QB64 Console/Display Font Size - basic

I am tutoring someone in my high school in QBasic and the QB64 font is really small making it difficult to edit it. How can I change the font?

In the IDE the font can be changed in options (Alt-O) in the Display settings.

Go to option section in top row:
Select display in down arrow
increase the size in pixels: 30
Note: size in pixes may differ from size of monitor so choose as per your display screen

Related

MATLAB Linux - How to increase font size Toolstrip?

How do I increase the font size of MATLAB's GUI? I mean specifically the text of the 'Toolstrip', the menu items under the tabs HOME/PLOTS/APPS, which seem to be unaffected by modifying Settings > Fonts.
Editing my system font size did not solve the problem.
I suspect that it is currently not possible.

Swift and autolayout: proportional font size in a label

I have a storyboard with (among other things) a label. Its height is proportional to the screen height. But the text size in the label is always the same. I'd like to also have a proportional font size.
Does anyone know how to do this?
Thank you for your help.
Edit: Maybe I should specify that my label has both width and height proportional to the screen size (the bigger the screen is, the bigger the label is).
I did it programmatically but I'd like to know if it's possible to do it from the storyboard.
click the label and choose the size properties inspector on the right hand side and edit the font size. You can then choose a size of your choosing

Accommodating Smaller Screen Sizes

I have an application that looks fantastic on a Galaxy 4 which is 360dp wide. When I run the application on a Gingerbread device that is 320dp wide, the text overlaps adjacent buttons.
I tried creating a separate layout for the Gingerbread devices entitled layout-sw320dp and another for the Galaxy entitled layout-sw360dp. Unfortunately, both devices defaulted to the sw320dp layout. I also tried layout-normal, but had the same experience.
Let me know if you have any suggestions for smaller android screens when it comes to fonts.
To solve the problem, just set up a font style for each font size. Use a dimension to set the font size. Then set multiple dimension files by including these files in different directories based on the font size. For instance values-sw300dp would be for files greater than 300dp in width. Your standard values file would apply for other layouts.
Hope this helps.

Why would a photoshop design show fonts smaller than in a real browser?

We have been provided with a Photoshop created specification for a website. It gives specific pixel-based panel widths and various font sizes for different items (in points).
For example, the text in a data grid is 12pt Verdana. The grid is 765px wide.
When rendered in a browser (Chrome or IE) at 100%, the grid is 765px as expected, but the font appears larger than the design (around 20-25% larger in the browser).
We suspected the DPI settings in Photoshop might be a cause, but if anything they should have had the opposite effect (Photoshop doc set to 72DPI, Windows/browsers rendering at 96DPI).
Any suggestions on what we are overlooking? Should the Photoshop file be authored at 96DPI?
Here is another discussion about pt vs px in photoshop and how you can change to px instead. Maybe it helps :)
https://stackoverflow.com/questions/3868627/photoshop-pt-size-conversion-to-web
Make sure your photoshop document is set to 72ppi, then it will match browser size
Under CS2 its a simple process of going into the Edit Menu -> Preferences Submenu -> Units and Rulers then change the units type to pixels.

How do I display same "proportional" text size on different resolutions?

I draw some text on screen using ID3DXFont::DrawText. This text should be displayed the same regardless of screen resolution.
For example, if screen resolution is low, text wrapped and when it is higher text is not wrapped. How can I avoid such situation? I want text size to be connected to screen resolution so if resolution is lower I want the text to be relatively smaller so that no wrapping happens. Is there any way?
Thanks in advance
Below is a logical solution. It doesn't have any of the code or procedures needed to make work in direct X but having done something similar outside of DirectX I wanted to share the logic
Working on whatever default screen resolution you want set the font to be the size needed.
Find the percentage of the screen height the font size you chose takes up.
Then having stored that value when you go to render again, in the final version of the program, calculate the font size based on the screen size and the percentage
What I was working in had functions like GetTextHeight and properties on the font size to allow you to set the height (which in turn set the font size appropriately). So if can find anything similar to this in DirectX than this could be a route for you to take.

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