spring tool suite high density screen - spring-tool-suite

I have a Lenovo Yoga with a High Density screen. Spring Tool Suite display does not support the high density which makes the icons on the toolbar all but invisible and text is equally tiny.
Does anyone have any suggestions beyond using the magnifier or changing the display density.

Presumably you're running windows? Try Settings > System > Display and then change the slider for changing the size of text, apps, and other items.

Related

How to set screen resolution in unity and then scale to fit window size

Trying to get Gameboy resolution which is 160px x 144px in unity and then the game will scale up when in full screan with bars around the side where the aspect ratio doesn't fit. But it still only has 160 "pixels" just scaled to take up however many pixels it takes
You could start by reading the documentation file on "Resolution and Presentation"
here is the link: https://docs.unity3d.com/Manual/class-PlayerSettingsAndroid.html#Resolution
and this forum page also seems to be helpful:https://forum.unity.com/threads/target-dpi-vs-render-scale-vs-resolution-scaling-fixed-dpi-factor-vs-setresolution.1076789/
Now based on these two I would consider this to be your solution:
Go to Edit > Project Settings > Player (on the left list) > Resolution and Presentation
once you are here find the Resolution Scaling Mode option and set it to Fixed DPI as shown in this Image
Once you do that you get the option to choose a number between 30 to 1000, which you would decide based on the output screen you target. If the number you set is lower than the screens native dpi, your game will upscale and by the same reasoning, I would say it would downscale if you set it higher than the native dpi of the target screen. I am not 100% sure this is the solution to your problem, but I hope it sets you up on the right direction.

Determine dimensions of full-screen macOS application windows below the camera housing notch

I need to determine the dimensions of a full-screen application window on a display with a camera housing notch. I'm using a Mac Book Pro (14-inch, 2021) but I'm looking for a general technique. Crucially, I need to do this from outside the full-screen application itself before it is launched, so I can predict the window position in advance in an application testing/screen-capture scenario.
The full screen size including the notch region is reported from NSScreen frame as 1512x982. The safeAreaInsets are reported as top = 32.0 with the other three edges being zero. Subtracting the top inset gives a size of 1512x950, yet full-screen applications (I'm using Chromium) report a maximised window size of 1512x945, which is what we might expect as it has a 16:10 aspect ratio. For example, SwitchResX allows setting the resolution to 1512x945 HiDPI 16:10 to ignore the notch area.
The regions returned by auxiliaryTopLeftArea and auxiliaryTopRightArea also have a height of 32.
Confusingly, visibleFrame reports 1512x944 (not 945) and I'm not sure where the one pixel discrepancy is coming from.
What API calls can I make to determine the dimensions of the full-screen application area?

How can I change the screen size in Unity?

Currently I am working on a Unity project. I started it on version 2018.3.6f1. The other day I installed version 2019.3.0a2 and this changed the screen size so now I have a white background at each side.
If I try going back to the size I had using the scale tool, it does not work so what do you recommend to change my screen size correctly or change it to its original one?
Here is a representation of my problem:
https://imgur.com/a/QKl9kVr
This is related to a setting you can change from the top bar of the Game window, it effectively sets the screen size emulation within the editor to different values, it looks like you want to have 'Free' mode, but you can also check behaviours in any other resolution

Strategy to create a screen resolution independent java desktop application?

I have been been programming with java using eclipse for a few months and would consider myself at an intermediate level, and i have a vb.net background originally.
I have a question about screen resolution( in pixels) and auto-scaling my application with two parts
A) When you design a desktop application with swing( or JavaFX ) do you actually calculate the pixel width and height of every single component and then scale it up or down in code by detecting the screen resolution at startup? Scene-Builder for JavaFX, Eclipse Windows Builder Gridbag layout and GroupLayout have the facility to do it with a couple of clicks, and it is relatively easy . If it IS calculated and handcoded then that means I'll have to spend a lot of time planning ahead for each control.
B) Is there a common consensus over a screen resolution ( 1024x768 e.g.) to design the application for "initially" ( and then scaling all controls according to detected screen resolution)? My monitor has 1920x1080 resolution but I am confused which resolution should i begin designing my application in. 1024x768 seems reasonable to me.
Thank you very much for your time
I've done all my work in Java Swing, so this might not be appropriate for other GUI sets.
Layout all the components within panels and one frame.
Pack the frame.
Print out the size of the frame.
If the frame is too big, put some components in a scroll pane.
Repeat until the frame is the desired size.
In other words, I'm concerned with the functionality of the GUI. I don't care how big it is, unless it's too big for a display.
I put together an alarm clock that has a frame of 170 x 152 pixels. It sits in the lower right hand corner of my display.
I put together a clock / calendar that has a frame of 1097 X 522 pixels. It sits in the upper right hand corner of my display.
I put together a Cobol Paragraph Structure display where I maximized the frame to the size of the display, mainly so the paragraph name tree had the maximum amount of space.

How to change the size of the Eclipse GUI elements (window/tab borders and buttons size)

The default Eclipse GUI (Indigo) is defined such that the graphic elements are pretty big. This means that the tabs and window borders, as well as the various buttons, take a considerable percentage of the Eclipse window real-estate area.
I normally work on an 1920x1200 monitor so it is not a big deal, but recently I had to present some work using a standard projector. C/C++ perspective was hard enough, but Debug perspective was unmanageable! There was almost no space for the actual contents as the screen was full with the GUI elements. I had to constantly change the tabs size to have some space in the view I wanted to examine.
How can I control the size of these GUI elements to reduce them to minimum?
[question also posted in the eclipse community forum but I find SE to be more efficient]