Darker | The query-side counterpart of Brighter
kandi X-RAY | Darker Summary
kandi X-RAY | Darker Summary
The query-side counterpart of Brighter.
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Darker Examples and Code Snippets
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QUESTION
$UserChoice = Read-Host "Enter # of tool you want to run"
switch -exact ($UserChoice) {
1 {Write-Host 'You selected 1'}
1a {Write-Host 'You selected 1a'}
1b {Write-Host 'You selected 1b'}
1c {Write-Host 'You selected 1c'}
1d {Write-Host 'You selected 1d'}
}
...ANSWER
Answered 2022-Mar-30 at 19:51Before explaining why the 1d
label is "special", I should note that the -exact
mode (which is the default mode of comparison for a switch
statement) is probably a bit misleading.
It simply means "use the -eq
operator to compare input values to case labels".
The reason 1d
behaves differently is that PowerShell doesn't recognize the expression 1d
as a string. Instead, it interprets d
is a numerical suffix signifying the [decimal]
type, and the case label value is thus the same as if you'd written 1.0
or $([decimal]1)
.
The result is that comparison to the input string "1"
comes out the same for both - "1" -eq 1
and "1" -eq 1d
are both true, thanks to PowerShell's overloaded operators.
If you ever expand your options further, you'll encounter the same problem with 1l
(l
= [long]
), and, if using PowerShell 7, eventually 1n
, 1s
, 1u
, and 1y
.
Quote the switch labels to avoid PowerShell parsing them as a numerical expressions:
QUESTION
I have a website that I am making and I am adding a email portion that emails me their email and their message. I want to add another section that is a dropdown. It will have the three different pricing options, basic, pro, and premium. Then, whichever option they selected is put into the email so I can see it at the bottom of it. here is the code I have so far:
...ANSWER
Answered 2022-Mar-12 at 04:29You can have your dropdown inside the form, then when it's time to submit, intercept that and append the dropdown value to the user's text.
For this SOLUTION, I do the interception by not having a button that sends the form to the server directly. Instead a script is called on it's behalf to then append the dropdown value.
All other explanations are in the code comments.
QUESTION
I have been working on Material-UI and trying to use a color system throughout the palette. There seems to be some issue while compilation although it works perfectly in run time. Can someone help me resolve following error:
Error:
Property 'main' does not exist on type 'PaletteColorOptions'.
Property 'main' does not exist on type 'Partial'.(2339)
Here is stackblitz as well: https://stackblitz.com/edit/react-up6bjl-hx1bbh?file=demo.tsx
Code:
...ANSWER
Answered 2022-Jan-18 at 02:50The TypeScript error is unrelated to your module augmentation. The issue is just that defaultColors
is of type PaletteOptions
. PaletteOptions
defines primary to be of type PaletteColorOptions.
Here's the definition of PaletteColorOptions and the types it is built from:
QUESTION
I have a small page with a blurred background image. On top of that, I have divs set up as cards that have their transparent overlay on a background image. I'm trying to set up a text effect using blending modes without taking into account the overlay.
The text effect I want to replicate is at this codepen: https://codepen.io/thebabydino/pen/JNWqLL
Specifically, I want to replicate the example on the left, where the drop shadow is inverted along with the text, and the text is the invert of the image underneath.
In my attempts to do so, I have been unable to get the blend mode effect to ignore the opaque layer and only focus on the image.
The point of the opaque layer is to help the text stand out more, but it seems to be having the opposite effect as it influences the blending, making everything darker.
The text is only orange because it is being constantly inverted due to the darker opaque layer and ignoring the image underneath completely.
This is my attempt so far:
...ANSWER
Answered 2022-Jan-07 at 08:52The semi transparent overlay will always add shade to entire card. We can have same image in the overlay and fade it there.
QUESTION
I'm trying to make a mixin that can detect whether to show dark text (if the colour passed into buttonStyles
is light), or light text (for passing darker colours). I remember there was a way to do it with LESS and wondered whether there's a SASS way.
Consider this SCSS:
...ANSWER
Answered 2021-Dec-25 at 04:42As per the documentation, whiteness
and blackness
are related to HWB color model. If you can work with HSL model then lightness
can be used as follows:
QUESTION
I have a planet in my game and it is next to the sun (the only light source in my project.) The side that is facing the sun is brighter and the side that is facing away is darker, as expected. But, if you look at the dark side of the sphere, the bottom is darker than the top by a noticeable amount both in the editor and in game. The sun is to the SIDE of the sphere so this does not make sense. Is this part of the lighting settings? If so how can I turn it off?
...ANSWER
Answered 2021-Oct-31 at 21:08In environment lighting settings, "Ground" refers to "up" and "Sky" refers to down, the "Ground color" colors all mesh faces pointing down, while up does the opposite, you should change the environment lighting settings.
ExplanationThe color multiplication is happening inside your shader, presumably the Standard Shader (it's the one you marked at the top of your material).
This shader interacts with Unity's rendering pipeline to render things like shadows and ambient light, in your case, you are explicitly setting the "Sky Color", using the gradient option of the environment light (check your photo - environment lighting).
"Sky" and "Ground" refer to "Up" and "Down" in the scene, or Vector3(0, 1, 0) and Vector3(0, -1, 0) (check https://docs.unity3d.com/ScriptReference/Vector3-up.html). In outer space, there's no "sky" up down and "ground" down.
The standard shader interacts with these settings and makes your "Sky Color" for an example, a multiplier of the color of all the faces of your mesh that are pointing up (technically, the points of the mesh which have their normal pointing up), your "Ground Color" is darker, so when it multiplies the color of your planet by it, the result is darker (color values closer to 0 are darker, and usually go from 0.0 to 1.0 in shaders, when a color is multiplied by white, or 1.0, 1.0, 1.0, the result is the same color, when it's multiplied by a color close to black, like 0.1, 0.1, 0.1, the result color is also closed to black)
(Normals are vectors pointing from the points in your mesh)
You could:- Change the environment color to your skybox, unity will compute the ambient color based on the color of your skybox
- Change the environment color to a single color (not a gradient) and make it the color you like.
- Make "Sky Color" and "Ground Color" the same color, as in your environment, the outer space, there's no "ground" and "sky".
- Write your own shader, that shades the planet as you like, using unity CG (HLSL) / shader lab (depends on your rendering pipeline).
QUESTION
I'm trying to generate realistic stars for an open source game I'm working on. I'm generating the stars using principles covered here. I'm using the three.js library in a Chromium engine (NW.js). The problem I've found is that the star glow fades into black instead of into transparency.
Whilst it looks nice for single star,
multiple stars have a serious problem:
My code is as follows:
Vertex shader
...ANSWER
Answered 2021-Oct-08 at 12:30You cannot achieve this effect in the fragment shader because you are rendering multiple meshes or primitives. You have to enable Blending before rendering the geometry:
QUESTION
In order to streamline my theming I'd like to reference to a custom color I defined and then pass it through a function to get a lighter or darker variant.
I extend the default color theme using the following (partial) code:
...ANSWER
Answered 2021-Oct-02 at 07:58You can create new variable to keep the value of your extended colors:
QUESTION
I am making a program where I want to take an image and reduce its color palette to a preset palette of 60 colors, and then add a dithering effect. This seems to involve two things:
- A color distance algorithm that goes through each pixel, gets its color, and then changes it to the color closest to it in the palette so that that image doesn't have colors that are not contained in the palette.
- A dithering algorithm that goes through the color of each pixel and diffuses the difference between the original color and the new palette color chosen across the surrounding pixels.
After reading about color difference, I figured I would use either the CIE94 or CIEDE2000 algorithm for finding the closest color from my list. I also decided to use the fairly common Floyd–Steinberg dithering algorithm for the dithering effect.
Over the past 2 days I have written my own versions of these algorithms, pulled other versions of them from examples on the internet, tried them both first in Java and now C#, and pretty much every single time the output image has the same issue. Some parts of it look perfectly fine, have the correct colors, and are dithered properly, but then other parts (and sometimes the entire image) end up way too bright, are completely white, or all blur together. Usually darker images or darker parts of images turn out fine, but any part that is bright or has lighter colors at all gets turned up way brighter. Here is an example of an input and output image with these issues:
Input:
]3
Output:
I do have one idea for what may be causing this. When a pixel is sent through the "nearest color" function, I have it output its RGB values and it seems like some of them have their R value (and potentially other values??) pushed way higher than they should be, and even sometimes over 255 as shown in the screenshot. This does NOT happen for the earliest pixels in the image, only for ones that are multiple pixels in already and are already somewhat bright. This leads me to believe it is the dithering/error algorithm doing this, and not the color conversion or color difference algorithms. If that is the issue, then how would I go about fixing that?
Here's the relevant code and functions I'm using. At this point it's a mix of stuff I wrote and stuff I've found in libraries or other StackOverflow posts. I believe the main dithering algorithm and C3 class are copied basically directly from this Github page (and changed to work with C#, obviously)
...ANSWER
Answered 2021-Sep-19 at 07:08It appears that when you shift the error to the neighbors in floydSteinbergDithering()
the r,g,b values never get clamped until you cast them back to Color
.
Since you're using int and not byte there is no prevention of overflows to negative or large values greater than 255 for r, g, and b.
You should consider implementing r,g, and b as properties that clamp to 0-255 when they're set.
This will ensure their values will never be outside your expected range (0 - 255).
QUESTION
I want to color my ridgeline plot with gradient fill colors depending on the height of the area instead of depending on the X axis. It would be somthing like this:
...ANSWER
Answered 2021-Sep-06 at 19:41You want to color the ridges according to the density
of the individual traces, so you have to get access to that statistic. Fortunately, ggridges
allows that with the stat='density'
option and the ..density..
input to the asthetic.
The code:
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