Inkscape line alway visible - inkscape

I use Inkscape 92.2.
Windows 7 x64.
How to display always line, event the size is set to 0,002mm.
If the line is big, i will see line, i won't if line is small.
How to display always line, event the size is set to 0,002mm.
If the line is big, i will see line, i won't if line is small.
I have rectangle, 2m big with line set to 0,002mm, and i can't see the rectangle
How to display the line regardless the line size is set?

The line you are trying to make is about the size of a single bacterium. Make the line bigger until you can see it.

Related

Why is my line not showing up? [inkscape]

Just getting into Inkscape. When I use the pencil or "Draw Bezier lines.." buttons, I follow the instructions in the manual to get the intended effect to get a horizontal or vertical line.
Except, I cannot see the line itself. In the examples the line shows up, but after I stop highlighting it, it goes away completely. The other lines turn out fine. Below is a picture of my screen.
image
My opacity, and alpha are correct for the line segment (as you can see from the screenshot), so I was wondering what I'm doing wrong here.
Thanks!
Try setting a stroke instead of a fill. And make sure you are in a visible layer.

Qt draw outline for multiline text

QPainterPath can paint outline for the text
QPainter can draw multiline text
Is there any solution to make use of both of those features?
I also looked up for QLabel styles, and still didn't find anything outline-related.
Unfortunately, no such function exists in (at least, in Qt 5.15). What I did was wrote a function that takes a string and breaks it up into multiple lines, breaking on spaces or \r or \n. Loop over the string one word at a time, measuring it 'till it gets bigger than desired width (or you hit a line break), then back up one word, trunc any space, and call that one line. stick that into your vector of lines. repeat for each line. then in a separate function, you can draw each line one at a time, using stroke/fill from QPainterPath technique, advancing vertically by metrics.height() each line

QTextEdit "pre-allocate" canvas size

I'm writing a simple text editor client that receives a given file in chunks, instead of reading it all in at once. For example, if I have a 10,000 line file, I'll only get the first 25 lines + some slop when I open it up in the client. As I scroll down the file, it'll load the lines that come into view dynamically.
I've got the dynamic insertion of the file contents working as I scroll around the file. However, I want the QScrollBar to reflect the full size of the file when a file is opened, instead of just the current contents of the QTextDocument.
Here it is in screenshot form:
The QTextEdit and QScrollBar when a file is initially loaded with just the first chunk of lines.
The same thing, once I've scrolled to the bottom of the file and the rest of it has been loaded.
Note the smaller QScrollBar slider.
I'm wondering if there's some kind of way to preset the size of the underlying canvas, i.e. it would be easy to calculate the height of the full document in pixels, and then make the QTextEdit scroll area that size. Preferably without having to resort to painting. Any other ideas are also welcome.
You need to start with programmatically setting the range of the vertical scrollbar:
textEdit->verticalScrollBar()->setMaximum(numberOfLines);
See the documentation for more details: QAbstractSlider::setMaximum()
In addition, you will probably need to implement custom behavior when the QAbstractSlider::sliderMoved(int) signal is emitted. The idea is that your canvas stays small, it only provides a small window on the complete text.

Problems displaying image in C++ with SDL

Code here: https://gist.github.com/protectivetoast83/25301772cbc6f13e6e07
images of problem
The program should be displaying a single gray rectangle at coordinates 32, 32 on the window however it was also displaying a second one at coordinates 0,0.
I added a cout statement on line 60 of gameWorld.cpp and the program started working correctly. The program works correctly only so long as I have that cout statement there.
What's going on and how can I fix it?
Line 57 of gameWorld.cpp looks suspicious:
if(objSet[i].checkActive());
That semicolon ends the if statement ("if object i is active, do nothing"), and the subsequent four lines are a bare inner block that always gets executed. (This explains why, in your second screenshot, you're looping over all objects from i=0 to 99 as shown by the text box in the lower-right corner. It doesn't tell me why adding line 60 changes your code's behaviour, though.)

Cursor indicator in terminal console - out of buffer size

I'm writing a program that prints squares to the screen according to the user's entries, in windows terminal console.
When the cursor
indicator reaches the most bottom right corner of the console and prints a character, it forces a another line in the console, since it moves one place to the right but has no more space.
Any suggestions how to avoid it?