I have a cell (call it A) which is used once in a hierarchically higher cell (call it P). When I place A in P, its borders are rather larger than the actual content of A. When I descend to A and zoom-fit, it is way zoomed out, indicating there is something present way out on the edges.
I may have dragged objects there at one point but currently there is nothing visible. It is driving me crazy in terms of aligning objects, etc.
Is there any way to clean this up or something?
If I recall Cadence used to have a problem with leaving steiners behind when you moved routes. They are not visible but the db treats them as real objects for the bbox calculation. According to Cadence, deleting the objects should not harm anything. Open the layout in edit mode and paste this code into the CIW. This will delete all the steiner objects in your layout. If this was the root cause after saving you should see the bbox return to normal.
cv=geGetEditCellView()
foreach( item cv~>steiners
dbDeleteObject( item )
)
This thread may be considered "dead," but hopefully this helps.
It is possible the layers that are not visible are turned off.
To turn them on, go to the layers pane on the left. (If it is not there you can turn it on by going to Window —> Assistants —> Layers)
You can then click the drop down arrow in the top right corner and click Edit Valid Layers.
Then, click all valid in the Set Valid Layers popup. Click Ok.
Finally, check the Used Layers Only checkbox in the Layers pane. Look for any layers that weren't there before that you don't need.
Usually it happens when you draw the cell in LayoutXL, particularly when you insert pins.
Layer and purpose in these pins are selected separately for some reason, that is why it is easy to enter "impossible" combination.
Nothing happens, then you do it again and continue drawing. But there are several invisible squares that will continuously frustrate your inner perfectionist. You do the following:
Open this cell's layout, switch to Virtuoso window and enter:
lppList=list()
then:
foreach(shape hiGetCurrentWindow()~>cellView~>shapes if( (member(shape~>lpp lppList)==nil) then lppList=cons(shape~>lpp lppList)))
You have created the list with all layers in this layout, you can view it by entering:
lppList
You'll get something like this:
(("NW" "drawing")
("NP" "drawing")
("weird" "guy")
("M1" "pin")
("M3" "pin")
)
If you find a weird guy in this company, just enter the following command:
foreach(shape hiGetCurrentWindow()~>cellView~>shapes if((shape~>lpp == list("weird" "guy")) shape~>lpp = list("prBoundary" "drawing")))
If you see that some squares, labels (or whatever unseen before) appears as prBoundary, just delete it, save, and your layout will be small and shiny again.
Related
I'm new to alloy and i'm doing a little project. In the project i have some instances with different attributes that, with magic layout, i can put in the instance when showing the model. Is there a way to do the same thing with integers? I attach an image that i hope can describe better my issue, in the image you can see that the attributes occupied and type are in the socket, but the socketID no. So, i also wanted to put the integers (for example) in the socket to have a show without some useless instances/relations. I tried with the same approach used for the other attributes but is not working. I think it's because is an integer and not a custom sig.
I hope that the question is clear and thanks a lot in advance.
Not sure it's due to Magical Layout, unless they have implemented a special treatment for ints.
Anyway, the solution is to customize the "theme" yourself:
open the theme customization panel (e.g. by clicking the Theme icon).
Now two trees are displayed on the left, representing (top) the signature hierarchy and (bottom) all relations in your model: click there on socketId and then, at the top of the left panel, tick "Show as attribute" and untick "Show as arc", then apply your new theme by clicking Apply (top right), then click Close to close theme customization.
Horizonal splitting is simple.
Is it possible to split vertically? Have wide screen so right hand side is empty anyways.
Edit: I would want to see basically a view of the SAME module on the left, and on the right side of the screen. I know I can put multiple windows next to each other about different modules.
A workaround could be to split the code into multiple modules and change variable scope, but I hope there is a simpler way.
Appears when a new window is inserted.
Think the only workaround is to:
insert an additional module
copy over your code there
arrange these 2 modules vertically, and use e.g. the right-hand side only for viewing, while modifying the left-hand one, to stay consistent.
We want to attach some UI and other items to the back of the articulated hand. Just trying to figure out how to do that. I have found how to turn on and off the hand visualizer through MixedRealityHandTrackingProfile but I'm trying to find the Unity Game Object I can parent the items to or at least a way to access the hand transform. Thanks for any pointers!
Step 1: Select the object in the scene hierarchy that you want to follow your hand. Click “add component” in the inspector panel.
Step 2: Type in “RadialView” in the search box and you should see the RadialView solver appear. Click on it. You will see a few additional required scripts appear automatically.
Note: it adds the solver handler script. Along with that, the Radial View script will show up as well just like the orbital script.
Step 3: Change the radial view to not follow the head but follow the left hand. Select the dropdown menu next to the “tracked object to reference” option. Then select “hand joint left” from the menu.
Step 4: As you may see, once you select the hand joint you can choose which part of the hand you want the cube to follow. There are a lot of options to use! For this example, we are going to use the wrist. So next to the option “tracked hand joint” click the dropdown menu and select wrist.
Note: Not all joints, in this current version of the HoloLens2 can be tracked. This is a bug that may be fixed in the near future.
Now if you press play and try it out in your scene, you will see that the object does follow the wrist, but the object may lag a little bit behind and looks like it’s struggling to keep up. Now to fix this and make it so that the object is with the wrist at all time we must change a few things. Set the maximum and minimum distances to 0 so that the cube will not have any distance between it and the user’s wrist. Once set, the cube will be perfectly aligned with the wrist.
In the latest mrtk_development branch as of PR 4532 you can also used the "Hand Constraint" component. You can see an example of how to use it at MixedRealityToolkit.Examples/Experimental/HandTracking/Scenes/HandBasedMenuExample.unity.
Have a look at Assets/MixedRealityToolkit.SDK/Experimental/Features/Utilities/Solvers/HandConstraint.cs for the implementation.
You can add this behavior by adding a "Hand Constraint" solver to the object that you wish to follow the hand.
The Hand Constraint component will also be available in the upcoming MRTK V2.0.0 RC2 release.
I have recently picked up Microsoft Office Visio 2010 in the interest of drawing out the execution flow of a software application I am planning. So far I have enjoyed the program, and it has helped me significantly to figure out exactly what interactions and events I will need for the program even before I begin coding it. However, there is one gripe I have with the software, as I add new elements to the diagram, Visio tends to try to combine routes as often as possible. This can make it difficult at times to see exactly where some of the routes are pointing. For example:
Example 1: Example 2:
In Example 1, You can see that there are three routes, each with a different label. Originally, these labels would overlap each other as well. I figured out this can be turned off in the "Page Layout" dialog, so it's a little better than it was, but the beginnings and ends of the route are still combined. Here it's not really an issue, but it could be as shown in Example 2.
What's pointing where in Example 2? The line coming in from the left is pointing at the diamond on the bottom, and then there are three routes coming out the top of the diamond. This is the problem I'm trying to solve. It's not shown in these examples, but putting labels on those three routes in Example 2 puts the labels all on that long stretch of vertical, which makes it impossible to tell which label corresponds to which line.
Is there a way to prevent the lines from overlapping like this? I have fully explored the "Page Setup" dialog, but none of the options available there seem to allow this behavior. The only solution I was able to find online was to draw all the routes manually, but this would mean I cannot use the "Re-Layout Page" feature, and it could be rather time-intensive if Visio decides to do it often.
Update: While messing around with some more settings trying to find a solution to this, I came up with a great example showing just how bad this can get. Now, this is an extreme example, and if your diagrams look like this you're probably doing it wrong, but it clearly shows that it can quickly become impossible to tell what the source and destination for each line is.
After many more hours of searching for ways to make routes either not overlap or play nice, the only solution I've found that keeps being recommended is to re-arrange the routes manually. Changing things like snap settings and page layout options do help to some degree, but not completely. Hopefully the next incarnation of Visio will handle this better. Oh well, it's still a great tool and has definitely helped me visualize execution flow.
This may not be the solution for you but in my network diagrams, I can perform the following.
In Visio 2010 click Design tab, now click Connectors, and select curved.
It separates the lines but again it might not look right for a flow chart.
I'm having the exact same issue and have not found a satisfactory solution.
I've tried all the permutations of snap/glue settings, layout behaviour and connector behaviour with no success.
The best solution I've found so far is to manually add multiple connector points to your source and destination and use those to connect your shapes. Make sure 'no overlap' is specified for your connectors. You can then use the automatic align/layout tools and get something reasonably unambiguous.
You do lose the benefits of dynamic glue but you can mitigate that by deleting connection points (ie from one side of a shape) to force Visio to use your custom connections. You'll also have to disable 'glue to geometry' in the snap/glue options.
http://office.microsoft.com/en-au/visio-help/add-move-or-delete-connection-points-HP001231166.aspx
Please update this question if you find a better solution.
Huh. Most of the time, I have trouble getting my lines to overlap nicely :).
You might try changing some of the Snap & Glue settings:
On the View tab, in the Visual Aids group, click the dialog box launcher (the little two-headed arrow). In the Snap & Glue dialog box, I'd try changing the Snap to setting for Shape geometry.
I cna't tell if you're talking about doing this from code or not, but I've found the Design -> Layout -> Re-Layout option takes care of this.
Similarly to Alex I've found adding my own glue points to shapes and removing the default ones helps enormously. So does making sure one has appropriate settings under Page Setup | Layout and Routing:
Style: Right Angle
Separate: All lines
Overlap: No Lines
Appearance: Straight
Spacing: I found all these distances especially important
Being aware of the setting for each connector under Developer | Behaviour | Connector | Reroute, how that setting changes from "Freely" to "On Crossover" when a connector is rerouted manually is also important. Sometimes I find it necessary to set a particular connector to "Never". Also useful is the ability to select all the connectors (and NOT the shapes) with Select by Type when forcing Visio to reroute.
I'm doing this with Visio 2013's ERD diagrams and I've noticed that whilst I have defined my own connection points now on each entity it is usually best not to actually select them but let Visio dynamically select the "best" one - then if I re-arrange the entities the re-routing still works. One curiosity I've noticed is that Visio's connectors do not align with my connection points at the bottom of each entity but (since I deleted the OotB connection point at the bottom of the entity at any rate) is spacing the connectors appropriately. Along the top and down the sides the connectors are dynamically attached in the same places as my connection points.
I still sometimes have problems with connectors being placed under/inside/through entities (so a connector running through/inside/under a shape) [with ERD's especially with self-referential relationships] despite Developer | Behavior settings on both the connector and the shape seemingly to prevent that. Those are often the ones I have to route manually and set to re-route "Never".
[Visio 2016]
Not a complete solution, just an aid to manual re-routing, ...
Add "Connection Point" to the two shapes. Each connection line will then have its own route, ... though some overlapping might still occur.
Being graphically challenged, here is how I accomplish it, ...
Select the one of shapes (I have to also zoom in to get better placement control).
Select the X in the [Home] menu bar.
The selected shape will have small bumps for any shape connection points.
Press and hold the Ctrl key and hover on the boarder of the shape, the mouse cursor will change to show where a point would be added.
Ctrl-Click to add a connection point. Here I added 10 or so points.
Add additional connection points to the other shape and move the connectors to use unique points on the two shapes. Your connectors will be (more or less) separated.
I don't know if its a limitation of UML 1.4, or ArgoUML, but in a sequence diagram, I want to show an object calling a method in its own class, ie calling a sub-procedure.
If I drag from the object to itself, nothing happens :-(
Thanks,
Ant
You need to drag away, click, drag down, click, drag back to the original lifeline (ie make a U shape instead of a V shape or single line). It seems like more work than should be necessary, but it does work.
This works in 0.30.2. Not sure if it used to work differently (as Jordi's comment implies).
Not sure why you have problems with that. If you point the message arrow to the object column itself it correctly draws a reflexive message.
Have around 10 grid line distance between the two life line. Now select the New Create Action and put the cursor on life line where you want the self call. Now drag away around 3 gridlines and click from same point drag downward click and drag backward up to the same life line where you stared. Thats all done!!