Need to change colors of lines in an Omniportlet Line Chart
I am running Oracle Portal on a 10g Web server. I have created an Omniportlet and I am displaying data in a line chart. Is it possible for me to define the colours of the lines in the linechart?
Hi I didn't changed colors in line chart but I managed to redesign lot of omniportlets.
What you can do is to re-define CSS.
Add an HTML portlet in your page with some CSS embedded.
To catch wich class are to be re defined, I recommand you to use firefox with the extension Webdevelopper.
Use the "Informations - display element information" functionnality to catch wich class are used for your chart.
Then redefine those classes in your custom CSS.
Hope that will help
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I'm working on ultrasound images, full of greyscale spots. In order to draw lines as precisely as possible, I would prefer that the outline that is displayed while I'm trying to draw my line as correctly as possible, has another color.
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Changing color of lines in line chart
Okay this is a dumb question but how do I change the color of
lines in a line chart?"spacehog" <[email protected]> wrote in
message
news:g81g1a$eq4$[email protected]..
> Okay this is a dumb question but how do I change the
color of lines in a
> line
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Need to change color of template
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Pacman now needs to change color, but the types are incompatible ...
Hi, my book sucks and I need your help again , Thanks In Advance !!!
OK, now pacman can move in all directions and make a random move, but there needs to be a button to make him change color...
I have come up with the following code but when I try to compile I get incompatible types for my new Pacmancolors...
package pacman;
import java.applet.*;
import java.awt.*;
import java.awt.event.*;
public class Autopacman extends Applet implements ActionListener
boolean Packleur1;
boolean Packleur2;
boolean Packleur3;
boolean Packleur4;
boolean Packleur5;
boolean Packleur6;
int klikken = 1;
int x = 200, y = 200; //beginpositie pacman
int width = 50, height = 50; //formaat pacman
int stap = 20; //standaard stapgrootte
int stapVerander = 10; //stapgrootte wijziging
int angleA = 5; //beginhoeken pacman
int angleB = 345;
public void init(){
Button links = new Button("links"); //knoppen worden gemaakt en gelabeld
Button rechts = new Button("rechts");
Button omhoog = new Button("omhoog");
Button omlaag = new Button("omlaag");
Button harder = new Button("harder");
Button zachter = new Button("zachter");
Button random = new Button("Random actie");
Button kleur = new Button("Kleur veranderen");
links.addActionListener(this); //action events worden aan knoppen gekoppeld
rechts.addActionListener(this);
omhoog.addActionListener(this);
omlaag.addActionListener(this);
harder.addActionListener(this);
zachter.addActionListener(this);
random.addActionListener(this);
kleur.addActionListener(this);
add( links ); //knoppen worden op canvas gezet
add( rechts );
add( omhoog );
add( omlaag );
add( harder );
add( zachter );
add( random );
add( kleur );
public void paint(Graphics g){
g.setColor( Color.black);
g.drawLine( 0, 34, 600, 34 );
Packleur1 = g.setColor( Color.yellow );
Packleur2 = g.setColor( Color.red );
Packleur3 = g.setColor( Color.blue );
Packleur4 = g.setColor( Color.green );
Packleur5 = g.setColor( Color.white );
Packleur6 = g.setColor( Color.black );
g.fillArc(x, y, width, height, angleA, angleB); //teken de pacman voor het eerst
public void actionPerformed(ActionEvent e){
String str = e.getActionCommand();
if( str.equals("Kleur veranderen")){
klikken++;
if( klikken = 2 )
{Packleur2 = true;}
if( klikken = 3 )
{Packleur3 = true;}
if( klikken = 4 )
{Packleur4 = true;}
if( klikken = 5 )
{Packleur5 = true;}
if( klikken = 6 )
{Packleur6 = true;}
return false;
if(klikken == 7)
{klikken = 1;}
if( str.equals("Random actie") ){ //Die stomme random functie
int i = (int)(Math.random() * 10);
switch(i){
case 1: case 7 : str = "omlaag"; break;
case 2: case 8 : str = "omhoog"; break;
case 3: case 9 : str = "links"; break;
case 4: case 10 : str = "rechts"; break;
case 5: case 0: str = "harder"; break;
case 6: str = "zachter"; break;}
if( str.equals("harder") ){ stap = stap + stapVerander;} //stap wordt 10 groter
if( str.equals("zachter") ){ stap = stap - stapVerander;} //stap wordt 10 kleiner
if( stap < 0){stap = 1;} //Stapgrootte wordt nooit negatief of nul
if( str.equals("links") ){ x -= stap; //linksknop laat pacman links kijken en bewegen
angleA = 185;
angleB = 345;}
if( str.equals("rechts") ){ x += stap; //rechtsknop laat pacman rechts kijken en bewegen
angleA = 5;
angleB = 345;}
if( str.equals("omhoog") ){ y -= stap; //omhoogknop laat pacman omhoog kijken en bewegen
angleA = 95;
angleB = 345;}
if( str.equals("omlaag") ){ y += stap; //omlaagknop laat pacman omlaag kijken en bewegen
angleA = 275;
angleB = 345;}
if( x <= 0){ x = 0;} // houdt de pacman tegen als hij links/rechts wil verdwijnen
if( x > 550){ x = 550;}
if( y <= 35){ y = 35;} // houdt de pacman tegen als hij boven/onder wil verdwijnen
if( y > 550){ y = 550;}
repaint(); // zet de pacman opnieuw op het canvas
Can anyone help me with this?
Thanks a bundle!
Menno.Thanks a lot!
Say if you want to see how it works just compile this source :
/* Autopacman spelletje
Menno Hagens, I108
2001
Autopacman.
Maak via overerving van de klasse Packman uit week 4 een nieuwe klasse 'AutoPackman'.
Deze klasse moet de volgende extra functionaliteit bevatten.
De kleur van de Packman moet kunnen worden ingesteld.
Er moet een methode komen die een willekeurige opdracht aan de Packman geeft.
(naarLinks, naarRechts, gaSneller, gaTrager, etc.)
Maak vervolgens een applet met vier Packmannetjes en ��n knop 'Beweeg'.
Als je op deze knop drukt, moeten alle Packmannetjes ��n stap in een willekeurige
richting doen.
Programmeer dit efficient met arrays en loops.
Als je na afloop nog moed hebt kun je de klasse en de applet zo aanpassen dat een
spel ontstaat, waarbij een Packman die op de positie van een andere komt, de andere
Packman opeet. Degene die overblijft heeft gewonnen.
package pacman;
import java.applet.*;
import java.awt.*;
import java.awt.event.*;
public class Autopacman extends Applet implements ActionListener
boolean Packleur1;
boolean Packleur2;
boolean Packleur3;
boolean Packleur4;
boolean Packleur5;
boolean Packleur6;
int klikken = 1;
int x = 200, y = 200; //beginpositie pacman
int width = 50, height = 50; //formaat pacman
int stap = 20; //standaard stapgrootte
int stapVerander = 10; //stapgrootte wijziging
int angleA = 5; //beginhoeken pacman
int angleB = 345;
public void init(){
Button links = new Button("links"); //knoppen worden gemaakt en gelabeld
Button rechts = new Button("rechts");
Button omhoog = new Button("omhoog");
Button omlaag = new Button("omlaag");
Button harder = new Button("harder");
Button zachter = new Button("zachter");
Button random = new Button("Random actie");
Button kleur = new Button("Kleur veranderen");
links.addActionListener(this); //action events worden aan knoppen gekoppeld
rechts.addActionListener(this);
omhoog.addActionListener(this);
omlaag.addActionListener(this);
harder.addActionListener(this);
zachter.addActionListener(this);
random.addActionListener(this);
kleur.addActionListener(this);
add( links ); //knoppen worden op canvas gezet
add( rechts );
add( omhoog );
add( omlaag );
add( harder );
add( zachter );
add( random );
add( kleur );
public void paint(Graphics g){
g.setColor( Color.black);
g.drawLine( 0, 34, 600, 34 );
g.setColor( Color.yellow);
if( klikken == 1 )
{g.setColor(Color.yellow);}
if( klikken == 2 )
{g.setColor(Color.red);}
if( klikken == 3 )
{g.setColor(Color.blue);}
if( klikken == 4 )
{g.setColor(Color.black);}
if( klikken == 5 )
{g.setColor(Color.green);}
if( klikken == 6 )
{g.setColor(Color.white);}
g.fillArc(x, y, width, height, angleA, angleB); //teken de pacman voor het eerst
public void actionPerformed(ActionEvent e){
String str = e.getActionCommand();
if( str.equals("Kleur veranderen")){klikken++;}
if(klikken == 7)
{klikken = 1;}
if( str.equals("Random actie") ){ //Die stomme random functie
int i = (int)(Math.random() * 17);
switch(i){
case 1: case 7 : case 11: case 15 : str = "omlaag"; break;
case 2: case 8 : case 12: case 16 : str = "omhoog"; break;
case 3: case 9 : case 13: case 17 : str = "links"; break;
case 4: case 10 : case 14: case 0 :str = "rechts"; break;
case 5: str = "harder"; break;
case 6: str = "zachter"; break;}
if( str.equals("harder") ){ stap = stap + stapVerander;} //stap wordt 10 groter
if( str.equals("zachter") ){ stap = stap - stapVerander;} //stap wordt 10 kleiner
if( stap < 0){stap = 1;} //Stapgrootte wordt nooit negatief of nul
if( str.equals("links") ){ x -= stap; //linksknop laat pacman links kijken en bewegen
angleA = 185;
angleB = 345;}
if( str.equals("rechts") ){ x += stap; //rechtsknop laat pacman rechts kijken en bewegen
angleA = 5;
angleB = 345;}
if( str.equals("omhoog") ){ y -= stap; //omhoogknop laat pacman omhoog kijken en bewegen
angleA = 95;
angleB = 345;}
if( str.equals("omlaag") ){ y += stap; //omlaagknop laat pacman omlaag kijken en bewegen
angleA = 275;
angleB = 345;}
if( x <= 0){ x = 0;} // houdt de pacman tegen als hij links/rechts wil verdwijnen
if( x > 550){ x = 550;}
if( y <= 35){ y = 35;} // houdt de pacman tegen als hij boven/onder wil verdwijnen
if( y > 550){ y = 550;}
repaint(); // zet de pacman opnieuw op het canvas -
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