NSCombobox too large - macos

I was trying to create a mac application. But after I inserted the combobox using Interface Builder and run the application, I got the following message:
This application is trying to draw a very large combo box, 28 points tall. Vertically resizable combo boxes are not supported, but it happens that 10.4 and previous drew something that looked kind of sort of okay. The art in 10.5 does not break up in a way that supports that drawing. This application should be revised to stop using large combo boxes. This warning will appear once per app launch.
I tried to change the height of the combobox to a smaller value. But unfortunately the height is fixed in the Interface builder. Anyone know an idea how to get rid of the warning?
Environment:
Xcode 6
Mac OS Yosemite
Language: Objective C

In Interface Builder (IB), Utilities, Size Inspector: Change the Control Size from Regular to Small and then back to Regular.
It worked for me - got rid of the message shown in OP.

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Hi i ran into something annoying while creating a Windows Window.
Im using the System.Window.Window base class with a single BlockText & Border element to create a tooltip like window.
The issue is that at a certain width a black box width 2 lines appears (#see screenshot).
Any way to get rid of it? Im not sure if this is connected to windows itself. Or if this is a extern thing.
Thanks a lot
I played around with the settings but couldnĀ“t find any way to remove this. (Changing layout elements, switching screens, change window bar settings etc etc)

DropDown GUI (resolution) issue Unity 3D

http://imgur.com/UNR6nNS
Check the link for details.
When I'm running my app (that contains the DropDown feature) on my Android Phone, the dropdowns that apears from DropDown menu is really small, even tiny. I tried to set resizeTextForBestFit and resizeTextMinSize/maxSize + change Rect.height of ViewPort (where the dropdowns placed) but it doesn't work. The Scroll Rect on Dropdown List controlling the size. So how can I fix this issue?
Always choose
"Screen Space - Overlay"
and
"Scale with screen size"
It's just one of those weird things about Unity ... 99.9% of the time you use that setting.
In the current version of Unity, Unity screwed-up and set the default wrong.
Only in extremely obscure situations would you use the other settings: it's a huge source of confusion that Unity have the defaults as the wrong settings.
You could have another problem but be sure to do that.

What to do about this long error: This application is trying to draw a very large combo box

I cannot find any reference to this on SO.. The full message is:
"This application is trying to draw a very large combo box, 32 points
tall. Vertically resizable combo boxes are not supported, but it
happens that 10.4 and previous drew something that looked kind of sort
of okay. The art in 10.5 does not break up in a way that supports
that drawing. To avoid breaking existing apps, NSComboBox in 10.5
will use the 10.4 art for large combo boxes, but it won't exactly
match the rest of the system. This application should be revised to
stop using large combo boxes. This warning will appear once per app
launch."
Any ideas what to do about it?
I made the box in IB, and don't think I did anything special to create it.
I had this same issue. The combo box was in a cell in a table. I changed the row height setting of the table to automatic. But, this gave me an error for not being a valid setting for a cell based table. However, when I reset the table's row height to fixed, the message went away.
More Google searches seem to indicate that this has something to do with the height of the combo box. In my case, the row height of the table increased when I reset it from "Automatic". Perhaps this will give you something to go on.
I had the same error. When I dragged comboboxes out of a Stack View, Xcode messed up their heights. To correct the problem, I added height constraints of 22 to each of them. That caused the warning. When I deleted all the height constraints, the warning went away. The comboboxes didn't revert to the crazy heights they had when I dragged them out.
I've had this forever, but ignored it because I had no idea why it was happening.
From reading the other answers here...
From the storyboard I edited the Combo Box Cell inside the combo box. I changed the Cell Size from Regular to Small and back to Regular.
The problem went away.

OS X application in full screen mode on two monitor setup

Basically I would like to run OS X application in full screen mode on two monitors. There is no specific layout I would like to accomplish, I would just like to zoom in application to use whole two screens. Only application that I saw behaves that way is parallels.
How do I accomplish that ?
UPDATE:
This application will run only on my personal setup where i have two screens with the same resolution. OSx application contains two tableview's. One table view have one column and second tableview have numerous columns. In fullscreen mode i would like to see as much of those columns from tableview2. Preferable would be that tableview2 stretches to use both screens.
There are several different approaches that you could use:
Create two full screen windows in which you will put two scrollviews
containing two tableviews displaying your data. Then, you will
need to scroll the tableviews to the appropriate position, in order
to display your content. You will also have to synchronize scrolling between the views.
Create one window that you enlarge, so that it spans across the monitor. This will be far easier than solution (1) since your displays are the same size. You have one large tableview. You have to take care of the dock and the toolbar.
Other solutions, requiring more voodoo. Not worthy of detailing.
Pro / Cons
Solution 1: the OS takes care of the dock and the toolbar for you. it is easy to deal with display of different size / resolution. But the setup (programmatically) requires some amount of effort.
Solution 2: Easy to setup. But you have to take care of the dock and the toolbar, and won't really work if the displays are of different size/resolution.

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I was wondering if there was a way to create a range slider for an OS X app in Cocoa. Basically it's just a regular slider with two buttons instead of one, so you can set a range (for a graph for example). I've seen a lot of custom range sliders for iOS (such as http://www.cocoacontrols.com/platforms/ios/controls/rangeslider), but none for OS X.
The closest thing I could find was SMDoubleSlider, which doesn't seem to work at all in XCode 4.
Warning: I just learned the hard way that SMDoubleSlider uses private APIs that will not pass App Review. Don't use this class if you intend to distribute your app through the Mac App Store.
Of course it's possible, almost anything is, but you would have to do all the drawing and handling of the slider movement yourself.
I'm not sure what you mean about SMDoubleSlider not working in Xcode 4 -- I tried it out, and it worked fine for me. I didn't try the IB plugin stuff, I just imported the 4 files (SMDoubleSlider .h and .m and the slider cell files as well) and alloc init'ed it to create one and add it to my view. I was able to get and set the values of the hi and lo sliders.
If you're going to use it, just make sure you abide by the copyright restrictions, it is open source, but not public domain.

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