In autocad i am trying to make a block that will automaticly scale, depending on the viewport scale where it is visible in.
So far, without luck. Also through google i cant seem to find anything related.
So i was wondering, is this even possible to make ?
As #Miirr says, you can use an annotative block for this. An annotative block can have multiple scales, rotations and multiple positions. Please read the documentation here : http://docs.autodesk.com/ACD/2010/ENU/AutoCAD%202010%20User%20Documentation/index.html?url=WS1a9193826455f5ff1bb1a0510dab2fb04a-7f5c.htm,topicNumber=d0e111300
Related
Note: I looked at the other questions similar to this one, and they were either outdated or not useful.
Unfortunately there are so many different screen sizes and that makes auto layout really confusing for me. I want to have a simple UIImageView to cover the entire screen no matter what screen size it is. So the dimensions of the UIImageView should change accordingly.
I tried adding constraints to squish the image and it worked fine. But an error in the debugger said that there was an error: UIViewAlertForUnsatisfiableConstraints
Is this a big deal? And if it is, how do I get the Image to fill the entire screen?
Edit: The game will have squares going down the screen, which the user must tap
It might be, or it might not be a big deal, depending on what you're doing and if you know what you're trying to accomplish. In my experience, this is usually an issue if you're trying to programmatically alter the frame of a view which already has set constraints (you shouldn't alter the frame by hand unless you really need it).
Without more detail, it's hard to say what the exact issue is.
A few days ago I've explored geomaps and, however, it turned out to be easy to change the properties of the elements.
But I have two questions:
I'd like to add rivers and forests on the maps. So Ive considered to set a background image instead of the geomaps figure. But I can't find a way to get this one fixed. Is there a way to set a background picture for a country or region?
How can I change the shape of the "bubbles" when you select a city e.g. "London"? I'd like to change it to a square.
Thanks in advance for your help!
Unfortunately what you're looking for is not available in geocharts in their current implementation.
Using a background image is possible in the sense that you can use CSS to make all shapes in the map transparent, and use a background image in the div to make it appear as if the little circles are being drawn on a map with forest and rivers, but you will run in to two big hurdles:
Your map will need to be identical in size/layout to the Google Maps SVG
If Google ever changes the SVG they use (or the view/projection they use) you will need to edit yours too
This isn't ideal, obviously. You could work around it by creating custom javascript to write rivers and forests on your map, but that is going to be a huge headache (especially if you are using multiple maps/views).
As for the circles, you can't change them to squares without hacking the actual SVG in the background with javascript. While this is definitely possible (if you're really good with SVG/Javascript), it again isn't using any of the fancy features of geocharts, and is more just a custom solution that will have to be updated if/when google updates their API.
Rather than doing it that way, you may want to look in to the same implementation on google maps itself. That will allow you to use custom markers, draw custom shapes, etc. with a lot more flexibility (and a much more stable API).
Nearly every example I see of OpenGL ES involves it updating every frame, even if the image itself is not moving in any way.
I did some tests and I see it works quite fine to just render (using drawArrays etc) and then present the render buffer (these two actions, together) just once and then not do either again until you have something change onscreen.
Is this "normal" ? I just don't see this really done much. Once drawn, the graphics stay on the screen without additional constant rendering.
Is this acceptable?
Yes, it is acceptable and completely valid. You also need to take account to render again when the context is lost. To give you an example, using Android standard OpenGL helper classes there is an option to only draw when needed, not in loop (RENDERMODE_WHEN_DIRTY).
Hi i have a lot of image reading in my app and when I load the files i use
CGImageGetWidth and CGImageGetHeight to get the sizes of the images.
However this does not seem to return the right values all the time.
For example if I have an image whose size is 114x14, these functions will return 126x22 or something random like that.
The really odd part is that it doesn't happen all the time(changes from build to build) but it tends to happen to the same group of images.
So either i have some kind of coding error that i am not aware of or the images have some setting to them that makes them handle differently.
Anybody know of what could possibly cause this kind of behavior?
Thanks
Check the resolution of the image. Some image formats allow for a pixels-per-inch of something other than the standard 72 pixels per inch.
I'm working on a Cocoa application which will be used for a digital-signage/kiosk style display. I've never done anything like this with Cocoa before, but I'm trying to figure out what the best approach is for building the user interface for it.
My main issue is that I need a way to have the user interface scaled up or down depending on the resolution of the display. When I say scaled, I mean that I want everything including white space to maintain the same sizing ratio. The aspect ratio of the interface needs to remain the same (16x9), but it should always fill the entire width of the display its on.
Sorry if I'm not being descriptive enough.
What are some thoughts?
If I follow you correctly, you want all buttons and views, etc. to get larger, the bigger the screen is (which has nothing to do with the dimensions of your views). If that's the case, there's no automatic way to do this.
With Quartz Debugger (part of Xcode Tools), you can set the scaling factor (see "resolution independence"), but this would need to be manually adjusted per system. What's more is I'm not sure if this tinge is persistent across reboots. I leave that for you to investigate.
As far as I know, though, there's no way to adjust this programmatically as resolution independence is still not an exposed consumer feature of OS X.
If anyone is interested, I seem to have found a solution under this post: http://cocoawithlove.com/2009/02/asteroids-style-game-in-coreanimation.html