Irecently picked up a Microsoft Surface Pro 4 running Windows 10.
On the tiny 12", high resolution screen, 64-bit Rhino 5 for Windows was unusable even with all of the suggested display scaling and icon size increasing recommendations.
The System registry key that tells Windows to prefer external manifests is as follows:
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVerson\SideBySide
REG_DWORD: PreferExternalManifest
Value Data: 1
Hi John
I am using a surface pro 4 running windows 10 and installed the external manifest file to fix the small icon display issue, but when I reboot rhino after placing the manifest file in the folder I am unable to access my layer menu the menu appears non responsive and even after exiting it and adding it back it still does not work. This problem occurs every time I open rhino on my surface, but when i have the surface connected to an external monitor the problem disappears. I have included a screenshot of my issue, could you please help resolve this issue
thanks
What Windows version are you running?
What screen resolution are you running?
What is your Windows Display: Scale and layout magnification?
What is your Text Size in Rhino Options > Appearance?
I just enabled VRay on my system here at work and had the same issue (i.e. tiny text and thinking it was related to setdpiawareness). This was not the case, and the Rhino text was indeed set to 6 all of the sudden (down from the default 9 if I recall):
The text and other site elements on Youtube when viewed with Brave Browser are very tiny. This behavior began months ago, one day it just changed for no apparent reason. This does not occur on other browsers. I made a post about this issue earlier on this forum but it went unanswered. If I cannot correct this, I will have to stop using Brave as a browser as I use Youtube a lot and this issue makes navigation difficult and frustrating
I have uploaded three screenshots. The first is YT home page as viewed in Brave. The text and other elements are very tiny. The second is a YT video viewed full screen in Brave, the text and navigation elements are very tiny. The third is a YT video full screen in Chrome, the text and navigation elements are normal size.
I have an Olimex ARM-USB-TINY-H JTAG programmer which I recently installed in Ubuntu 12.04 64 bit (running inside Virtualbox). I am using the programmer with OpenOCD. I had some old instructions I wrote up, which I updated to work with 12.04. I had some issues (due to some stupid mistakes on my part) and I came across this post while doing research. My instructions are generally the same, but they differ somewhat in the details. I decided to post what I have in case it helps anyone out.
Make sure the programmer is plugged in to the computer and into a board/microcontroller, and then run openocd (use the appropriate target for your microcontroller). If there is a problem connecting to your programmer, you should quickly get an error message about not being able to open the ftdi device:
I am trying to flash an STM32E0407ZGT6 chip on an STM32-E407 using a ARM-USB-TINY-H programmer. I was able to install openocd using sudo apt-get install on my ubuntu 11.10 machine. Unfortunately, when I try to flash the chip using telnet I get the following error:
I am trying to flash Imote2 using a Olimex-arm-usb-tiny-h programmer. I was ablt to install openocd using sudo apt-get install on my Ubuntu 14.04 machine. However, when I try to reset (or flash) the chip using telnet i get the following error:
@1702f2d952a6a7dc Any even mildly demanding game will drain a laptop's battery. That's what it's supposed to do, and how the laptop is supposed to handle it: running games takes energy as the processor and graphics card have consistently high workloads. You can't get good performance without pouring more power into the process. It's always best to play while a laptop is plugged in, otherwise the system will throttle itself to try to preserve battery life, at least relative to maximum power draw.
@tiredvamp If you're asking about the size of the user interface, no, nothing has been done, and also, it's not a bug but rather the way the UI was designed. If you want the UI to be larger, you need to play at a lower in-game resolution.
Before updating my computer (this is the only thing I can think of that changed), my Sims 3 ran at kind of a small, chunky, incorrect resolution, but I didn't mind because it was playable. Now, it runs at way too high of a resolution for my computer (my computer's default is 1440x900 and Sims 3 is defaulting to 1920x1080), and it's so tiny it's unplayable. None of the screen size options in the options menu are correct (pictured). I remember having a lot more than these three before.
I looked online and tried all the advice I saw. I tried going into the options file in the documents and changing the resolution there, but every time I start the game after changing it, it reverts right back to 1920x1080 in the file! I also tried windowed mode, but that just makes it even tinier.
I'd also like to say that your Mac's native resolution is actually 2560x1600. (This is true for every 13" M1 MacBook Pro.) 1440x900 is a supported scaled resolution that you might be using, but I guess the game sees the actual pixel count, not the effective resolution the system is imposing.
Thanks so much! I wonder why my Mac display settings say 1440x900 then haha that's confusing. Fingers crossed that solution works. Kind of a bummer that this issue has been happening to people for over a year now!
I have downloaded Better Display, but I haven't been able to change my in-game resolution. The in-game drop down menu still only shows 3 options that make the game non-playable. What are the steps exactly through Better Display?
Quick edit: While I work on a proper update, I'll note here that several posters on reddit and hackernews have pointed out ways to bring the total size of the program down to 105 bytes while still printing the full "Hello, world!" Much credit goes to Josh Triplett, who produced the 105-byte version which you can find here. I fully plan to include this in an updated version of the page!
Many years ago, I came acrossthis famous article,which I largely credit changing the trajectory of my career. At the time, Iwas an intern working on a the build system for a fairly large Java code base,so I was particularly susceptible to an article attempting to do the polaropposite of "enterprise Java:" strip away all but the most essentialcomponents required to define a valid Linux program. (Before removing even more!)
In short, the article walks through the creation of a 45 byte (!) Linux binary.While the resulting binary is arguably not an entirely "valid" ELFfile, it was at least one that Linux could run. Or at least at the time.Perhaps unfortunately, Linux has gotten more strict about ELF loading sincethe article's original publication (I haven't been able to track down theoriginal date, but it was already around in the early 2000's), and themigration of many systems to 64-bit CPUs has rendered the older 32-bit ELFbinary less relevant.
Like the article I take for inspriation, I set out to create the smallest ELFfile that runs on modern Linux (kernel 5.14 at the time of writing). Like theoriginal article, I will still use thenasm assembler, since it is easy to install,I love its syntax, and it remains one of the best x86 assemblers available.
ELF files are used everywhere in Linux (and plenty of other operating systems),and serve as plain executables, static libraries produced by compilers, dynamiclibraries, and more. Executable ELF files, the focus of this article,typically contain the following components:
The ELF format has remarkably few hard requirements on where the variouspieces of metadata appear in the file, apart from the fact that the top-levelELF header must appear at the beginning. The location of the program headertable and section header table may be anywhere in the file, as the top-levelELF header will contain their offsets.
Even those who haven't looked into it have likely figured out that typicalgcc-produced executables are full of unecessary stuff for a simple hello-world.For those who need convincing, theoriginal articlecovers several iterations of a C version, which does not need any updating tobe relevant to modern times.
This assembly directly defines the necessary metadata for an executable 64-bitLinux ELF, so you don't need to use a linker to obtain an executable. Instead,we'll just assemble it using nasm's ability to output flat binary,and call chmod to mark it as executable.
Obviously, you'll need to be using 64-bit Linux and have nasminstalled and available on your PATH for this to work. nasm issmall and lightweight, and I'd recommend it to anyone interested in writinga significant amount of x86 assembly.
This was basically the most minimal "proper" ELF file I could come upwith. It contains a list of sections, including a .text sectionfor executable code and a .shstrtab (Section HeaderString Table) section, which contains the names of the sections(including its own). The entire ELF file is 383 bytes when assembled, whichis already decently small, though a far cry from what is possible.
As this initial version was intended to be faithful to the ELF format, viewingits content using standard linux tools works correctly. As we remove morecontent from it, we will gradually lose these abilities. For example,readelf -SW currently shows that our .text and .shstrtab sectionsare correctly defined:
Even at a glance, the section-related information seems to be taking toomuch space. As mentioned earlier, this should not be needed if we only careabout loading the ELF into memory and running it. But can it be simply takenout?
To do so, set the number of section headers to 0 and delete the sections.Here is the assembly afterwards. It can be assembled and run the same way asthe previous version. I've also taken out any comments, apart from thoseannotating the changed lines:
3a8082e126