why xcode console font is bigger than editor font - xcode

I know the font size in xcode can be set in Preference -> Fonts & Colors. But, even I set THE SAME font size for editor area and console area, the two areas show text with visually different size. The size 15 in console area is a little bigger than size 15 in editor area, but it's smaller than size 15.1. Seems the two area shows text with completely different mechanism (or engine?).
I try several other editors & browsers that can show mono fonts, find that Terminal and Sublime Text2 shows the same size as xcode editor area, while Firefox and svnX review area shows the same size as xcode console area. My question is:
How to make the editor area show text with exactly the same size as the console area? I like the console area font size.

Under Preferences > Fonts & Colors, you need to click the Console label (circled in the screenshot below).
I usually just select all the options listed and give them the same font size.

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Finder toolbar icons are jagged or anti-aliased on non-retina displays

I'm trying to create Finder toolbar icons that match the look and feel of Monterey, but they seem to be jagged as if there are issues with anti-aliasing.
Here are the retina icons I'm trying to convert (two on the right):
And here is how they look on my non-retina display:
At first, I thought this was simply a problem with automatic anti-aliasing. However, when I manually resize the icons to 32x32, this is how they're supposed to look:
But when I use those icons in Finder, they look jagged all over again. I have no idea what is happening.
Update
Steps to reproduce:
Take icon_terminal_light.icns from this icon pack
If you already have a custom Finder toolbar icon, skip to step 6
Right-click on your Finder toolbar and choose "Customize Toolbar"
Click-and-drag any application onto the toolbar
Click "Done"
Right-click on your application and choose "Get Info"
Click-and-drag icon_terminal_light.icns onto the icon in the upper-left
Notice:
If you move the Finder toolbar to a non-retina screen, the icon will look thin and the edges will be jagged.
You can even open icon_terminal_light.icns in Preview, resize it to 32x32, and then export it to a new icns file. The icns file will look smooth on a non-retina monitor, but if you try putting it into the toolbar, it'll be jagged once again.
Finder has a quirk whereby the alpha layers of toolbar icons get multiplied by two when the window is active. If the Finder window is in the background, however, the icons probably look how'd you expect.
If your icons have any thin graphical element, the anti-aliased pixels will have low alpha values. When those alpha values are doubled, the pixels practically disappear, which is what looks like is happening.
I solved this issue when trying to resize the icons provided in OpenInTerminal-Light. My solution is a bit of a hack:
To fix the rendering, I manually resized the icons and added 89% gray behind the anti-aliased pixels. Every pixel has either 0% or 100% alpha now.
You can see more detailed notes in the issue I opened on GitHub.

Increasing font size of help text

If I hover the mouse over a .NET function in a C# file I get a popup window showing some documentation:
I'd like to increase the font size of this text.
There are many items in the Fonts and Colors section of the options:
Which of these can be used to increase this font size?
(This is one thing I like about vscode over VS; increasing the font size there with ctrl-+ applies to pretty much all text in the application. :-))

in XCode 12.2 how to increase the font size of the whole UI

Ignorant ways of XCode and its creators again come into place! :) Do you know how to change all fonts so text is larger? I managed only to increase text size in the left files menu, and the source code editor menu (source code text size can be done via Themes). How to change these other fonts here. Please see on the image. The green circles are how I would like all text size to be. The red ones, I really would like increased.

NSToolbarItem with Segmented Control - Images Not Rendering Correctly

I'm trying to emulate Xcode's toolbar controls to show/hide the Navigator and Inspector:
...but without the bottom pane (only left and right: two segments)
I screen-captured the icons from Xcode's UI and traced them in an image editing application. The resources for the left pane are:
#1x:
(20x20 #72 dpi)
#2x:
(40x40 #72 dpi, although using 20x20 #144 dpi seems to make no difference)
The right-pane counterparts are identical, but flipped horizontally.
All rhe resources are stored in the asset catalogue, as follows:
I dropped a segmented control on the toolbar, to create a toolbar item with a segmented control inside it, and set the image attribute for each segment (0 and 1).
Image Scaling for both segments is set to "Proportionally Down". The segment control has segment width "Fixed" checked, with a width of 48 for both segments. The toolbar item has Minimum Size of (83 x 25) and Maximum Size of (100 x 28).
The icons display correctly on the storyboard (Interface Builder).
However, when I run the app, I can not get the icon images to display appropriately.
If I launch my app on a retina monitor, no icon is displayed on either segment.
If I move the window to the external, non-retina monitor, both icons are displayed.
If I remove the one of the two image sets from thew catalogue and run the app, the other icon is correctly displayed! (on either monitor)
If I further set the same, remaining image for both segments, they display correctly!
If I leave both image sets in the project, but reset the Image field in one of the segments to empty, the other icon isn't displayed eihter!
What on Earth is going on??
I have put a sample project on GitHub that reproduces the issue.
Edit: Just to make sure, I extracted the resources from the compiled app binary using the cartool command line utility (as explained in this answer), and all 4 images are there at the right sizes...
Solution: As suggested by Ivan's answer below, I switched to using vector graphics (PDF) for the icons. I downloaded the trial version of Acorn and recreated my icons at 1x size, then exported as PDF.
To avoid blurring at the scaled up size of #2x at runtime, I had to make sure all coordinates in the editor were integers, and also check the box for "Snap to pixels" in the Vector Shapes inspector for each shape layer:
(Happy Ending)
$ git commit -m "Fix toolbar icons for good (PDF)"
According to my experience, using of bitmaps in toolbar is troublesome. You can try to target exactly recommended resolutions to possibly avoid some problems: https://developer.apple.com/macos/human-interface-guidelines/icons-and-images/custom-icons/
However, the cleanest way would be to use vector (pdf) icons, as they simply work as intended.

Icons editable in Visual Studio, but appear blank in other editors

Odd one, this. The project I'm working on includes some small icons (.ico file type) in a Windows resource (.rc) file, all 10x10 black on transparent.
Opening these icons in Visual Studio 2010 correctly brings up the icon editor, showing the icon in salmon-pink on teal-green. The icon's properties in VS show it as "10x10, 4 bit, BMP". The app that includes the icons displays them fine.
However, I cannot view or edit them in external editors! Windows 7 explorer's thumbnail view is blank white; MS Paint also loads them as 10x10 blank white images. Paint.Net (with the .ico plugin) thinks they're 10x10 transparent images. Windows file properties reports them as 10x10, 32-bit icons.
What's going on?
An icon contains 3 distinct bitmaps. Two monochrome ones and, in your case, a 4bpp bitmap. The monochrome bitmaps determine how the pixels are displayed. One of them determines whether a pixel is transparent, it shows up as teal green in the icon editor. The other determines whether a pixel is actually the background pixel inverted, it shows up as pink salmon in the icon editor.
So if you only see teal and pink then your 4bpp bitmap does not contribute anything at all to the visible icon. Whatever other icon viewer you are using to look at the icon is tripped up by that. Which is not unusual, inverting background pixels made only sense in the early days of Windows, back when displays had a very limited number of colors. Like 4bpp.
Fix it by using real colors in the 4bpp bitmap. Or don't worry about it if you are always displaying the icon on a well known background. Which is not typical btw, the user can change the color scheme setting for the window title bar for example. Or change the wall paper image for the desktop. The resulting icon color will be pretty random.

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