i tried to force my window to stay on top. But it isn't work properly for me. Im working on raspbian and im trying to open MPlayer window above magicmirror fullscreen.
I tried it with command
wmctrl -r MPlayer -b add,above
same as clicking on the header and choose "always on top" .
It works ok with other windowed apps, not with fullscreen MM app.
P.S. Magic mirror app always autostart with fullscreen and it has to stay like that. Im trying to force MPlayer window above fullscreen. MPlayer opens camera flir source. It opens for 20 sec (for view), making measurements and then close.
Maybe you have some ideas how to help me?
Related
The new Android emulator installed with Android Studio Bumblebee has two buttons in its toolbar to rotate the emulated device 90 degrees clockwise or anticlockwise. On the old emulator rotating the device would rotate the emulator's window as well, but on the new one it doesn't.
So if you start the emulator in portrait mode and rotate you get a tiny landscape device image stuck across the middle of the emulator's portrait window, and if you start the emulator in landscape mode and rotate you get a tiny portrait device image stuck up the middle of the emulator's landscape window.
Is there any way to recreate the old behaviour where pressing the rotate buttons would rotate the emulator's window to fit the rotated phone image inside it?
[Running on Linux with kde window system, in case it make any difference]
I think to recreate old behavior with regards to separate emulator window and rotation you may want do the following:
1. Disable the docking and may be open in Window mode to keep emulator window separate from the main IDE as shown below
2. To rotate, Virtual sensors option can be utilized as follows. Steps are marked 1,2,3 & 4. Beware seems the button marked 4 only appears for few seconds.
Also, one can horizontally expand the emulator window pane when device is in landscape position, to get a feel of landscape window like below:
Following blog post can also be helpful in this regard:
https://android-developers.googleblog.com/2020/10/android-studio-41.html
In case important e.g. if options do not appear the same, i'm using Moonlight(Material) theme
I made a game and exported it to and EXE file but when I run it, it runs in full screen! How do I make it so that it runs in a window?
You can't change it after you exported it. In the Unity Editor, go to Edit > Project Settings > Player and then scroll down to Resolution and Presentation. Then under Resolution, change the full-screen mode to match your needs.
I have really annoying problem, I have laptop and one extra monitor, my laptop screen is my main display and I want to keep it as it is. I'm opening Unity on my second screen and when I open some of unity window like 'Profiler', 'Animator', 'Preferences..' etc or any other window then it displays on my laptop screen and not where unity is actually opened and I have to move it each time manually to my second screen ; O I didn't observe such behaviour for any other apps. Does anyone have idea how I can fix that ?! I would be very veryy grateful for help!
I'm using Windows 10.
Here you have professional visualisation ;D
I'am programming one kiosk app using GTK+Ubuntu 10.10. All works ok when I run the app manually but If I setup it up as a Startup Application on Gnome, it does not become fullscreen. I'am using gtk_window_fullscreen() function to tell it to resize as a fullscreen window. When Gnome starts, it launch the app with its default size without resizing.
Calling gtk_window_fullscreen() a second time, some seconds after being launched, doesn't work.
If I move the mouse pointer over the window once opened, it resizes automatically to a fullscreen status.
Any idea how to get a fullscreen on startup?
Regards
Fullscreen is handled by the window manager, so you may need to make sure your program is launched after the window manager has started.
Is there a way to programmatically set the iPad to run the iPhone app at 2x as it is launched (yet keep the iPhone app native). I understand I can create NIB files for each hardware platform, but for ease, I just would rather the app launch as if the user had tapped the 2x on the iPad. Thanks...R.J.
No. The pixel-doubling malarkey is not under your app's control, and is pretty much a crutch for apps that weren't designed for the iPad. If you didn't go nuts with specific pixel measurements in the original code, it shouldn't be difficult to move to the larger screen.
It's not quite program control, but you can get an app to start up in 2x mode on iOS 4.2.
I've had a couple of apps that have always started up in 2x mode, and very nice it was too, but I only worked out why this was today!
Steps:
Run iPhone app (e.g., from Xcode)
Use '1x' and '2x' buttons to select desired zoom level
Press home button to get back to launcher
Double tap home button to bring up task manager
Kill your app (hold finger down until icons start to dance, then press the '-' button on your app's icon)
(If you ran under the debugger in step 1, Xcode will tell you the program got a SIGKILL, and might stop somewhere random in the call stack; you can ignore this.)
Now next time you run the program, it will start up with the zoom level you selected in step 2!
I didn't test absolutely every method of closing the program, but this preference doesn't get saved if you stop it from Xcode (e.g., using Run|Stop menu item), and it doesn't get saved if your program terminates using exit. Closing it using the launcher is the only way I've found so far...