.previewLayout(PreviewLayout.fixed(width:_,height:_)) not working in Xcode 14 - swiftui

Since updating to Xcode 14 the SwiftUI canvas is behaving differently.
I'm have files that are a fixed size and I am trying to preview them by adding
.previewLayout(PreviewLayout.fixed(width: width,height: height))
to the preview view.
Previously the behaviour was that I would see the canvas the expected width of view. Now I'm seeing the preview in a device.
Is there a way I can get this to work as expected again?

From Xcode 14 preview loads default in Live mode but you can change this to selectable, by clicking the second button from the bottom toolbar.

Related

iOS 11 - Navigation Bar loading with half height during push transition

Since updating from Xcode 8.3 to 9, I'm seeing this weird behaviour that during push transition the target controller's Navigation Bar is loading with half height first and then settling with correct height.
Happening on all the screens of different navigation controllers.
Tried enable/disable nav bar translucent, and Safe Area Layout Guides but of no help. Happening only on iOS 11. For new view controllers too.
Screencast showing this behaviour.
Turns out that I'm using an old version of KMNavigationBarTransition library that uses method swizzling to manage navigation bar style during push transition. Update of this library fixed the issue.

explorer thumbnails show with alpha glitches in windows 8+

I am showing thumbnails (in a WTL/ATL/C++ application) using IShellItemImageFactory. Everything works fine all the way up to windows 8. There, some icons come with some black lines where transparency should be. It is slight but visible: http://i59.tinypic.com/ru2vmf.png
It happens to a minority of icons only.
After extracting the bitmap I show it (exactly as returned by GetImage(SIIGBF_RESIZETOFIT)) in a standard static control with STM_SETIMAGE. The glitch is still there if I add the bitmap in an imagelist
what can be the problem?

2 actionbar tabs don't fill a screen width on FULLHD (xxhdpi) Android device

I have required styles (from designer) applied on my TABs used in Actionbar for navigation and I use Actionbar Sherlock. They look perfectly from ldpi to xhdpi devices, but situation changes on xxhdpi devices.
I have only 2tabs and except mentioned styling, I have the same code as Sherlock DEMO app in "Tab Navigation". I found 2 older simmilar questions not answered yet.
Stacked ActionBar tab bar not filling parent
(I've got a simmilar problem, centered tabs. Sorry for inconvenience, I can't attach images because of rep points.)
and
action bar tabs not fill screen in android
Since the time of their posts, this is not only the issue of tablets, but now, there are many FULLHD (flagship) smartphones and this is becomming the big "design" issue.
I want my 2tabs to fill/match the full width of ANY device size, so in my case to fill 50% width each. Default Holo styled tabs doesn't look that bad (as shown in previous link), but my styled tabs on this big screen look much worse.
PS: Situation doesn't change if I make a text in tabs bigger or longer. Tabs don't adujst their width, instead they change their height and text takes 2 lines.
Unfortunatelly, this is a another JB changes:
https://android.googlesource.com/platform/frameworks/base/+/b8139af3dcae80c0030afd0354dc424a7c72c3d9
One of solution: set target SDK 15 or lower.

Cocos2d-Things appear bigger in simulator

I've recently noticed that things accommodate differently on the simulator and a real device when using Cocos2d.To make sure I did the following:
1. I created a blank Cocos2d project. In the init method I created 7 sprites from Icon-72.png(which is found in the resources folder of the Cocos2d template) and added them to the screen.In the simulator only 6.5 sprites could accommodate side-by-side whereas in the iPod touch all seven sprites could accommodate easily and almost half of the screen width remained unused.
2.Then I created a project from Single View Application template. I added the same Icon-72.png to the project. Then on the storyboard I added 6 image views and set their image property to Icon-72.png. This time I had exactly the same result with both simulator and the device.
I guess there should be some tweak as to how to fix this issue with Cocos2d because it's not Apple's fault. Do you know how to handle this?
The iPod Touch could have the retina display and the simulator wont have have it. If you need the same display as of the iPod Touch You can use the iPhone Simulator with the Retina Display and you would get the same screen. Another Option you can use is Copy and paste the Same file with -hd prefix ex:(Icon-72-hd.png) with 72x72 size and you can get the same result.
There is no problem with either the version of cocos2d or with the Apple for the issue you are facing.
I guess I do have poor explanation but you would understand my explanation.
The iPod Touch will be a retina display. Cocos2d doesn't automatically double the size of images.

Change the icon on windows 7 taskbar for a pinned application

My software Pomodoro Timer is going to display a dynamic icon on Windows 7 taskbar. You may wonder why the application icon need to be dynamic. It's actually a counting down timer for me to help me focus on current task, so called the pomodoro technique:
My way to change the icon is to simply change the Window icon. It works fine when I start the application, but after I pinned it to taskbar, it will display the default icon for the application. The dynamic counter down number will disappear. More worse, after I unpinned it from taskbar, the default behavior will never be recovered, that is, the dynamic icon will not able to be updated correctly. When I start the application again, it will display the default icon, unless I pinned it and unpinned it again, the counting down icon displays again.
I've searched this forum, and Change pinned taskbar icon (windows 7), and tried to change the overlay icon. It works, but not fulfill my requirement, the overlay icon can only display 16x16, and no enough room to display 4 digits.
I also read the MSDN article Application User Model IDs, but i am still not clear whether it can make it or not.
Anyone can help on this? Thanks a lot!
Windows 7 supports having a green progress bar be shown over an icon, and pinning doesnt effect the progress bar. So, instead of changing the icon every second, why not change it every few seconds, but have the progress bar count down from 100% of the original set counter value?
The pinned items in the Taskbar are stored as a shortcut at:
%appdata%\Microsoft\Internet Explorer\Quick Launch\User Pinned\TaskBar
You can try changing the icon of the Shortcut of your program.
My final solution is:
on Windows: use icon overlay. You can get more screen shots here.
on Mac: use different icon. You can get more screen shots here.
I use different solution for Windows and Mac.
Generally an application would make use of the System Tray to show interactive state such as this to the user. There is a whole API set for interacting with it, setting icons, menus, providing text feedback (balloons), and so on.
The following is a good article on how such functionality can be achieved:
http://www.codeproject.com/Articles/74/Adding-Icons-to-the-System-Tray