RGB Value for UITableViewCell SelectionStyle Blue - iphone

I am doing some work with a custom UITableViewCell,and I am trying to find out the RGB value of the UITableViewCellSelectionStyleBlue. For long detailed reasons, I will not be using the delivered selection style. Is the blue selection style color solid (it looks to be so) or a gradient? Any help or a point in the right direction to replicate this color/style would be appreciated.

Get an image editing program such as Graphic Converter. With most of these when one entered color selection mode there is usually a pointer that can be hovered over the screen and it will display the color values. I also will take a screenshot, open it in GC and display it at 200% or 400% to get accurate colors and sizes.

Related

Broken outline image in Unity

I want to put an outline around images but on some of the images the outline is broken. Notice the corners in the attached image.
I'm using 5 as the X and Y on the outline. In addition if I use a color besides black, the outline seems to be trying to blend. For example if I set the color to EEC209FF. See 2nd image.
So, i'm trying to explain both of your questions:
Why is the outline shape broken?
That’s the way the default Unity Outline script works: It just draws your UI.Image 4 time with the defined offset behind your image, it 4 different directions, which is cheap performance trick that fits most needs, but obviously not yours.
You can take a look at the Outline script on bitbucket here.
Why is the outline color partially yellow?
Unitys Outline Script draws your image in the background and multiplies the color values with your custom color.
That’s why the white part of your image on the upper right edge become yellow in the outline (almost the color you definied EEC209FF).
The outline on the lower right stays greens since it the take the colors from your image edge, approximately 19B754 multiplied with EEC209 to 178B03, which is a slightly dark green.

Changing the particular color in an image

By using the following image i want to write code.
here is the image i want to do this one programmatically.
User can select roof or wall or fencing or windows. After selecting the particular part and color(another model) then the present color(another model) should replace with selected color.
In this image(example) user selected color(yellow) for wall and brown color for roof, after selection of color and part, old color should replace with new one.
How can we achieve this
any suggestions or help
Check my answer of how you can change the specific colors of UIImage.
Two notes:
the question is about gray to white color change, you can use this technique to change any color to any other,
the code is taken from somewhere of the developers reference, so that colors in the snippet are kinda random.

How to know the background color of Pdf

Sometimes pdf might have a transparent background. And In my application I have given a option to choose background. So, in case of pdf with transparent background and background color black all things becomes black black so, any way to check or any key inside dictionary of pdf page that can help me? Any help will appreciated.
The easiest solution for you would be to remove black color from available background colors.
Generally, all pdf pages have transparent background and the white background color is set by the viewer application. It is possible to set a background color for each page. You can read all about it in Page Group under Transparency section of the PDF Reference.
It is also possible to show a background color for a page by setting 'BoxColorInfo' dictionary in the page dictionary with appropriate values.
But I am not sure what you can achieve by knowing what color a page background is, since black background is going to be a problem for PDFs with transparent pages anyways.
EDIT: Following is the paragraph from PDFReference i was trying to point you to:
Ordinarily, the page is imposed directly on an output medium, such as
paper or a display screen. The page group is treated as an isolated
group, whose results are then composited with a backdrop color
appropriate for the medium. The backdrop is nominally white, although
varying according to the actual properties of the medium. However,
some applications may choose to provide a different backdrop, such as
a checkerboard or grid to aid in visualizing the effects of
transparency in the artwork.
It says that most PDFs would have a transparent and it is your application which shows the background color. Hope this helps.

How to create an art asset that can be dynamically colored in software?

I asked this question on the Graphic Design site, but it includes a programming component that might be better answered here.
Specifically, I have a bunch of photographic crayon images. I would like to remove the color from one to produce a neutral image that I can load into an iPhone app that I'm writing and dynamically color. The crayon images have dark regions (shadows) and light regions (shine) which I would like to preserve. I will be dynamically coloring it with many different colors, ranging from white to rainbow colors to black.
My first inclination is to turn the image into a grayscale image and then somehow turn the color channel into an alpha channel, and change the color of all pixels to black. Then I could use it as a mask. However, this would only preserve the shadows, and I would lose all the highlights.
Any ideas?
Two options come to mind:
Make a grayscale version that could be tinted as you said, with the shadows and highlights simply white and gray.
Make an outline, i.e. an image with alpha that had 0% opacity in the colored parts, say 10% white over the highlights, 10% black on the shadows, and 100% black/dark gray for the lines/edges. The idea being that you could put any color under the outline and it would look right.

Loupe Magnification with White Text & Clear Background on Iphone

You guys helped so much with my last question, I figured I'd give you a shot at another. I have written an app with a theme that uses a dark blue glassy background and white / gray text and labels. The textfields in my app have clearcolor backgrounds and white texts and everything shows up very well. My only concern is that when you hold down a touch in a text box to get the magnification loupe, of course the white text shows up on a white background... which you can not read. Anybody got any ideas on how to implement a usable loupe here?
Unfortunately, the only "public" way I know how to change the loupe background is by setting textField.backgroundColor
I assume that since you're setting your backgrounds as clearColor, the magnifier defaults to white background, so the only way is to set your backgroundColor as something not clear.
I'm also assuming that since you did mention that you set your backgrounds a clear, that having it not be clear is not an option. So two ways I can think up in my mind about how to get around this is:
Assuming that the magnification lopue gets its background color by calling the backgroundColor implementation (and not some other obscure private API method): override the backgroundColor method and return a solid color.
Create your own loupe (probably not feasible)
I figured out a simple work around that achieved the desired effect. I also went through the full process of making my own loupe but since there is clear documentation on making your own loupe (see kiyoshi's answer), and this other method is ridiculously simple, I decided to document it here. It is basically just faking the clear background so that the white text shows up in the loupe. The background I am using for the view looks like blue smoke on a darker blue background:
alt text http://img231.imageshack.us/img231/9835/beforestatex.jpg
I took a screenshot of the simulator with the textfield visible and a black background so it would show up better:
alt text http://img193.imageshack.us/img193/9023/blackfieldx.jpg
Then I took that screenshot and made it semi transparent in photoshop, and overlayed my original background image to find exactly where the textfield appeared on the background:
alt text http://img266.imageshack.us/img266/9493/transparencyfullscreenx.jpg
Then I copied the exact pixels that would be used as the background of the textfield into a new PNG and saved that and set it as the the background image:
alt text http://img41.imageshack.us/img41/3450/textboxback.png
forwardToField.backgroundColor = [UIColor colorWithPatternImage: [UIImage imageNamed:#"textboxback.png"]];
Keep in mind that the image will be repeated as a pattern within the loupe... so if you don't want to see the edges, simply make sure your textfield is larger than the loupe height and width.
Before:
alt text http://img196.imageshack.us/img196/2672/beforex.jpg
After:
alt text http://img23.imageshack.us/img23/2182/afterxd.jpg
I hope this helps somebody out there!
Actually its pretty feasible to create your own loop. Haven't tried subitting to apple yet so don't know how they feel about it.
Basic idea is override touches, use a timer to see how long the user has been touching the screen. The loupe is just a UIView that grabs as an image the view behind it and magnifies it.
Check out this article from Craftymind here
The article has you cache the entire image behind which is definitely faster, for rendering the loupe, but if you have stuff (i.e. textFields) that are constantly changing I've been able to render the loope image real-time without too much of a performance hit.