Drag the canvas in interface builder - xcode

Is there any way to drag the canvas in interface builder, like the hand tool in Adobe Reader?

There is no hand tool like in Adobe Reader. You can use two-finger scrolling if you have a trackpad. You can use your mouse wheel to scroll vertically if you have a mouse wheel. Otherwise, you just have to use the scroll bars.

I think two-finger scrolling on a trackpad is the best of the suggestions here. If you're not using a trackpad, 'Zoom to Fit' may work for you. In addition to zooming, it also centres the storyboard in the window, which, nine times out of ten, is what I really want to do when I'm wishing I had a hand tool.
There's no default shortcut for it, so short of defining your own, just right- or control-click on the canvas and select 'Zoom to Fit' from the contextual menu. Alternatively, click a scene or view in the document outline to centre on that view. If the view can't fit within the visible workspace, it will automatically be scaled down to fit.

You can scroll using keyboard:
⌘ → Scroll right
⌘ ← Scroll left
⌘ ↓ Scroll down
⌘ ↑ Scroll up
it is very painful, but what can I say, Nice Job Apple! :(

I use keyboard shortcuts to zoom the canvas to 50% or 25% first, then use the cmd-arrow keys. That way, every arrow key has a larger effect.
Zooming to 25% makes the canvas items really small, so you can cover a lot of ground with a few cmd-arrow keystrokes.

Not the same as the hand tool - and certainly not as easy as using a Magic Trackpad - but you can scroll horizontally by holding down the shift key when you use the mouse wheel.
Mousewheel: ↑ ↓
Shift+Mousewheel: ← →

Related

How to move the horizontal bar on SSMS with mouse wheel?

If I use the Azure Data Studio than I can move the horizontal bar with the Shift + Mouse Wheel.
Why this is not possible on SSMS? Is it possible to activate it?
On my mouse I am able to push the wheel to the left or right to scroll. Give that a shot :)
It is a standard Dell mouse.

Implement a Blender-like pane UI with GTK+

I'm probably going to botch this explanation.
How could I implement a Blender-like user interface with GTK? I don't mean the color schemes, I mean the drag-to-create-pane system.
In Blender, one can adjust pane size by dragging along the pane border (sort of like GtkPaned). One can create a new pane by dragging on this grip icon in the corner.
And one can merge panes again by dragging on this same icon toward another pane.
The problem with using nested GtkPaned is that I wouldn't be able to merge some panes because of the nesting.
How would I do this otherwise?
EDIT: Some pictures to clarify what I mean
So here's the user interface. Note how it's split up into panes, and how each pane has a drag grip in the upper-right and lower-left.
Dragging on one of the grips of a pane creates a new pane of the same type as that pane...
And you can drag a grip on a pane toward another pane, in which an arrow will show up and on mouse release that other pane will be closed and this pane will take up the remaining space.
And this is pretty flexible, so you can do lots of different things like rearrange the entire interface...
My problem comes in the merging part. Using nested GtkPaned might work if the two panes I am trying to merge are part of the same GtkPaned, but if they were of different GtkPaned it wouldn't work because I couldn't just check the position of the handle.

What does Axes and Keys in NGUI do?

In NGUI of Unity 3D,
there is a script called UI Camera (Script).
At the Bottom of the Inspector, there are parameters for Axes and Keys.
How do you use them, and what are they good for?
From the NGUI documentation for UICamera:
Axes and Keys section lets you choose which axes result in which movement.
http://www.tasharen.com/forum/index.php?topic=6711.0
The axes and keys are controller inputs. You can find the settings for the parameters you see (vertical, horizontal, etc) under Edit> Project Settings> Input.
An example could be using the arrow keys to scroll through buttons and hit the return key to select instead of using your mouse and mouse click. To try that out, take a look at the example scene: "Example 4 - Controller Input".
Attach the UIKeyNavigation component to the play, options, and exit button.
In inspector for UIKeyNavigation on the "play" button, check "starts selected".
In the inspector for UICamera, uncheck mouse and touch so we can see the keyboard input.
Now hit play and press the up or down arrow keys which will now scroll through the buttons.

Dragging view in Interface Builder

This is a small thing, but quite annoying.
In Interface Builder, if I have a superview with subviews, and the subviews cover all the superview's area, it becomes not possible to select the superview by clicking.
The solution is to select it from the Document Outline (the list on the left). Now the next problem is: how to move the superview after selecting -- arrow keys won't work because I am in the Document Outline! Currently I just go to Size inspector (CMD + ALT + 5), and modify the superview's x & y there.
Anyone got a better method so that the arrow keys work again?
I found a way to do it: after selecting the view in Document Outline, just carefully select it on the canvas by clicking exactly on one of its edges/corners (when the cursor become sizing arrows).

Going fullscreen in an itunes like application (cocoa OSX)

I have a cocoa application that has a finder like feel it and is made up of five views. On the left there is a gallery which is a finder like interface to choose a given object. This view stretches across the whole height of the window. Then on the right I have a window for a 3D simulation view and then below it I have three editing views. I would like to be able to press a button and have the 3d view take over the entire window and then go into fullscreen mode, and I am wondering if a more experienced Cocoa developer could give me some advice on how I might want to try this. Should I be removing all the other subviews then resizing the window and 3d view to the size of the screen or would it make more sense to try and just stretch the 3d view to the size of the screen and push the other interface pieces off the screen that way? I would like to eliminate the menu bar when this occurs to have a real full screen feel for me 3d view.
Look up the NSView method enterFullScreenMode:withOptions:. It's easier than you think.

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