IntelliJ IDEA doesn't adjust window when switching between external monitor and Retina display - intellij-idea

I have my 15-inch 2017 MacBook Pro connected to an LG 27-inch 4K monitor. When they are connected, I have IntelliJ IDEA showing on the monitor on Desktop 11 (out of the 15 total I have) while Safari and my other stuff shows on the MacBook on Desktop 1. When they are not connected, then I just have IntelliJ showing on the MacBook Retina Display.
I used to have it so that IntelliJ had the size of the various editors and side windows were different depending on whether IntelliJ was being shown on the monitor or the MacBook. Obviously, when showing on the monitor, you have more real estate to work with so you can expand the size of the editors and such so that you can see more text. Now, it used to be that when I would connect/disconnect the MacBook from the monitor, macOS would automatically adjust the size of these windows/editors to the layout that was proportionate to the display it was being shown on. It no longer does this. This is a minor inconvenience that makes me have to readjust the window/editor sizes every time I switch displays.
Originally, I had this layout for when IntelliJ displayed on the LG:
and this layout for when it was on the MacBook Retina display:
Whenever I would connect/disconnect my MacBook to the LG, macOS would automatically scale IntelliJ so that I didn't have to do anything to make it fit whatever screen it was going to be shown on.
But now, it doesn't do that anymore.
Connecting the MacBook to the LG makes it go from this:
to this:
Disconnecting the LG from the MacBook makes it go from this:
to this:
What did I do that made macOS no longer automatically scale IntelliJ when switching between displays? What can I do to make it do this behavior again?

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iMac 10.9.5 Mavericks making high-pitched sound when viewing samples of some processes

Does anybody have an educated guess into why my iMac 10.9.5. Mavericks is making a high-pitched sound when I am viewing samples of processes? Latest to do this was a sample of font daemon "fontd" run by atsserver (apple type service server).
It seems very weird since, if I drag the window of the sample so that it is not visible on the screen, the high pitch noise stops – and immediately when I drag the window so that I can see the sampled text, the sound comes back. The pitch is very high, somewhere around 18kHz. Many times it seems the samples that make the noise seem to have the DataDetectorsCore associated.
The sound only comes when viewing the sample of the process in the Activity Monitor. So if I save it as text and view it then, the sound is not there.
What could be going on here?
Thank you for any good guesses!

Adobe Air laggy on Dell Inspiron Touch 1

OK, this might be a very specific question, but I am seriously stuck.
I have an Adobe Air desktop app which runs fullscreen on a Dell Inspiron Touch PC (OS is Win8). The interaction involves some dragging with the finger/mouse.
Edit: I use Air 3.8
Here's my problem: when operated with the mouse, everything works fine and smooth, on this computer and on every other PC I tested it on. But with touch input everything becomes obviously laggy.
When operated by touch, the OS shows a dot which indicates the current position of the recognized finger. When the finger is moved around, this OS output is significantly more responsive than the Air app, where dragging takes longer and lags. So I assume that the problem lies in delivering the touch events to the app.
What I have tried:
setting different values for MultiTouch.inputMode, assuming that
MultiTouchInputMode.NONE would be the most performant
installing a new driver for touch input
setting the mouse speed of the OS to "high"
setting the touch area size of the OS to "small"
Nothing did have an impact, and I am out of guesses…
Does someone have an idea or even experience with this stuff?
Thanks!
Because I had very little time and had to find a solution very quickly (it was a kiosk app for an event), I chose this alternative which worked perfectly: I made a flash file that is shown in the browser in fullscreen. No lag, no performance issues at all. I still don't know what caused this behavior though. No time…

High resolution display give incorrect viewport when snapping (Surface Pro)

I just got to test IE10 on a Surface Pro with 1920*1080 display resolution where "make text and other items larger or smaller" has been set to Large.
On my website I have added the CSS+JS viewport fix in addition to the viewport meta tag, all asking for width: device-width (plus I added a "min-width: 320px;" to the #-ms-viewport definition to ensure it never gets smaller than that).
I added some javascript to display the value of window.screen.width and $(window).width to see what the browser ended up using for viewport in IE10, and to my surprise the screen size of a 1920*1080 resolution display was reported as 1280x720!
Now, I can live with with that (just like small phone screens report 320px width no matter their actual resolution, since it is a good size to make stuff human readable across devices for the same font size), but when the 'Metro IE10' is snapped to the side of the screen, the problem comes: IE10 tries to make a 320px rendering of the website, but it zooms in so the right side of it is hidden.
I tried Microsofts own test page: http://ie.microsoft.com/testdrive/Graphics/MakeItSnappy/
It does the same thing - on the Surface Pro the right side is hidden, and you need to drag left/right to see it, and you cannot even zoom out to view the full width!
But when trying the same thing on my laptop with a 'normal' 1366x768 display (rendered as 100%), the snapped IE10 display has the perfect size.
Ok, I guess this is a Microsoft Windows scaling bug - but my question is: Has anybody else experimented with changing the "make text and other items larger or smaller" to 125% or 150% and making websites adapt correctly?
Check out this fix from developer Matt Stow
http://mattstow.com/responsive-design-in-ie10-on-windows-phone-8.html

iOS App won't use 4 inch size even with default-568h#2x image

Everything I read (including on Stack) keeps saying that in order to have an app use the entire 4" iPhone screen you simply have to add a default-568h#2x.png image with a resolution of 1136 x 640.
I've added this image and when I run on a 4" iPhone simulator everything (including the launch image) renders windowed with the black bars at the top and bottom. I've tried deleting and re-adding the image, made sure it shows up as the 4" launch image in the Target summary tab, and adjusted all of the simulated metrics sizes in my storyboard to be Retina 4 full screen. Even with all of this, I'm still getting the old 3.5" window.
Is there something I'm missing or doing wrong?
You spelled Default-568h#2x.png wrong. Remember that iOS is a case sensitive file system, so the capital "D" matters. (I had a very similar problem -- which is what led me to this question -- because I was missing the "h" )
I'm not certain on what the issue is but a couple more checks you could do would be to make sure you have built the latest version of your project before simulation. The simulator may be launching a previous build that did not have the 4# images
Maybe try temporarily removing your smaller resolution images to see if that makes a difference.
Also make sure when the simulator is open that you have the correct hardware configuration in the hardware tab

Designing at 1024 x 768 resolution

I have a windows 8 app. The app consists of image buttons which are sort of distorted when I run them in a simulator with "1024 x 768" resolution.
The point being, I am not able to specifically design for that resolution, because my visual studio won't allow me to design at that resolution.
Looking at the picture will clear my exact description of the problem.
I am looking for the resolution 1024 x 768 in the drop down menu, but I can't find any.
AFAIR 1024*768 isn't a valid physical size. You should find it in the "there's something else snapped to the side" category (the second icon to the right of "View" and above "FullScreenLandscape").
Look at the top of your image. Do you see the view selector? The Visual State is Fullscreen. Change that to the fill view (the 3/4 view) and you should see the 1024x768 view.
For further reference regarding Metro screen sizes, read: this blogpost from Microsoft.
Edited 10/13
I see this on the simulator for my app even not in snapped view:
What version on VS are you running? I am running Version 11.0.50727.1 RTMREL with .NET c4.5.50709