How to subtract shapes in visio 2010 - visio

Im using Visio 2010 from our msdnaa. Im searching the function to "substract" two shapes from eachother. E.g. i have a circle, but I only want the half circle, so I lay a rect over the circle and "substract" the shapes from each other.
When I search through the web I only find help for visio 2003. There must be such a function!

You don't state if you are trying to do this manually or through automation.
If you are doing this manually you need to use Shape Operations; in particular the Fragment operation. This operation is not on the ribbon. An easy way to find the Shape Operations is to turn on Developer Mode, see these instructions: Working in Developer Mode. Alternately you can customize the existing ribbon to add the Shape Operations.
If you are trying to do this through automation you need the Fragment method on the Selection object.

Related

How can I create a button using mrtk 2.4 and Unity 2019.4 (AR for Hololens) with a custom shape?

Hello.
I'm trying to create a button which is shaped in a custom, trapezoid-ish shape.
so far I've tried manipulating colliders on regular MRTK - toolbox buttons, and using
a 3d model as the button (like in Hand Tracking Example 1) with the scripts that the
documentation suggests (NearInteractionTouchable & PressableButton) so far with no success.
So, is there maybe a different way to create a custom shaped button for my Hololens UI?
thanks.
After my test, the guide How to make a button from scratch works fine for me. If you got that issue while using this document, did you adjust the Press Setting after adding the PressableButton component? The default distance data may be invalid, you need to reassign the distance values according to the actual size of your 3D model. If it still cannot work after trying it, please feel free to feedback.

How to draw marks on Unity 3D plane?

I am new to Unity. Sorry if I have a beginner style of question.
I want to implement a 3D Chess game in Unity. I have already implemented a C++ shared library that contains the whole AI thing. I have used this library in WPF and Android and it is tested perfectly. Now it is Unity's turn.
When the user selects a piece, next moves of it should be shown.
These marks can be a light or image. Circular or rectangle.
One way to do this is to have 64 marks per each square of the Chess board and change their visibility programmatically.
The other way, which I personally prefer, is to draw the marks programmatically. But I don't know how to draw on my Chessboard plane.
Please guide me with it.
FINAL RESULT (Just a sketchup!)
STEP BY STEP:
(I assume you have already had a chessboard)
1. Create a Material & configure it like in the below image. Note that the albedo green is 50% transparent:
2. Create a Quad & assign it the newly created Material above. Then set
it up like in the below image:
3. Now we will add the glow effect. First, we need to turn off the
Anti-Aliasing by switching to Good Quality instead of Fantastic.
4. Second, we need to enable HDR in the main camera:
5. Third, we need to import the Image Effects package. This package
is part of the Standard Assets that is shipped with Unity. It is
completely free. Get it here if you haven't.
https://www.assetstore.unity3d.com/en/#!/content/32351
You only need the Image Effect package.
6. Now add the Bloom effect to your main camera.
7. That's it! If you need to hide it via code then get the reference to
it and execute this line of code:
yourQuad.SetActive(false);
See more here:
https://docs.unity3d.com/ScriptReference/GameObject.SetActive.html
8. Finally, duplicate that quad to create 64 ones & position them
properly. There are 2 tricks that can help your life in hell a lot
easier:
To quickly duplicate a group of objects: select all of them and press: Ctrl + D
To enable edge-snap: select your quad and hold down V then hover your mouse over the quad's vertex. You will see a white square around it. Drag that vetex and see the magic.
9. From this on, it is your game logic to implement. You could store
all the quads in a 2-dimensional array (matrix) and manipulate it
yourself, that it all I can think of. Goodluck!

How does one create a component which can effect things outside of runtime?

So I want to make a custom component. One of the functions I want to have is the ability to create and modify set of points that make up a circle. For example, specify point count:10, and on field update, a circle made up of 10 triangles is drawn in the editor.
Then I want to be able to drag the vertices of the created circle. I feel like I might be able to do this during runtime, but I'm curious how to do it out of runtime. For example, the built in "Box Collider" component has a button that allows you to edit the collider size in the editor.
I looked around and can't find a resource - I feel like there has to be a place for this.
Thanks.
You can execute scripts like if you were in runtime using the [ExecuteInEditMode] annotation at the begining of your class.
Check out the documentation here
For the functionality you want, you have Handles, to manipulate objects properties.
Also you'll want to develop visual aids for your tool, so you can accomplish this using Gizmos.
Google "Custom Editors for Unity" - there's a whole section of the docs for this. You have a wide array of options, from the simple to the powerful.
I recommend catlikecoding's tutorials, that are clearly than the official docs, and take you through the process step by step.
One of them almost exactly describes your situation:
http://catlikecoding.com/unity/tutorials/editor/star/

How can I attach a visio default data graphic to a shape

I have an OBDC datasource in Visio. I need to setup a specific data graphic to a shape, so whenever a shape is used that datagraphic is used. If this is built into visio i apologize, but im not quite sure where to get started.
Seems like such a simple problem to fix. :(

Image wrapping without repetition in JavaFX 3D

Is there a way to wrap an image around a Box or Cylinder in JavaFX without causing it to repeat on the each side?? I do not want to create a custom cube unless there is no other way to do that, using existing JavaFX functions.
I believe you need to use a TriangleMesh and map the UV points for the texture to the Mesh.
James Weaver explains how to do this for a cube in his powerpoint presentation on JavaFX 3D (pages 24-30). I'd paste the content here, but I'm not sure of copyright and the presentation explains the concepts better than if I tried to describe it here myself.
I know that this isn't exactly the answer you want, but I think this is the only way to do it.