I'm working in ds9 and I need to make a circular region on my image. Everything I can find says I should be able to just left click with my mouse on the region I want the circle to be and a green circle will appear that I can then adjust. When I left click nothing happens! I've tried using my touch screen, doing this on a Mac, on Windows (my usual OS), but it's such a simple instruction I don't even know what else to try. Thanks in advance
lol I figured it out; if anyone else is having this problem make sure Region is selected on the Edit dropdown menu
Related
I am developing application with QT5.11 and VTK8.2. There are 2 sub windows in the qmdiarea. Each of the windows has a QOpenGLWidget. First it behaves very well.
enter image description here
When I try to scroll the mdi area, one of the window becomes black.
enter image description here
I have spent a lot of time on it. However there is no progress. Can someone give me some tip about the issue?
Any help is appreciate.
Thanks
I have done a lot of research about the issue. First I suspect that the margin of the layout which holds the widget is not set 0. But it's the cause because the issue is still there even after I set the margin to 0. Then I search about the QOpenGLWidget and did some research about QOffscreenSurface and QSurfaceFormat. But I feel very frustrated because I can't figure out what causes the issue.
I am trying to center a Tauri app on the osx tray icon, but cannot find a way to do it.
The idea is to make the app open and close on tray icon click, and to make it fixed at the top of the screen and centered on the icon (the y position may change depending on the number of items available from other apps). Something like this:
https://eshop.macsales.com/blog/wp-content/uploads/2019/05/Fantastical1280.jpg
(Sorry, i tried to add the image to the question, but always got a "Server error" when uploading)
I have searched the docs, but haven't found anything and also didn't find a solution on google
On the tauri.conf.json there is a windows.x and windows.y options, but i don't think i can get this kind of logic there.
I noticed that there is a window.set_position() function that i could call when the icon is clicked. But i am not sure how to get the correct position to enter the window on the icon
It is a great library. It works well. Thank you Bumbu Alex and Anders Riutta and all the contributors. Well I got stuck. I have tried a lot. I guess the answer is nearby.
When I zoomIn by wheel or pinch (no matter) it zooms well in and out. When I reach zoom back by 1 it stays in place.
But when I
ZoomIn 2 times (for example)
Move my mouse cursor away (1 inch for
example)
ZoomOut all the way and my elements are all off. So nothing
centered anymore. It is applied a pan. Half elements are got cut off
of the viewport.
So it is not a bad. I guess I use it wrong. I have tried thousand times to resize it back but nothing works for me. I appreciate any help. Thank you.
It is normal behaviour as zooming with a mouse zooms based on current mouse position. Same goes about zooming out.
If you want to achieve zooming in and out that is always the same then you'd have to:
disable default mouse handing
add your own listener for mouse scroll events
when mouse scroll is fired - zoom in our out
(This demo) has some similar changes.
If you just want to centre the contents then you can use .center() or .contain() methods (you may also need to call .fit()).
I don't want to hide time, but want to use full screen
In the storyboard on the interface controller settings I set the checkbox "Full Screen" and "Fixed to screen edges" to ON.
In the storyboard I can see the full screen mode is working and the WKInterfaceGroup is scaled to the entire display.
But unfortunately on the watch device/simulator it does not work.
The group has alignment center/center OR center/top and width and height are set to "Relative to Container"
How can I really use the full screen mode?.
I just have to add a label equal to Time in top black space. I want to show some text here. I have seen this in some other apps, They are using this space. Even in Apple design guide lines docs, they use this space. I am adding these reference screenshots also.
In above pictures, you can see they used this top space for titles. I also want to add a label to show some text equal to time.
Any help would be greatly appreciated.
This is a really weird bug. After digging around I've found a way to fill the whole screen. It's not pretty but I'm consistently getting full screen if i'm adding a sprite kit scene into a "main group". Again; it's not an elegant fix but it works and isn't really that resource intensive. Hope this works for you too!
So I’ve been trying to make a target type game where you click on a target and it tells you how accurate you were and where you clicked each time. After a while I have run across an issue where I couldn’t find out where on the sprite I clicked the target on. I tried googling it but all that comes up is detecting when the sprite is clicked. If anyone can help me it would be very appreciated. Thank you.
I think this is what you want: Create a variable (I'll call it accuracy). Then create an event for "When this sprite clicked". Have it set your variable to "distance to mouse pointer". This will give you the distance from the mouse click to the center of the sprite.