Selectively grab Instances for creating a movie - netlogo

How can I selectively grab only the world and just 2 of 3 plots in my NetLogo model run?
movie-grab-view grabs only the world view while other movie-grab-interfacegrabs all. Is the other to way to the aforementioned?
Note: this of course excludes buttons, sliders etc.

I would suggest moving the unwanted interface items to the edge of the Interface tab, recording the movie, then cropping the movie in movie-editing software to remove the unwanted portion.
Alternatively, you could cover the unwanted interface items with one or more opaque white notes, or cover them with other interface items.
I'm certain nothing exists to automate this process, unless you build it yourself.

Related

How to overlap view in swift using storyboryboard

I am using xcode-14.2. I need to overlay like below image. Here is my image
I have tried in storyboard. But overlap the textfield. Here is the image like
The desired interface, of itself, is not difficult to achieve; our app uses it:
We do not, however, overlap two views; it just looks as if we do. The illusion is achieved by drawing.
So my first recommendation is that you use drawing, not true overlapping, to achieve the desired interface. If you insist upon using overlapping, then keep in mind that the order in the document outline at the left is back to front order. If you want the "select source account" to overlap in front of "available balance", you would need to bring the former to the front.

Unity problem with ordering and sorting layers

I've some problems with Unity layers. Before was everything ok, now, I don't know why the game view show some elements behind. Has you can see in the image the red background in the game view isn't visible even if it has the same sorting layer has the text and its order in layer is fewer.
So, it would be helpfull if you would also share screenshots of the components you use, like SpriteRenderer...
Also, also, maybe show the layers you have configured.
Here is one setup for example:
You can configure which sorting layers you want and in what order
After that in your Render Component of Choice you can set this layer and use the number (order in layer) for finer sorting
Finally I solved removing the sprite renderer for the background of the parent of the texts and I putted a separated sprite square for all the background with a order fewer

SwiftUI tap on image to select an area - better way than this?

Updating an app I did for a car club that connects their customers (dealerships, parties, firehouse events, town events, tv commercials, magazine ads, etc) with their members to rent out fancy/classic/muscle cars for photo ops and eye-candy at events. The car owner gets paid, the car club takes a small percentage for club costs and events. It handles CRM stuff, scheduling, photos, etc.
The new feature they want is a way to quickly look over a car before and after an event, tap an area on the screen and describe any damages (plus other functions). They want to be able to look up stuff over time and do comparisons, etc., perhaps generate repair invoices, etc.
I have come up with a basic formula that works: image of the car is displayed, a transparent mask image above it in the z-order, masked with different colors. The user taps, I look up the color at the tap event, draw a circle on the image, use that color as an index into part or region list, record all the info, and bob's your uncle.
This just shortcuts having a bunch of drop downs or selectors or whatever to manually pick a part or region from a list, and give is some visual sugar.
Works, works nicely, and is consistently reliable (images are PNG - colors get munched up too much in JPG compression). This works great. It all falls apart if they decide they want to change images; they want me to retroactively draw circles on the new images based on old records' information. My firm line so far has been "no, you can't do that", because the tap locations are tied to the original images. They're insistent on trying, so...
I have two questions.
First is simple - am I missing something painfully obvious as a better way to do this? (select a known value for a section of a graphic)?
Second one is - loading stock images into the asset catalog, displaying them from 1x images, finding the scale value and adjusting tap locations, etc., all works great. At 2x and 3x, the scaling gets wonky. Loading from storage is the bigger issue... it seems when I load a pair image files from storage, turn it into a Data object, then shove that into a UIImage for display in a SwiftUI Image View, I lose the easy scaling from when I embed images in the assets catalog under the 1x slot. Is there a way to load the file->Data->UIImage->Image( uiImage: xxx ) and force a 1x rendering, skipping any auto-rendering/scaling that iOS might do?
Thoughts?
Below are quickly masked sample images I'm using to display the car and mask, each green area is slightly different in the RGB's G value, and I just use that as the lookup key for the part name in the description ("Front left fender", "Rocker panel", "Left rear wheel", "Windshield", and so forth).

What's the best way to do this (iPhone SDK UI question)

Here's what I need to do:
I will have a toolbar with multiple objects on it (for this we'll call them A,B,C,D) and I want to be able to have the user click and drag them around and be able to snap them to a grid and connect to each other.
Sounds easy, right? Well here's my problem: some objects are different sizes, so A could be a 1x1, B be 1x3, C be 3x4, etc.
So how should I do this? I was thinking about just having each element as a separate UIImageView (or UIView, haven't decided yet) that can be dragged around, then take it's location and see what images are next to it.
Another thing is I have to be able to export these locations to either xml or json (not sure yet, probably xml)
It sounds like you would need a subclass of UIView with tessellation or some sort of underlying grid coordinate system with the units being 1x1. The 'tiles' could be subclassed from UIView, having a UIImage and grid position information. If adjacent tiles are by definition connected, then you wouldn't need additional state information about connectedness. And writing this out would be as easy as writing out origins.
I am working on something similar, but with single-sized tiles. It has been fun - especially the insertion logic: positioning a tile between two other tiles and figuring out what gets moved to make room.

Fast drawing in large-sized custom view

I'm developing Piano App for iPhone.
I'd like to develop smooth-scrollable keyboard (like Music Sampler).
I put a custom view(1440px x 120px) in UIScrollView.
I wanted to use OpenGL because Quartz is too slow.
But I couldn't make OpenGL view in 1440px.
Any idea to make a faster & large-sized custom view?
Thank you.
Any instance of UIView has a maximum size of 1024x1024. Doesn't matter if it is OpenGL or not. You can have a scrollable area larger than that, but you will have to build it from multiple tiled views.
Using OpenGL for this would be overkill and a bad idea. You'll waste a lot of time setting up things that are already provided for you in UIViews, such as touch handling.
There are two ways for laying out nonstandard keyboards on the iPhone that I've seen. The first is to create a static UIImageView that contains a representation of your entire keyboard, capture touch events within this view, and match the location of those touch events to where your prerendered keys are on the keyboard. If the user hit one of your virtual keys, you overlay some sort of image that shows the key popping out at you and you process the keypress. I believe this is the approach that many of the calculator applications take.
An alternative way is to set up each of your keys as separate UIViews, lay them out within a larger superview, and have each do processing of their touch events. This is what I do in the interface shown here. The lower menu consists of two submenus, and within the submenus each of the menu buttons are separate UIViews. Their content (the border, gloss, and text) is rendered via Quartz, but that rendering only happens once. Because these views are layer-backed, they cache their drawn content and animate and scroll very smoothly. Touch events trigger each menu item's action. Note that the top half of the menu is contained within a UIScrollView so that you can scroll for more options.
My personal recommendation is to use the latter approach, because dynamically drawing your piano keys at startup lets you experiment with different key sizes and shapes without having to redo your art every time.