Troubles: JavaFX Webview + Windows8.1 + 1920x1080 = unusable small fonts - netbeans

unfortunately i have some problems with my new notebook and javafx development.
Whenever i use a webview to display content in my program i'm getting really small and nearly unreadable fonts - now i'm not sure what exactly the problem is:
Is it the new Win8.1 environment which is extremly bad for javaFX (+webView) development, or
Is it the new notebook with 1920x1080 resolution on an 13" display which is way to much for a small screen, or
Is it only a matter of configuration and i've overseen some basics :-)
i would really appreciate every possible suggestion
thanks :)
p.s.: I'm using JDK7 and NetBean 7.4 - i also tried JDK8 but that didn't change anything?!

Apply the WebView fontScaleProperty to scale the text displayed in the WebView.
If you think it's an issue (e.g. the fontScaleProperty should default to some better value for your particular configuration), you might want to also take a screenshot (maybe even a digital photo of the laptop screen), and log an issue in the JavaFX issue tracker.

Related

Loading cursor in standalone build

sorry if it's a bit off-topic as it may not be code-related, but I'm facing a weird issue.
Everything is fine in the editor, but when I build my application as standalone, I have the windows loading cursor that "load" infinitely. It's happening as soon as the app is running, even on the main menu when no script are running.
What could be causing this ? I've no clue on how I could find the problem (like see what scripts are currently running for instance). It's not causing any issue, but it's just weird to see the loading cursor.
I'm also facing a weird aspect ratio (only in my computer, it may be related to the fact that I've two screen that don't use the same aspect ratio 16:9 and 16:10) but on the player settings, I've only set 16:9 as supported.
Here's my player settings :
I've tried "Default is native resolution" as well as checking more supported aspect ratio, nothing seems to fix this glitch.
Thanks !
Not sure what happened when building application. Check if editor scripts of any plugin do stuff.
It may because PlayerPref has saved the resolution setting.
try PlayerPrefs.SetInt("Screenmanager Resolution Use Native", 1);
or forced change resolution Screen.SetResolution(1920, 1080, true);

Getting Retina Screen Resolution on Macs with HiDPI in Unity

I am making a custom Unity Editor GUI window and I just want it to stay and the exact center of the screen. Surprisingly, this is harder than I thought it would be on Macs.
This is my code:
....
windowRect.center = new Rect(0, 0, Screen.currentResolution.width, Screen.currentResolution.height).center;
....
The problem is, on a 5K iMac, which has a native resolution of 5120*2880, by default the macOS uses HiDPI to scale everything to 2560*1440. In Unity, Screen.currentResolution returns 5120*2880 without considering HiDPI scaling, but I need that sweet scaled resolution.
I've tried other functions as well. Display.main.systemWidth returns 1920 instead of 5120 or 2560.
Is there a way to do this? Or am I just out of luck? I am using Unity 2018.1.9f1.
Also, if there is a way to get the size of the whole Unity Editor Window(not the game window), I would be fine with it. Thanks in advance!
In Editor, Screen.currentResolution show the resolution of game window. You can enable Maximize On Play to use the maximized window resolution.
And if you deploy to MacOS app, it should be the 5K resolution correctly.
This in an old thread, but in case someone is still wondering, I found out that the highest resolution returned by Screen.resolutions on a retina device is the « magic » resolution. It’s the one that you see in the device settings as « Looks like X x Y ».
This is not mentioned in the doc as far as I could see, so I am not certain in can be relied upon in the long run, but it’s the case currently with Unity 2018.3.
Not quite the same as centre of the screen, but I was having a similar issue and solved it using:
EditorGUIUtility.GetMainWindowPosition().center;

GVR's native UI layer is missing on iOS

I'm currently developing an AR+VR app using GoogleVR and Vuforia on Unity iOS. Everything works fine, but at some point (I don't remember since when!) Google's native UI layer(vertical alignment line, back button, setting button,...) is missing and I can't change the viewer profile.
Versions are: Gvr 1.10 + Vuforia 6.2
So I tried to manually call the ShowSettingsDialog() in GvrViewer.cs, but it won't work either.
A new project with fresh sdk has no problem, so it would be specific to my project. I doubt the NativeUILayer would be affected by Unity's camera settings, layers, Canvas settings or so.
I can't figure out what might cause this kind of problem. So I need any suggestions to narrow the cause.
Problem solved.
I also use a custom SDK OpenCVForUnity, and the plugin OpenCVForUnityAppController.mm causes the problem.
It also attach RenderDelegate, sets GraphicsDevice etc.
It looks like that it overrides GoogleVR's iOSDevice so GVR couldn't figure out what device this is.

Is it possible to fix an iPhone app for iOS6+7 and 3.5 + 4 inch displays without editing code?

At this time I'm trying to edit an app of mine to support iOS6+7 aswell as 3.5+4 inch displays.
However I'm trying to do this without changing the code. And it works fine...for one of my requirements.
First I tried fix the 3.5/4 inch display issue with autolayout/contraints. It worked well but either it looked good with iOS6 or iOS7. And I didn't find a way to fix the iOS6/iOS7 diffrence without adjusting tons of code.
Then I resetted my contraints, disabled autolayout and fixed the iOS6/7 issue via offsets (iOS6/7 Deltas). Worked fine too for resolving the other requirement.
Since you can't use offsets AND autolayout at the same time I'm wondering if it's not possible to fix both problems without either checking iOS version or display size in my code?
I didn't provide code or screenshots because it's a more general question and I'm trying to solve this issue without touching my code. However what I can say is that I'm using .xib files to create the views not knowing if that's a problem too...
Thanks in advance,
blaluma
if your using storyboard with autosizing you can achieve that one

WinXP : after entering safemode display is fuzzy/blurry

I entered Safe Mode on an XP box (yeah, I know, it's OLD but it still works fine) and after it came out of it, the display is now blurry / fuzzy - across the entire display. From the icons on the desktop, to the font on Netscape, everything is now rendered in some kind of low resolution font that makes it unreadable.
I tried to get it to upgrade the display device driver, but it reported that it is 'up to date'.
This is just so strange .. I mean, why should going into safe mode result in an unusable computer?
Has anyone ever experienced something like this?
Ok, I guess I will have to probably scrap this box. I'm feeling down. But, this is not the way it should come to an end.
TIA !!
DOn
When you enter in Safe Mode, low resolution video is activated, but doesn't change anything IN the hardware, your video card might be damaged, usually weird colors and crappy random images are a memory error common problem, the buffer to show the image, is corrupted.