I'm running SolidWorks 2019-2020 on a Windows 10 laptop with a screen resolution of 3840 x 2160. I can create parts and sketches just fine, but the numbers on smart dimensions are so small that I can't even see them. I haven't found a way to change a default setting to resolve this issue - I've only resolved it on single documents. Thoughts?
There is no SolidWorks system option for this but there is a document option property you can use:
If you set it ON the text of the dimensions will show at the same size, even when zooming.
But since you are using a larger screen resolution, this will be too small.
If you set it OFF, you can set the scale of the dimension text to be scaled larger on a per document basis. If you want to use this setting everywhere, the only option is to change this in your template document.
It might be a good idea to file an enhancement request to SolidWorks for handling larger screen resolutions. It feels like this will be needed more and more in the future. If you put the link here, I will vote for it.
Related
I have a 4k monitor so (not surprisingly) the text diskusage in xdiskusage is far too small. Unfortunately, there is no single way to reset dpi in linux, and it is sometimes necessary to make application specific adjustments.
Does anyone know how to change the dpi and/or font size for xdiskusage?
FYI I've already implemented some 'generic' fixes:
My ~.xprofile contains 'xrandr --dpi 157'
My autostart file (I'm using openbox) contains 'xrdb -merge /home/moi/.Xresources'
These two things fix display problems for most apps.
Some QT apps need
'export QT_DEVICE_PIXEL_RATIO=2' but that doesn't work for xdisusage.
I'd appreciate any thoughts on this.
thanks
xdiskusage uses FLTK. In general there is not a way to increase the font size in FLTK applications, according to Change GUI font size, though both that thread and High DPI with FLTK mention setting FL_NORMAL_SIZE to a larger value. FL_NORMAL_SIZE is set to 12 in xdiskusage.C, though simply changing that and recompiling may not give the best results, as mentioned also in the “Change GUI font size” thread. Also, there are several places in xdiskusage.C that set font sizes at runtime, as well as one in panels.C, that may need to be changed.
ReSharper's popups (such as the one from Refactor) are always extremely small and I always resize them to be able to see something. I could not find a setting for this in the interface, is there perhaps a hidden setting to at least increase the size of the popup by a factor 4-5? It's highly frustrating that they still think people run screens of 640x480 (at least it seems to be suited to them).
Unfortunately, the initial sizes can't be changed, and they don't remember the last size, either. I've created a feature request that you can vote on and track. It would be useful to add any information such as examples of which popups you mean, and if you're using high DPI or not.
how should we set the xml layout in android that supports different screen sizes.
I tried using wrap content and match parent but its not working properly. Please guide me for this.
Thanks in advance.
The comment about, Supporting Multiple Screens is defiantly a good starting place! By default your xml does support different screen sizes.
Although the system performs scaling and resizing to make your application work on different screens, you should make the effort to optimize your application for different screen sizes and densities. In doing so, you maximize the user experience for all devices and your users believe that your application was actually designed for their devices—rather than simply stretched to fit the screen on their devices.
However, like it says you need to optimize it. This refers to images or a completely different xml per screen size/orientation. Does this help any?
If you need something a little more specific to your situation you'll need to provide more information.
I'm in the midst of designing a webpage, but doing it on a 22" monitor with a resolution of 1680x1050. In our work environment we are using a mix of 17" and 22" monitors and of course they are all at different resolutions. How would I need to code my page to able to automatically adjust to the size of the monitor? I'm hoping it can be done without objects being moved around, just scaling down everything to fit.
Some of the tips are,
Use % while defining the div size instead of pixels
2.Use em in font-size instead of 12px,14px ...
fit the screen even for small screens- worth reading about this deeply . http://en.wikipedia.org/wiki/Responsive_Web_Design
I'm currently designing my first ever GUI for Windows. I'm using MFC and Visual Studio 2008. The monitor I have been designing my program on has 1680x1050 native resolution. If I compile and send my program to one of my coworkers to run on their computer (generally a laptop running at 1024x768), my program will not fit on their screen.
I have been trying to read up on how to design an MFC application so that it will run on all resolutions, but I keep finding misleading information. Everywhere I look it seems that DLUs are supposed to resize your application for you, and that the only time you should run into problems is when you have an actual bitmap whose resolution you need to worry about. But if this is the case, why will my program no longer fit on my screen when I set my monitor to a lower resolution? Instead of my program "shrinking" to take up the same amount of screen real estate that it uses at 1680x1050, it gets huge and grainy.
The "obvious" solution here is to set my resolution to 1024x768 and redesign my program to fit on the screen. Except that I've already squished everything on my dialogs as much as possible to try and get my program to fit on screen running at 1024x768. My dialog fonts are set to Microsoft Sans Serif 8 but still appear huge (much larger than 8 points) when running at 1024x768.
I know there HAS to be a way to make my program keep the same scaling... right? Or is this the wrong way to approach the problem? What is the correct/standard way to go about designing an MFC program so that it can run on many resolutions, say 800x600 and up?
I assume your application GUI is dialog based (the main window is a dialog)?
In that case you have a problem, because, as you discovered, MFC has no support for resizing a dialog correctly. Your options are:
Redesign your GUI to use a SDI or MDI GUI.
Use a dialog resize extension. There are many available, for some very good suggestions see this question. Another options are this one and this one.
Don't use MFC. wxWidgets has much better support for dialog resizing.
MFC is only a thin wrapper over the Windows API. They both make an assumption which is hardly ever true: if you have a higher resolution screen, you'll adjust the DPI or font size in Windows to get larger characters. Most of the time, a larger screen size means a larger physical monitor, or a laptop where you want to squeeze as much information into a small screen as possible; people value more information over greater detail. Thus the assumption fails.
If you can't squeeze your entire UI into the smallest size screen you need to support, you'll have to find another way to make it smaller. Without knowing anything about your UI, I might suggest using tabs to group the controls into pages.
I've had good luck making my windows resizable, so that people with larger screens can see more information at once. You need to do this the hard way, responding to the WM_SIZE message to the window and deciding which controls should be made larger and which ones should just move.
There is no automatic way to resize the content of your dialogs when resolution changes. So, you need to set some boundaries.
Option 1.
If you are developing your app for customers, pick one minimum resolution (like 1024x7678), redesign you dialogs so that everything fits. Maybe break up some into several, or use tab strip control.
Option 2.
Create separate dialog forms for each resolution you'd like to support, but use the same class to handle it. At runtime detect resolution and use the appropriate form.
Option 3.
Write your own resizing functionality, so that user could adjust the size of your dialogs to his liking.