Spyder 5.4.2 has very wide ribbon menu bars on high resolution screen (however icon sizes are fine) - spyder

When I load up Spyder 5.4.2 on my large monitor (using high resolution) Spyder has large ribbon menu bars as shown in the screenshot. I have tried varying options Preferences->Application-> Changing DPI settings, modifying margins etc...
If I open Spyder on a lower resolution monitor it doesn't have this problem. If then unplug this and plug into high resolution monitor with the 'Enable auto high DPI scaling' set to true it looks fine.
Can anyone suggest a way of loading spyder, so it displays correctly.
Please follow the link to the attached an image showing the wide menu bar.
Image showing Spyder interface problem

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Is this a known bug in Xcode? My cursor icon doesn't change when it should

I'm learning iOS programming with Xcode and this bug is driving me nuts. I'm on the latest version of Xcode. Whenever my cursor changes to the "Adjust size" icon, it won't change back to the normal "Pointer" icon as expected.
Here's a video of the bug. Notice that when I cross slowly over the vertical edge of the pane, the cursor keeps the "Adjust size" icon. This only happens on some of these pane edges.
I do have several tweaks installed on my Mac, since the OS by default is terrible for productivity. But this isn't happening with any other programs.

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Actual size disable in XCode 9 iPhone simulator scale [duplicate]

On the 24" iMac I'm using at work I cannot scale the iOS Simulator's window. The 100% and 50% menu entries are greyed out (and the keyboard shortcuts don't work either.)
On my Mac Mini at home, it's fine. I've searched high and low for someone with a similar problem, and can't find anything logged. Any ideas?
Now It's more flexible with Xcode 9+ Simulator. You can pick & drag any corner of simulator to resize it and set it according to your requirement.
Look at this snapshot.
Note: With Xcode 9.1+, Simulator scale options are changed.
There are several other ways also, to scale your simulator.
Keyboard short-keys:
According to Xcode 9.1+
Physical Size ⌘ 1 command + 1
Pixel Accurate ⌘ 2 command + 2
According to Xcode 9
50% Scale ⌘ 1 command + 1
100% Scale ⌘ 2 command + 2
200% Scale ⌘ 3 command + 3
Simulator scale options Menu:
Xcode 9.1+:
Menubar ▶ Window ▶ "Here, options available to change simulator scale" (Physical Size & Pixel Accurate)
Pixel Accurate: Resizes your simulator to actual (Physical) device's pixels, if your mac system display screen size (pixel) supports that much high resolution, else this option will remain disabled.
Xcode 9.0:
Menubar ▶ Window ▶ Scale ▶ "Here, options available to change simulator scale"
Using Terminal Command
Follow these steps to scale simulator using terminal commands
Close/Quit simulator. (if open)
Open Terminal app (using Spotlight search, Press ⌘ + SPACE to open spotlight search)
Copy following text and paste it next to terminal cursor.
defaults write ~/Library/Preferences/com.apple.iphonesimulator SimulatorWindowLastScale "0.3"
Open 'Simulator' (Run your iOS project using Xcode).
You will find simulator scale update.
The options will only be there if your screen is not large enough to show the window at 100%.
For Xcode 9, we detect the size of your screen. If it isn't large enough to display the window we disable the relevant scaling option.
As Krunal points out you can now drag to scale the window to whatever arbitrary size you want so this shouldn't be a problem. (In previous releases you could only pick from pre-defined sizes; the window itself was not resizable).
I solved this problem by changing the resolution of my Macbook Pro screen to biggest supported value, And increase the size of the simulator by drag and it's work!
I can now attach iPad screenshot. Thanks Apple it's totally easy like always!.
I can confirm that #Abdulaziz Noor method of changing the resolution of your mac display works.
Steps I took:
System Preferences -> Displays -> Display -> Scaled -> More Space
If you are just wanting a 100% screen shot you can just drag it to be anything at least as big as 100% and the screenshot will be the same as a 100% screenshot.
Even in xcode9 it won't let you set the scaling to 100% if your screen can't accommodate that, but you can cheat.. ..just choose landscape orientation and if the width of the device will fit the height of the screen, you can choose 100%, and then rotate the device even if it won't all fit on screen.

Unity Canvas scale issue on iOS

I've got a weird issue with Unity, where the height of the screen doesn't match the layout built in the editor, but only on iOS. It does work in the editor, in a Windows standalone and in the Android app, but not on iOS (im testing on an iPhone 5).
So the menu layout can be broken down to just a couple of full width images with different y-positions. These images are set to stretch in height, so no matter how I change the play-preview in the editor, they always fill the screen as intended.
As soon as I test it on the iPhone however, it looks like there was height added to the screen after calculating all the image heights or something. Every image seems to be about 10% too short.
This all did work some weeks ago, when I was on an older iOS version, xcode version and Unity version, but I updated them all in the meantime, so I can't say which one could be the cause for this.
Some weeks ago, the minimum iOS version in Unity was set to 7.0, now it has to be at least 8.0 to not get the "update project settings" warning in xcode.
The roughly 10% could be the iOS status bar, which could be taken into account for the height calculations, but then turned off and the game can span over the whole height.
The iOS "Resolution and Presentation" settings are set to require fullscreen and hide status bar.
Edit:
Here's what it looks like in the editor and on iOS.
The 4 different canvas have just different settings for the canvas scaler. The images in all of them have their RectTransform set to stretch in both directions.
It turned out to be caused by the generation of mipmaps.
I don't know why this is the cause and I don't know, why it's only a problem on iOS, but not on any other common platform, but once I used an image that had mipmaps disabled, it worked.
It then also worked on the original images, once I deactivated the mipmaps there.
I guess it has someting to do with the gradient images being 1x1920, so mipmaps make little sense. I'm wondering, why this is making the height buggy and not the width.

iOS Interface Oversized in Xcode Application

I have recently been running into a problem with one of the iOS applications that I'm developing. The problem with this application is that UI elements appear to be oversized. In Xcode the elements could have the same default sizes, but during the simulation process the elements are almost too large to fit on the screen. Has anyone ran into a similar issue and figured out how to resolve it. I have attached pictures below that illustrate the problem more clearly. In one of the pictures below, the keyboard clearly appears to be larger than that in the other picture.
Oversized User Interface
Normal Sized User Interface
Two possibilities
The device has Display Zoom turned on. You can change that in Settings > Display & Brightness > Display Zoom.
You app doesn't have a launch image for that size. Either add a launch image for that screen size or use a launch storyboard/xib. How to enable native resolution for apps on iPhone 6 and 6 Plus?

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