Automata view in ispin - promela

I'm new to ispin and promela coding. I managed to get the automata to view working in ispin but the problem I am having at the moment is that when the automata are bit complex the labels texts(transition label, state name) get really small that I can't read. Even if I click the zoom in button, it only enlarges the state diagram but the texts remain the same. Is there any way to increase the font size of the automata view texts?

Related

In AnyLogic, how do you keep consistency when switching between ViewAreas of different sizes?

When we make ViewAreas of different sizes, we see inconsistencies in the menu bar and extra space while running the medal.
The problem in displayed in the images below.
Normal size viewArea
Big viewArea show inconsistency.
How do I make different-sized ViewAreas look consistent while running? 
It is implemented in the Wholesale Warehouse example model, but how?
Attaching the screenshots of the example model below.
Different view area sizes
No inconsistency while running the model
You don't. You keep the view areas at the same size and adjust the other elements

How to find the largest size of a view that does not make window larger than screen size?

I'm working on a MacOS application that needs to display large images. if I naively set the ImageView to be the full size image, the application's window can be forced to become larger than the screen size. What I'd like to be able to do is work out how large I can make the image while keeping the entire window (which also contains other UI elements) on screen.
I know I can query the amount of available screen space using NSScreen:visibleFrame() but that does not seem to be much help since unless I make a whole load of assumptions about how much space the rest of the UI will take up which then defeats the point of having constraint based UI layout.
The other approach could be to find a way to constrain the window size and then let Cocoa work out the sizes of the views. However, it looks like the UI editors in Xcode only allows static sizes to be specified which is not much help.
It looks like this is possible in SwiftUI (https://www.hackingwithswift.com/quick-start/swiftui/how-to-adjust-the-way-an-image-is-fitted-to-its-space)
Image("example-image")
.resizable()
.aspectRatio(contentMode: .fit)
However, the application I'm working on needs to run on older versions of MacOS than supported by SwiftUI so I need to know how to do this in swift but using plain Cocoa.
The first thing I would try is to modify the priority of the constraints that make the image view large enough to accommodate the image. That would be its content compression resistance priority. I think if you set it to .dragThatCanResizeWindow then you might get the behavior you want for free. That's because the system already constrains a window to the screen size when you drag its edges. So, presumably, that implicit constraint has a higher priority than .dragThatCanResizeWindow.
If that doesn't do it, you can programmatically set a window's maximum frame size by setting its maxSize property. You'll want to set that each time the screen configuration changes or the window moves to a different screen. For the former, you can observe NSApplication.didChangeScreenParametersNotification. For the latter, your window delegate can implement windowDidChangeScreen(_:) or you can observe NSWindow.didChangeScreenNotification.

Keep Graphical Outline when Screen Size Changes

Beginner...
I suppose somewhat related to the question below, I would like the view controller to appear the same on each device with only the size of the graphics changed, (storyboard iPhone 8 vs iPhone 4s)
I've tried my best to read about and understand the Constraints, but with no luck. I add a constraint, then click away from the "Add New Constraints", and when I select the object again to view constraints it appears as if nothing is set anymore, (Constraints added & Constraints gone)
Even if they are sill there, but this isn't how you see them, the image still moves when I check the storyboards or the simulators of two different sized devices.
Any recommendations on how to fix either issue or just somewhere else to look for answers would be well received!
I would like to automatically align all the graphics I've placed in the "View Controller", (Unaligned Storyboard),
and have those graphics resize themselves to maintain their placement when loaded onto a device with a different size screen, (Main Storyboard of two devices)
I've decided I want most of the graphics to only be in the center of the controller.
EDIT
this has been solved
I've discovered how to align the graphics as I desire by clicking the Align "Horizontally in Container"
I'm not sure how or why I didn't see this sooner.
Unfortunately, the graphics still become distorted when on a different sized screen.
I've discovered how to align the graphics as I desire by clicking the Align "Horizontally in Container"
I'm not sure how or why I didn't see this sooner.
Unfortunately, the graphics still become distorted when on a different sized screen.

Auto layout if orientation is not an issue?

I am currently trying to get the hang of Auto-layout in Xcode, and with it, i have found some problems.
Now, i don't have a 100% grasp on how auto-layout works exactly, so as i learn on it might become easy, but i think it is very hard to be honest. I am usually making games, and of thus, i programmatically add a lot of views to the screen. Now, auto-layout seems to mess everything up when i do this, so i constantly have to make sure that every single auto-layout feature is just right, and there are a bunch!
So, if you do not want to support other orientations, is auto-layout really needed? i mean, if i am making a game for the iPad and using landscape mode only, is there any reason for me to use auto-layout?
Thanks on advance
A couple of thoughts:
Auto layout is not mandatory.
But auto layout provides a mechanism for dealing with situations when views change sizes and/or locations:
changing orientation, as you pointed out;
supporting different screen sizes (e.g. iPhone 3.5" screen vs 4.0" screen);
controls whose size changes based upon content (e.g. a UILabel whose width expands to fit the text or whose lineCount is set to zero, meaning that its vertical will grow based the number of lines needed to fit all the text); with auto layout you can establish dependencies between controls so that, for example, as one control changes its own size/location, others can move/resize accordingly (e.g. to stay aligned with or make room for the other control); and
automatically update contentSize for UIScrollView objects.
Auto layout requires a little time to gain proficiency, but for dynamic, complex user interfaces, it can save you from having to write code to manually change layouts of views programmatically. But if you don't find yourself doing this sort of code, then you don't necessarily have to use auto layout.
I should acknowledge that there are some tasks that are trivial in a non-autolayout environment (e.g. animation of moving views), doing the same task in auto layout can be frustratingly complicated. But if you have complex interdependencies between views (either between the superview and its subviews or between sibling views), auto layout can be useful.
Autolayout simply provides rules for the views how they appear in all orientation.It is upto the user to define how to use it or you may follow the struct and spring model .
The major difference between the two is that there no dimensions involeve in the struct and springs while autolayout says the dimensions and values in whch views should be rearranged
An excellent beginner tutorial fo autolayout

Multi changeable areas of a image on a iPhone

I have an image with picture of a person and I want to let the user to pick some area of the person and change the color. But how can I best create a multi-mask image?
E.g. should the user be able the change the color for a leg or a hand.
I am using Titanium Appcelerator, and right now I had a solution with buttons placed over the image, which is not a pretty and accepted solution.
The Kitchensink example, has only one area which can be changed.
The only solution I found for working with sections of an image is to divide the image into different views then use a vertical or horizontal view to glue them together. Sounds like you took a similar approach using buttons.
Another option might be to use one of the jQuery image libraries within the webview. This most likely will have a performance penalty though.