Negative Image on Display

When I woke my Mac Pro from sleep mode, the image was negative (what would be white is black, red is green, blue is yellow, etc.). I tried rebooting, I checked the display parameters. I have it hooked up to my television monitor and that was negative as well. Is the video card toast or is something else telling the video card that black is white and white is black?

You may have inadvertently hit the keyboard combination for the white-on-black option in Universal Access. Go to System Preferences - Universal Access, and make sure Display reads "Black on White".
Matt

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    Posting following because it might help someone else. It took me quite 
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    WPF code fragments of the trivial application I used to fine-tune the second
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    XAML
    <Window x:Class="WpfApplication1.MainWindow"
            xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
            xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
            Title="MainWindow" Height="512" Width="512">
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            <Button Content="192" HorizontalAlignment="Left" Margin="11,93,0,0" VerticalAlignment="Top" Width="32" Click="buttonClick"/>
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    </Window>
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    namespace WpfApplication1
        public partial class MainWindow : Window
            public MainWindow()
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                img.UriSource = new Uri("R:/IMG_6726s" + dpi + ".jpg"); // IMG_6726s48.jpg or IMG_6726s192.jpg.
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                image.Height = isrc.PixelHeight;
                image.MaxWidth = grid.ActualWidth;   // prevents scaling larger than 1:1
                image.MaxHeight = grid.ActualHeight;
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                if (shifted)  // shift-click to toggle Stretch between Uniform and None
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    image.Stretch = Stretch.None;
                lpvMessage.Text = "grid.ActualSize=" + grid.ActualWidth + "x" + grid.ActualHeight +
                    " image.ActualSize=" + image.ActualWidth + "x" + image.ActualHeight +
                    " isrc.PixelSize=" + isrc.PixelWidth + "x" + isrc.PixelHeight +
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                image.Height = isrc.PixelHeight;
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                lpvMessage.Text = "grid.ActualSize=" + grid.ActualWidth + "x" + grid.ActualHeight +
                    " image.ActualSize=" + image.ActualWidth + "x" + image.ActualHeight +
                    " isrc.PixelSize=" + isrc.PixelWidth + "x" + isrc.PixelHeight +
                    " image.Stretch->" + ((image.Stretch == Stretch.None) ? "None" : "Uniform");
            private void buttonClick(object sender, RoutedEventArgs e)
                Button b = sender as Button;
                string dpi = b.Content as string;
                changeImage(dpi);

    Being able to ignore DPI is all I'm asking for, and what I've always done for decades
    If the objective is to fill the Window, then yes, it's simple, as the following example of a thumbnail image shows:
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    <Image Source="http://leware.net/temper/42fp.jpg"/>
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    Result below. DPI doesn't matter, pixel sizes don't matter, the source fills the Image control, while respecting the proportions.
    But I don't want the image to fill the space available if it doesn't have enough pixels, it looks fuzzy and I don't like that.
    So I add Stretch=None to the Image control, and it solves my problem, the image is shown at a size that corresponds to its pixel size (63x87), centered.
    <Grid>
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    <Grid>
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    </Grid>
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    DPI obviously does matter here, much to my surprise. WPF's behavior was unexpected. That was my original problem.
    The DPI 48 image is enlarged by a factor of 2, the 192 DPI image is reduced by a factor of 2. What I want is in between, and the same for both images, a display based only on pixel sizes, like most browsers and picture viewers do.
    In other words, I want one image pixel to be one display pixel, downsized to fit if the image is too large, but never enlarged beyond 1:1 to fill the available space.
    I had a hard time figuring out how to get those two small images to show identically.
    I finally got what I wanted with the solution at the top of this thread (overriding size of Image control instead of DPI). I'm sharing because it might help someone else.
    Is there a better way to handle this when the DPI is arbitrary? Isn't there a way to just tell WPF to ignore images' DPI values or simply override it (force an image's DPI to 96)?
    Quite possibly I'm trying to do something which does not quite fit in the philosophy of WPF. Maybe I'm closer now, I'm still learning (this discussion is helping).
    I won't be surprised if my application misbehaves when the DPI of the display is not 96. Not a concern for now.

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