Visio 2013 wont show custom Stencils in the "More Shapes" window unless the document units are Inches (imperial) despite specifically creating and saving a Metric stencil.
Can anyone reproduce ?
This is a known change, it depends on your system locale and office locale.
To show your metric stencil, add suffix "_M" to the name of the stencil, i.e. name it like "MyShapes_M.vssx"
Related
Is there any software that allows designing the icon of a Modelica component, and then copy into Dymola?
It is hard to draw the picture in Dymola.
A short summary of the answers, there is 4 software support this task:
OMEdit;
MoVE;
InkSpace;
PowerPoint;
Yes, there is MoVE, but it seems development is stopped.
For some tasks OMEdit is better. Properties of graphical elements are nicely presented in a single dialog and you can easily edit the points of lines and polygons.
As an alternative you can use svg and png files, which can be nicely drawn with Inkscape.
Another option for creating icons and info-graphics is to make them in standard packages for drawing, save them in a proper format (e.g., .png) and then use them. This is what I do with my library.
One way I have done it is with powerpoint and wrote a macro that auto-names them: https://github.com/ORNL-Modelica/TRANSFORM-Library/blob/master/TRANSFORM/Resources/Images/Icons.pptm
Next to that is another one for info slides.
Another one worth a go is something like Inkscape (https://inkscape.org/) and then you can run a command line terminal to loop through them all and generate png/jpgs.
The following platform-independent method, i.e. works with arbitrary Modelica simulation environments, is particularly useful for sophisticated icons:
Use LibreOffice Draw for drawing an Icon
For each drawing, produce an image file in one of the desired format according to quality requirements
Include the image file within standard annotation for icons
Here is an example from the library GenKinetics:
An Icon draw in *.gif format: Inhibition Icon
A component employing the Icon: Port_I.mo
I installed the new Unity UI Builder. Everything works just fine...
But how do I add the uxml to my scene or how do I attache it to camera?
I tried to drag and drop the uxml to camera and I searched for a component, but I couldn't find anything... Is there any official documentation?
You must use an gameObject with PanelRenderer.cs attached to it:
For now, I only know you have to set UXML file and USS file. In play mode, by magic (I still don't understand how unity does it), it will render.
In the Github project you can see how things are for now. UIElementsUniteCPH2019RuntimeDemo
EDIT:
The project linked above uses UI Builder 0.8.
Runtime support is still not available using the packet manager.
You can add the preview version to your project by adding the following line to your manifest.json (it's located in the projects Packages-folder)
"com.unity.ui.runtime": "0.0.4-preview"
You may want to check whether a newer version is available.
Keep in mind that the preview version is intended for previews only. The api and workflow might change with newer versions.
Once runtime support is enabled you can use the Panel Renderer as described above.
In Unity 2021.2, when you add a UI Document to the hierarchy, a PanelSettings asset is automatically created and assigned to the that UI Document.
Simply add your uxml file to the UI Document -- there is no Panel Renderer component anymore.
Even though the UI Builder offers a preview of the menu over the actual game scene, there is no way to use that menu in a game using Unity's functionality or packages. To do that we need to use the code that comes with the demo by Damian Campeanu from Unite Copenhagen 2019 that you can find here: https://github.com/Unity-Technologies/UIElementsUniteCPH2019RuntimeDemo.
The demo has following structure.
Structure of the project
The files that we are interested in are located in Assets/UIRuntime folder. Simply copy this folder into Assets folder of your project.
After copying the the folder,create empty game object, and add two components in the inspector. Panel Scaler and Panel Renderer.
Game menu object with panel scaler and panel renderer components
Panel Scaller is responsible for scalling your menu for the display. Choose "Constant Physical Size" and 96 for both Reference and Fallback DPI. Those are the values from the original demo and 96 DPI is a typical pixel density for most computer screens (it is different on mobiles and high density screens).
Panel Renderer is the place where you will set your UXML and USS (Unity Style Sheet) files (Uxml and Unity Style Sheet fields. Leave the last two of fields empty, and tick the "Enable Live Updates" checkbox. This will enable you to show the updates in the game viewport as you make them.
I wanted to comment under existing answer by Pablo but I'm new so I can't.
I have a document-level (dotx) customization, with a custom ribbon, and one of the controls in that ribbon is this:
<gallery idMso="CustomGallery1" label="Building Blocks" size="large" />
The only other part that makes this work is the creation of entries under Custom1 in the Building Blocks Organizer. In Word 2010, this would show all the building blocks under the Custom1 category. In Word 2013, it shows the name of each building block briefly, and then all of them are removed and the list is empty:
The building blocks themselves all contain either a document property or document variable.
I have tried the following to resolve this but without success:
Ensured that they are still present by opening the template outside of Visual Studio; they are.
Upgraded the template to the 2013 dotx format.
Re-created the building blocks.
Re-created the entire dotx file, and then re-created the building blocks.
I also tried using other ribbon IDs, they are empty too (they do all have entries) but they display it differently:
There should be four entries there, they exist in my Normal.dotm. The last two controls there, for equations and content controls, do work, except the content control that is inserted displays similar behavior as the Autotext gallery:
I don't know what should be shown in this case but I doubt it's nothing.
Right now I'm assuming that this is just a broken feature in 2013 and will have to replace it with something else. Does anyone know anything to the contrary?
I don't think it is a broken feature, after some struggle, I did get to understand how to use it:
The gallery button in the "toolbar" of a newly added Building Block Gallery Content Control indeed seems empty at first, because it is set to list QuickParts. You have to change it in the properties of the control so that it lists the content of the AutoText Gallery instead (or any other Gallery of Building Blocks you'd like). To do so, either directly click on the Properties button in the Developper tab while the control is selected, or switch to Design Mode so that the Properties appears in the context menu (right-click on the control):
AutoText is "Insertion automatique" in French, the rest you can guess ;)
As far as I could find, it's just a broken feature. There's also a ridiculous memory leak the first time you do a Find and add fields during that find.
My question is around, how can we set/change the default shape directory.
I am currently working on to set an org structure for a company. The scenario is that people keep joining the company and I want Tableau to pick a default image in the org structure instead of default available shapes (circle, square, plus, etc).
You can see the snapshot of the dashboard, where I do not have the image for resource3 and Tableau picked + automatically. P.S.: the above snapshot is sanitized and I used gender icons for the image instead.
Please help me figure out either, how to add an image as default in the default folder and location of the default folder? or how can I set a different folder as default?
This is the image that I want to set as default. Any help is appreciated.
I've been asked to create a CQ5 "overlay" component by simply copying the out-of-box component from /libs/foundation/components/flash to /apps/myproject/components/flash. My question is: what happens to the original - is it just ignored?
a CQ5 "overlay" leverages sling rules for resource resolving. if /libs/foundation/components/flash needs an overlay, you "overlay" the corresponding file at location /apps/foundation/components/flash/filename This will CHANGE how the foundation component behaves in all instances. And the existing sidekick component remains, but behaves differently.
If you have a NEW component at /apps/myproject/components/flash, it can inherit from the foundation component via sling:resourceSuperType on the new component. In that case, you have a new component in the sidekick. In your new component, you could use the same values for jcr:title, componentGroup, or you could change them to distinguish your component in the sidekick. If the title, componentGroups are the same, the sidekick can distinguish them with parenthesis around the webapp (foundation) vs (myproject). However, I have seen situations where it is impossible as an author to distinguish them.
It is not ignored. Both components can show up in the authors' sidekick -- one will say flash (foundation), the other flash (myproject). When one of these is used by an author CQ will instantiate appropriately. The usual rules apply for what shows up in the sidekick (group name, selected in design mode, etc.)
Just to clarify: overlay and flash are two different things.
Sample of overlay implementation: http://jquerytools.org/documentation/overlay/index.html
So if you were asked to create an Overlay component, copying a Flash one might not be the best idea.