Eclipse Interface - make lines/area between windows thicker - eclipse

The lines dividing the windows in Eclipse are really thin, and when I need to resize a window, I have to struggle to point cursor exactly at the tiny area between the windows, and then click and drag to resize.
Any way to change the thickness of those lines? Similar to increasing icon size maybe?

You need to be aiming to point to the space (or "sash") between the border lines, not on the border lines themselves. Note that the pointer should change when you are in the correct zone, in the sash.

Related

What is the equivalent of border-radius in roblox studio?

I have been previously working with css and there is a property in that i.e., border-radius with which i can change the radiuses of all the four sides independently. Now i have started making roblox games and i want to round my GUI elements but i found only one plugin that is roundify which rounds all the four corners equally but i want to round them independently (seperate rounding values for different corners). I searched the property panel also but did not find that. Please can anyone tell me how to change the border-radiuses differently.
Take a look at the docs for UICorner.
To use the UICorner UIComponent:
Create a Frame / ImageLabel / ImageButton /TextLabel / TextButton / ViewpointFrame / etc.
Insert a UICorner component as its child
Adjust the round corner radius by changing the CornerRadius property
There are also notes about when to consider using 9-Slice image assets as well.
I think I have used the plugin that you use to roundify the corners, and I looked into how it worked.
What I think is happening here is that the plugin, rather than adding a script, just changed the button to a rounded image.
You would have to find a way to make an image where all corners can be rounded separately, probably with an outside program. From what I see there isn’t really a way to do this with scripts.
Hope this helped.

Unity3D issue with font size near text height

I'm facing an issue where a text in the Unity UI does show on my PC, but doesn't show on my smartphone (and the phones of thousands of players actually). The disappearing basically comes from the text-component setting to truncate vertical overflow, but there shouldn't be any vertical overflow in the first place.
So when I have my font size at 24 and the text-component height at 30, it is not a problem on either platform, but once the font size gets "near enough" to the text-component height (but is still lower than it), so in this example let's say 28, then it'll still appear on PC, but not on my phone.
I'm actually not sure, if this has something to do with the phones OS (Android) itself, or with the DPI and the scaling of the canvas with the canvas scaler.
Anyways this is really annoying, so is there a neat way to fix it? I btw. don't want to set all text-components to vertical overflow, because that's not what I intent to do in multiple cases.
The solution is actually to set your Horizontal and Vertical Overflow to Overflow instead of Truncate.
This is the safest method that will force all the text from your Text component to render but I don't know why you don't want to use it.
You still have other solution but they are not better than what I said above. Although, they should work.
1.If your Text is a mult-line text, decrease the Line Spacing values below 1 and that will make more of your Text show.
2.If it is a single-line text, then Enable the Best Fit check box then decrease the Min Size and increase the Max Size until you get what you want.

custom slider images xcode

I want to make a slider that is a line that is thin at the left (minimum)end and thick at the right (maximum) end and the button which slides between to change sizes between. I have tried setting minimum and maximum track images but this didn't seem to work. I have been able to set the images in IB but they stay the same size. Penultimate has something like I want when you pick the pen size. Any suggestions.

How can I maintain relative sizing in Perl/Tk PanedWindows

I'm working on a Perl/Tk GUI. It will have three main areas. Two of them side by side on top and then another one below the two.
I could just use grid geometry management. The upper two would have a row weight of 2. The lower one would have a weight of 1.
This would be good for the starting position, but the user needs the ability to adjust the sizes.
Looking at the Tk documentation, PanedWindows can also have a weight, but I can't figure out how to access it.
As I have it now, with my Paned frames, the upper and left children are minimum size, everthing else fills the area below and to the right. If I adjust the main window. only the lower and right windows are resize. Worst of all, I can resize the window and make some of the children disappear.
I want to maintain the current relative sizes.
How do I do this? I'm not tied to paned, grid, pack. Whatever works.
Sounds like you are using frames in Tk. While I have never used Perl/Tk, I am kind of savy html which Tk is probably based on html. So, you might want to look into frames and framesets at Frames in HTML documents on the W3C site.
It sounds like you need 1 frameset with 2 frames for the top and another frame for the bottom.
I hope that this helps.

Cocos2D changes the colours in the last row of pixles in a sprite?

I have never seen this issue before, its very strange. Just wondering if anyone else has come across this too.
I have added a sprite to my game, its supposed to be the top left corner of a box to put text on to. I want to make it scalable without loosing anything so i have it broken up into sections. In the image above the one on top is the image itself, and then the one on the bottom is the image when its being drawn in the iPhone simulator.
Any idea why the last column of pixels on the right are altered? I have not scaled the image at all.
I don't know about Cocos2D, but in general terms what you've done here is to draw the image at a position that isn't an exact multiple of one pixel.
Consequently even without scaling you have resampled the image across a grid that doesn't coincide with the original image data, causing all pixels to be a bit off. It's just the right-hand edge is the most obvious case, since the resampling leaves you with a partial transparency here. But look at eg the two rows of purple pixels in the border: they're not the same, because your vertical alignment is off as well, causing a small amount of colour from the grey border below it to bleed into the lower row of purple.
Ok I actually figured it out this time. Cocos2D adds a bit of antialiasing to CCTextures. To stop it from doing this you need to call this:
[[mySprite texture] setAliasTexParameters];
to turn it back on you call this:
[[mySprite texture] setAntiAliasTexParameters];