How to rotate or flip a component in dymola 2020X - modelica

There is no rotate or flip option in dymola 2020x, is there a shortkey for these operation or I should do this anywhere else?

Apart from the keyboard shortcuts recommended by Rene Just Nielsen, Dymola 2020x of course still allows to rotate and flip components using the GUI. The commands are accessible via the "Arrange" button, which is only clickable when you select a component first.

Here are the Dymola shortcut keys when one or more components are selected:
CTRL + R: rotate counterclockwise
CRTL + SHIFT + R: rotate clockwise
V: vertical flip
H: horizontal flip
Best regards
Rene Just Nielsen

Related

Is it possible to change the buttons in inputManager of Unity3D's gamesettings?

I am developing a 2D platform game, and is going to realize a function, let's use F to represent it, which could reverse player's control. For example, if I originally press A to make the character go left. After I use F, I press A to make the character go right.
The problem is that in my game,there will be two players using one keyboard to control 2 different characters. Both the characters use
float moveX = Input.GetAxis("HorizontalP" + player_number);
player_position = this.transform.position;
this.transform.position = player_position;
which use buttons set in inputManager.
I can't use lots of if else to get the reverse control function. So I tried to seek for some ways to change the input button mapping by script while playing the game. However, I couldn't see any such answers to handle that. Is there any solution for that?

I've hit some shortcut and now my pivot point isn't centered on the object

Normally when you select an object, any gizmos like the move axis are at the object's center. However, I've done something and that point is moving around to the object's edges and vertices when the mouse hovers over it. Its making it frustrating to work. How can I switch this back?
Apparently I clicked shift v at one point. Clicking v again fixed it

How to detect exact location of mouse click on sprite in scratch

I would like to detect the exact location of the mouse click within the 3x3 grid displayed on the screen. How can this be done in MIT scratch? Any suggestions?
There are two ways to do this.
You could create 9 sprites, hide, and use the When this sprite clicked event...
...but it would be a whole lot of unnecessary sprites.
Or you can do the following:
As #PullJosh said, you can use the mouse x and y blocks. Just do some math:
You know that the stage goes from X: -240 to 240, Y: -180 to 180.
Just put that into some code to detect ranges, below is a link to a project that is an example of this:
This project
(Note: This assumes the grid boxes are the same size.)
when greenFlag pressed
forever
if <mouse down?> then
set (lastMouseClickX) to (mouse x)
set (lastMouseClickY) to (mouse y)
end
wait until <not<mouse down?>>
end```
This is pretty simple if you want to involve 2 variables in this:
All you really need to do is to set the mousex position to a variable and the mousey position to a variable after the sprite detects a click on it. Here is an example:

Changing the value of a joystick's Y axis

I'm currently trying to change the value of my joystick's (T.16000M) Y axis using AutoHotKey.
A little background first: I'm configuring some voice commands for Star Citizen, and I'm trying to write a script that would activate decoupled mode (so that I have 6 degrees of freedom), after which I would potentially adjust my ship's pitch by a full 180 degrees along the Y axis. I've discovered that I can't exactly do this using VoiceAttack alone, because within the game, only raw mouse input is accepted, and I cannot figure out how to simulate raw mouse input with either VoiceAttack or AutoHotKey.
Therefore, my next best solution would be to change the value of my joystick's Y axis, if this is at all possible in AutoHotKey. I've done tons of googling, and I've searched the entire documentation for any clue on how to achieve my goal.
I understand that JoyX, JoyY, JoyZ, etc., can be used to map joystick input to some other sort of control, like in this script that maps joystick input to the mouse cursor.
I hope this post is appropriate for StackOverflow; I wasn't exactly sure where else to put it. Maybe superuser?
Anyway, thanks for your help.
By the way, here is the code I was planning to use for the mouse:
MouseMove, 0, 500, 10, R
MouseMove, 0, -500, 10, R
This works in Windows, but not in the game, because the game only accepts raw mouse input.
To simulate raw mouse movement with AutoHotkey, use DllCall("mouse_event"... (Google it, there are tons of examples).
To get VoiceAttack-like functionality in AHK, see HotVoice
It is absolutely impossible to alter a joystick in AHK like you can alter keyboard. You need to create an extra virtual joystick and send output to that. See CvJoyInterface.

Coordinate Axes in Visio

I Visio start of coordinates is the left-lower corner. Is there any way to change it, for example set the left-upper corner as a start of coordinate axes?
Here is the answer: http://support.microsoft.com/kb/830915
Use Ctrl + Click on the ruler bar and drag drown to the 0 position you want. Basically the same as creating a guide line, but while holding down the Ctrl key,
Nope. It's the same coordinate system high school math geometry teaches you in the US. At least, they taught it to me that way...
I do not know of a way you can change it within Visio.