I'm entirely new to Awesome and Lua, but what I would like to achieve is to cycle through different arrangements of my windows within the same window-layout. Maybe I didn't use the correct search terms, but a simple Google search didn't yield anything helpful, and I don't want to take the time to study the Lua API to do it myself from scratch.
Say I have 3 tiles arranged like this in some arbitrary order:
+------+-------+
| | |
| | |
+------+ |
| | |
| | |
+------+-------+
Now I want to easily make the window that I'm focussing on appear in the big right-hand tile without cycling through all the different layouts using Super-Space.
Any thoughts on how to achieve this?
If I'm understanding your question correctly, you want the focused window to become the master window - correct? If so, you may want to have a look here: http://awesome.naquadah.org/wiki/Awesome_3.x#Window_manager_control.
It says Mod4+control+return swaps focused client with master - which, as far as I can tell, is what you want to achieve (Mod4 is the super key).
Despite tiling wm does not imply mouse using, it still work. You can simply drag and drop window on wanted place when holding Mod4 key.
You could as well use a mod4/super key with a shift key plus k to advance backward with a selected window on a viewport, and mod4+shift+j to advance forward with a selected window on the viewport.
Related
I am using UMLET to design the UML Sequence diagram for my system, i don't use the "all in one" option but the simple one dragging and editing the diagram components, so far so good, but i need to create an alt fragment with 2 or 3 guard conditions, i can't findd examples or documentation about it, the fragment component in the program doesn't show how to achieve my goal, could someone please help me?
You can create alt fragment with the interaction frame thingy in the palette.
Then in the diagram itself you can populate it with something like
alt
--
[x>0]
--
[x=0]
--
[x<0]
Note:
I would highly advise you against using this palette. Once you start making changes to it, it is a nightmare to manage as everything starts to misbehave — e.g. if you wanted to increase the space for [x=0] part, then you would add <enter> in the Properites window, however the messages and rest of the diagram will not move and you have to adjust it manually.
Not to mention that creating it manually this way is more time consuming.
So if you want to create sequence diagrams, you should either use the all-in-one palette, or other tool, such as PlantUML which has much nicer syntax (and looks better): http://plantuml.com/sequence.html
I use Awesome as my WM and I don't know how to make my terminal window take full tiling space on my screen. My resolution is 1366x768.
I think this problem has already in FAQ [3] of awesome wm.
You just add size_hints_honor = false to the properties section in your awful.rules.rules table.
And it worked with me. This is some screenshots:
Before [1]
After [2]
I am using rxvt-unicode and awesome 3.4 for terminal.
Hope your helped.
Terminals and other character based windows can set hints (the WM_NORMAL_HINTS) which can specify, among other things, resize increments.
These increments then tell the window manager that the window in question can only be resized in units of the increment (any amount less than that and the application can't use it).
This is done to avoid having to deal with the inability to display a character in partial cells.
Your terminal is providing these hints (use xprop WM_NORMAL_HINTS and click the window to see them) and so awesome is only sizing by that increment and the space left at the bottom there is smaller than the increment unit and cannot be assigned to the terminal window.
I am trying to create an android TABLET application for my grandma who is sufferring from Mild cognitive impairement. One of the features of the app is intelligent schedulers/reminders .For ex: The app would say "Did you take your red pill?" Yes or No. If its no or no reply , then a text message is send to my mobile .
Now her hands shiver and shake so eventhough the buttons are huge for Yes or No she tends to press the wrong one by mistake. IS there any alternative to create a UI such that she doesnt hve to depend on the button?
Please help....
Though i have no knowledge about android, i have a work-around with the design idea:
Let there be only one big button: "Yes"
If she hasn't taken the pill, then she should NOT press the button, but rather go and take the pill, and then press "yes". Until then, the app would repetitively ask the question every 30 seconds or so (may be with a sound alarm).
You can ask her touch right side or top left corner... or slide form left to right for yes and from right to left for no.
We have an accelerometer. SO we can tilt it different ways or rotate. Or knock it once time for yes and twice for no.
You can use voice commands. You can use camera as input. For example, show red card for no and gree for yes.
You can even use NFC tags... or connect big hardware buttons or some kind of keyboard...
you can use speech to text. if she says no then match it with string "NO" and if yes then match is with "YES". OR you can use swipe as left to right for no and right to left for yes
Maybe you can increase the touch area, like half screen for YES an the other one for NO. And replace the texts for colors like Green or Red.
What are some generally accepted practices for navigating between irregularly placed and sized elements in a canvas (such as controls on a form) using the arrow keys?
For example, if the currently focused element is a tall element (A) whose height encompasses three shorter elements to the right of it (B, C and D):
####### #######
# # # B #
# # #######
# #
# # #######
# A # # C #
# # #######
# #
# # #######
# # # D #
####### #######
Which of these elements should be focused when the user presses the Right arrow? The top element (B)? The one in the center (C)?
What if D was focused before the use user moved focus to A by pressing Left? Should focus return to D when the user subsequently presses Right?
I'm wondering if there are some published guidelines for these scenarios.
I haven't looked into any specific guidelines or anything, but it seems that in the first case, when you're on A and you push Right, it should go to B.
If you're already on C or D when you push A, it probably makes sense to go back to that one. I'm less sure about this one, because the user might have gone to A from the bottom as a "shortcut" to get to B (This makes sense if there are a lot of elements in the right column, so instead of going (Up-Up-Up-Up-Up-Up you go Left-Right).
I think it's also important to note what element 'B' is that you're navigating to. Suppose B is a text box. If you go from A to B, will you assume the user wants to enter input and automatically focus their cursor in the text box? This would give a user immediate use of typing into the box, but immediate problems if he/she wanted to move to C or D instead.
I think it's more important to give the user feedback on which field he/she is in. Windows controls tend to suck for showing a well highlighted field, while in OS X, you get a distinctive highlight around the control that is selected (in most cases).
Just make it a point not to get in the way of the user if they want to go somewhere else. Don't lock down their keyboard after moving into A-D if they only want to move to another element.
In general, navigating through controls should follow the user's natural reading order. In Western cultures, that's left-to-right, top-to-bottom. This has been a usability standard at Microsoft going back to the excellent The Windows Interface Guidelines for Software Design and Microsoft Windows User Experience.
In your example, navigation through the controls should go A-B-C-D-A-...
If you're on A and you hit right, you should go to B.
If you're on D, and you hit Left, there are two options: "going left", which is A, or "going back", which would mean going to B. If you choose the second way, there's no place to get lost, although it can look a bit weird at first.
That said, if you choose the first way, I think the proper would be going to B: no need to remember where you were, just where you are, to know where you'll be. ("State is bad. Don't make the user think about it.")
Take a look at what Microsoft says for Vista applications.
I'd like to write a Linux screen magnifier that's customized to my liking. Ideally, the magnified window would be a square about 150 pixels wide that follows the mouse cursor wherever it goes.
Is it possible to do this in X11? Would it be easier to have an application window that follows the mouse around, or would it be better (or possible) to forget about the window altogether and just make the mouse pointer a 150x150 square that magnifies whatever's underneath?
Look at the source to xeyes?
This actually already exists, it's called Xmag (do a Google search for additional info). You might want to check out the source code for it if you want to know how it works.
EDIT: looks like I misread your question a little bit... if you want a magnified square to follow the mouse pointer around, I suppose it should be possible, but I don't know the technical details of how you'd do it. Regardless, the place to start is probably by looking at Xmag as a starting point.
I am unsure if this can run as its own app or would have to be integrated into your window manager. Either way, you would need libx11 (might have a different name from distro to distro). Also, I would suggest taking a look at swarp. I know this is not even close to what you are talking about, but the source code is only 35 lines and it shows what can be done with libx11.
I would personally make that a frameless window that always stays atop with a 1px hole in the middle. The events that the user makes (Mouse clicks, keypresses, whatever) is passed to the window below.
And when the user moves it's cursor it is ought to be visible to your window and you just move it over a bit. For the magnifying part, well - that is left as an exercise to the reader (Because I do not know how to do that as of yet ;-).
Texworks comes with such a feature to inspect the pdf resulting from typesetting a latex source. You can also choose between a square or a circular magnifier. See https://www.tug.org/texworks/ for access to the code which can serve a launchpad.