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

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]

Related

Part of unity text field jittery/smudging in Hololens 2

My team has made an application in Unity3D with MRTK for the Hololens 2. Our main menu inside the application does not use a Canvas, but includes Quads to display pictures and Text Mesh Pro's 3D text fields. I have found that, while this menu is open, several elements like the top-left corner picture and part of the text fields are jittery when you hold your head steady. When you nod your head, the affected parts of the text seem to lag behind so that they end up lower or higher than the text that remains steady.
The cutoff point between stable and unstable text is always the same. There is a central area that is stable. Text that is too high, or too far to the left or right in unstable. The division is in the middle of the letters (For example, the top-most part of the capital letter S is unstable, while the smaller letter m is stable.) It does not matter if the viewport is centered on the center or the side of the menu. Other objects in the menu, such as buttons, that are further outside the center, are still stable.
I'm aware that there can be problems with hologram stability, but I do not understand why only part of the same textfield are affected. I can't include screenshots or videos because the effect doesn't show up in screencaptures of the Hololens.
Does anyone know what could be causing part of an object to be unstable in the Hololens, and what might be done about it?
Edit: I made an edited screenshot to try and recreate the visual effect seen in the Hololens:
It seems to be related to depth reprojection. Text doesn't write to the depth buffer by default, which can lead to instability. MRTK have some tips, including specifically for TMPro:Depth buffer sharing in Unity

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

How to organise/layout large number of controls?

I've been playing around with the auto-layout feature of XCode 6 in developing a Swift application for the iPhone.
It works well for a small number of controls but I now find myself with a section on the screen which will consist of a matrix of eight by eight small text controls (in portrait mode) of the form 7☐ and 42☑ (all three characters), each which can be selected by the user (toggling the checkbox).
I'm wondering what's the best way to handle this. I started by simply laying out all sixty-four text controls but this quickly became a nightmare in trying to join them all together with constraints.
I then wondered whether it would be easier to have one text control in a fixed-width font (or in a font where all digits are the same width and a space character of that width is also available) so I could control the layout manually (with newlines). The downside of that is that I'll then need to perform hit-testing on the control to see which item should be toggled.
Both these approaches have the downside that they don't adjust well when switching to landscape mode or to other resolution changes.
So my question is, how do I handle this in a way that can take full advantage of auto layout (i.e., minimal work for the developer). Ideally what I'm looking for is something like the Java Swing FlowLayout container, to which I can just insert those text controls in order, and it will fill it out as if it's a book (populate top line, left to right, then next line and so on).
If you have a matrix like layout and you want it to flow like the FlowLayout from Swing, you can use a UICollectionView.
I think that matches best what you are trying to achieve.

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 can I maintain relative sizing in Perl/Tk PanedWindows

I'm working on a Perl/Tk GUI. It will have three main areas. Two of them side by side on top and then another one below the two.
I could just use grid geometry management. The upper two would have a row weight of 2. The lower one would have a weight of 1.
This would be good for the starting position, but the user needs the ability to adjust the sizes.
Looking at the Tk documentation, PanedWindows can also have a weight, but I can't figure out how to access it.
As I have it now, with my Paned frames, the upper and left children are minimum size, everthing else fills the area below and to the right. If I adjust the main window. only the lower and right windows are resize. Worst of all, I can resize the window and make some of the children disappear.
I want to maintain the current relative sizes.
How do I do this? I'm not tied to paned, grid, pack. Whatever works.
Sounds like you are using frames in Tk. While I have never used Perl/Tk, I am kind of savy html which Tk is probably based on html. So, you might want to look into frames and framesets at Frames in HTML documents on the W3C site.
It sounds like you need 1 frameset with 2 frames for the top and another frame for the bottom.
I hope that this helps.