is that I've got a table filled with data from a database, and what I want is to change the background colour of an specific row depending on a value of the class I'm loading in each row. The thing is that I have to display some data but as the fields to be displayed are quite a lot, I don't have more space to show an status field, so I would like to show the row in red if the status is inactive, and the rest of the rows in the normal color of the blue stylesheet. Is there a way to do that through tablesorter? I'm opened to suggestions, as I'm not sure how to do it. Thank you all in advance, Victor

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  • What's your favorite vim color scheme?

    - by Nathan Long
    Wwhat is your favorite vim color scheme? I haven't found a great one yet, but what I'd like, in order of priority, are: Never confuses me. For example: When matching braces are highlighted, it's easy to see where the cursor is When I've got two or more tabs open, I can read all the titles and easily tell which one is active (maybe inactive ones look faded out) Very readable, both for regular code and for highlighting It would be nice if it was attractive I found one scheme that was ALMOST perfect (peaksea), but not quite - I couldn't read the titles of non-active tabs. So on a related note: anybody know a clear reference page for tweaking the colors of specific items?

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  • Spreadsheet ML Text Color (Colour) Rendering

    - by Chris Roberts
    Hi All, I am writing a tool which generates some Spreadsheet ML (XML) to create an Excel spreadsheet for my users. I have defined a style as follows: <Style ss:ID="GreenText"> <Font ss:FontName="Arial" ss:Size="9" ss:Color="#8CBE50" /> </Style> This works to an extent, but when I open it in Excel the colour rendered for the text isn't the one I specified - it's a brighter version. I can use the same colour reference for a cell border and the colour is rendered correctly. Can anyone shed any light on why the text colour isn't rendered correctly? Thanks!

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  • jQuery plugin: Colorpicker

    - by New Developper
    Hey all, I'm using this colorpicker (http://www.eyecon.ro/colorpicker) and am trying to capture the hex value so that I can use it on the server side to store the selected color. If you check out the link provided, I'm using the last option: $('#colorSelector').ColorPicker({ color: '#0000ff', onShow: function (colpkr) { $(colpkr).fadeIn(500); return false; }, onHide: function (colpkr) { $(colpkr).fadeOut(500); return false; }, onChange: function (hsb, hex, rgb) { $('#colorSelector div').css('backgroundColor', '#' + hex); } }); My problem is that I can't seem to get the hex value from it...I've tried simply calling the name of the input to get its value, but it won't work (when you click away to make the colorpicker disappear, the input changes to 'style="display:none;"' so I can't get anything from it. Then, I tried pulling the value using some simple jQuery calls, but got nothing... Please help....

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  • How to change the cell color of a jquery datepicker

    - by MazarD
    Hi, I have a jquery datepicker and I need to be able to change the background color for the selected cell date, I'm trying with something like: $("#fecha").datepicker({ onSelect: function(value, date) { alert(date.css()); } }); hoping that the date parameter refers to the selected cell, but it doesn't seem to work. Any suggestion? //Edit: The solution should let me have different cells with different colors setted dinamically, this is why I'm trying with onSelect instead of changing the css directly. The purpose is to have a calender with events established by the user. Thanks in advance.

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  • Change write-host output color based on foreach if elseif outcome in Powershell

    - by Emo
    I'm trying to change the color of write-host output based on the lastrunoutcome property of SQL Server jobs in Powershell....as in...if a job was successfull, the output of lastrunoutcome is "Success" in green....if failed, then "Failed" in red. I have the script working to get the desired job status...I just don't know how to change the colors. Here's what I have so far: # Check for failed SQL jobs on multiple servers [reflection.assembly]::LoadWithPartialName("Microsoft.SqlServer.Smo") | out-null foreach ($svr in get-content "C:\serverlist2.txt") { $a = get-date $BegDate = (Get-Date $a.AddDays(-1) -f d) + " 12:00:00 AM" $BegDateTrans = [system.datetime]$BegDate write-host $svr $srv=New-Object "Microsoft.SqlServer.Management.Smo.Server" "$svr" $srv.jobserver.jobs | where-object {$_.lastrundate -ge $BegDateTrans -and $_.Name -notlike "????????-????-????-????-????????????"} | format-table name,lastrunoutcome,lastrundate -autosize foreach ($_.lastrunoutcome in $srv.jobserver.jobs) { if ($_.lastrunoutcome = 0) { -forgroundcolor red } else {} } } This seems to be the closest I've gotten...but it's giving me an error of ""LastRunOutcome" is a ReadOnly property." Any help would be greatly appreciated! Thanks! Emo

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  • Equivalent of public static final fields in Scala

    - by JT
    I'm learning Scala, and I can't figure out how to best express this simple Java class in Scala: public class Color { public static final Color BLACK = new Color(0, 0, 0); public static final Color WHITE = new Color(255, 255, 255); public static final Color GREEN = new Color(0, 0, 255); private static final int red; private static final int blue; private static final int green; public Color(int red, int blue, int green) { this.red = red; this.blue = blue; this.green = green; } // getters, et cetera } The best I have is the following: class Color(val red: Int, val blue: Int, val green: Int) object BLACK extends Color(0, 0, 0) object WHITE extends Color(255, 255, 255) object GREEN extends Color(0, 0, 255) But I lose the advantages of having BLACK, WHITE, and GREEN being tied to the Color namespace.

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  • Fade a color to white (increasing brightness)

    - by Jon B
    I want to make a text box in .NET "glow" yellow, and then "fade" to white (basically, by incrementally increasing the brightness). I think Stackoverflow does this after you've posted an answer. I know that increasing brightness is not all that simple (it's not just uniformly increasing/decreasing RGB), but I'm not sure how to do this. Perfect color accuracy is not important for this. I am using C#, although VB examples would be just fine, too. Edit: This is for Winforms.

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