Hotkey for scaling in photoshop - photoshop

Is there a hotkey that "scale to the same scale that I just scaled"?
I was scaling a layer earlier today by a percentage in photoshop. I then dragged in another layer from another document and then accidentally hit a key combination that automatically scaled that layer to the same scale that I had just entered in on the previous layer. I can't figure out what keys I hit to make this happen, but it sure would be nice to know what i did.

Strictly isn't a question for stack overflow...
However, I do believe you hit Ctrl + T (PC) which is transform again. Edit -> Transform -> Transform again. It saves the last transformation - be it a move, scale, rotation (or combination) allowing you repeat the transformation over once more.

The scale hotkey in Photoshop on a mac is Shift + Option. Here is the workflow:
Select the layer you wish to scale
Command + T (transform)
Shift + Option + Click and drag to scale

The answer is ctrl + T in windows and Command + T in mac

Related

(How) can a matplotlib figure be made to respond to "zoom" navigation in one dimension only?

Matlab has a useful zoom mode triggered by zoom xon or zoom yon whereby you can click-and-drag with the mouse to zoom in on data, but with only one dimension (x or y, respectively) changing. Instead of an elastic box, the cursor changed into an elastic I-beam that allowed you to set the beginning and end of the range quite precisely.
Is there any way of getting a matplotlib figure to do the same thing? Playing with the toolbar, and briefly looking into the code behind it, I only see a "zoom rect" mode.
I'm aware that you can approximate this effect by right-clicking-and-dragging in "pan" mode, while trying to ensure that your hand only moves in one dimension, but that can be quite frustratingly imprecise. If there were a zoom xon equivalent, I would gladly use that instead.
The interactive navigation lists among its shortcuts
Constrain pan/zoom to x axis: hold x when panning/zooming with mouse
Constrain pan/zoom to y axis: hold y when panning/zooming with mouse

Blender 2.8: object pivot + pixel align + object part grouping (newbie)

I have started learning Blender 2.8 as of May-25. Almost 10 years ago, I was using 3dmax v7 but only as a hobby. I want to start doing 3ding again as hobby but got no money to have something that is up to date. So I chose Blender.
Now I have a few questions. I will surely have more questions later. I am still thinking in terms of 3dmax ways.
How do I recenter the object pivot if I accidentally displaced it with MB1 and doing Ctrl-Z is not a solution ?
How do I align vertices to the grid but only using the axis of my choice ? (ex: align on the X axis grid or any other axis of my choice)
how do I group object parts (vertices, faces, ...) as different groups and then working with the group of my choice ?
how can I maximize the view port with one single keys shortcut thus hiding every menus and then once I am done doing what I wanted to on that maxed view, revert back to whatever interface view I was using before ?
how to select anything using a region drawn by mouse movements (meaning selecting without using box or circle or shift, just mouse mouvements)?
Firstly blender 2.80 is under heavy development while making some major changes so can be of varying functionality for now. I would suggest you start learning with 2.79b until 2.80 is finished.
There are several options when it comes to choosing a pivot point, I think what you are referring to is setting the object origin.
There are several snapping options and ways to control transformations. You can limit movement to one axis by pressing it's key while transforming, eg GX will only move along the X axis, you can not move on one axis by adding ⇧ Shift - G⇧ ShiftX will move on Y and Z but not X. To align vertices to one axis is it common to scale to zero one the axis, eg SX0 will scale the verts on the x axis so they all align, in object mode you can do the same as long as you enable manipulate centre points. There are align options available in some addons, like align tools and mesh align plus.
Blender doesn't have vertex grouping and I don't know of any addons that add it. You can assign vertices to a vertex group and use that to select/deselect a collection of vertices.
There are two options to maximise the viewport - ⎈ Ctrl↑ Up arrow will maximize the viewport, the info bar at the top and headers for the view will remain in place or ⎇ AltF10 will make the view full screen also removing the info bar and headers. Also the window layouts are saved as screens which you can make and define to your liking, by saving these screens in your startup blend you can keep them available each time you use blender. The default screens include a 3D only layout.
For lasso select you can hold ⎈ Ctrl while pressing the non-select mouse button to draw an arbitrary region to select items within.

Selenium: resize window in a tiling window manager

I'm using a tiling window manager i3 to run selenium tests. Sometimes I run tests using Chrome & Firefox besides PhantomJS. I realize that one cannot resize an i3 window that's tiled, so I wonder what, if any, workarounds are there to resize window, or detecting if the window is currently tiled and setting it floating?
I realize that one option would be setting chrome and firefox to always run floating in i3 config, but that would impede my regular workflow.
You actually can resize tiled windows, either with the mouse or with the resize command:
resize <grow|shrink> <up|down|left|right|height|width> [<px> px [or <ppt> ppt]]
This grows or shrinks the window in the given direction. With the optional parameters you can specify by what amount the window should be resized. The first argument - <px> px - is used for floating windows and defaults to 10 px. The second argument - <ppt> ppt is for tiled windows and gives the amount in percentage points of the parent container, it defaults to 10 ppt.
In the default configuration there is a resize mode that can be reach with Mod+r (with Mod being either Alt or Super, depending on the choice when first starting i3). While in this mode, windows - floating and tiled - can be grown with Down or Right and shrunken with Up and Left.
For example: Say, you have a container with 3 equally wide windows side-by-side - each taking 33.33 % of the containers width. If you run resize grow width on the middle one, it will be resized to take 43.33 % of the parent container, while the windows to either side will be shrunken to 28.33 %.
As for setting a window to floating, you can always do that with the command floating enable, so there is actually no need to query the current floating state.
If you really want to, you could query this information from i3's IPC interface.
Proof of concept:
Use i3-msg -t get_tree to retrieve the JSON-encoded layout tree (this gets you the whole JSON in one line, so maybe you want to put it through json_xs, json_pp or some similar program for more human-friendliness).
Get the ID of the current window with xdotool getactivewindow
Look in the tree for a node with attribute "window": <WINDOWID>
Check whether the attribute "floating" is set to "user_on" (or possibly "<ANYTHING>_on", I am not sure about that)

Adjust speed of hand cursor in kinect region

I am using Kinect SDK 1.8, i am using default Kinect control. KinectRegion to display hand cursor of Microsoft.Kinect.Toolkit.Controls. But hand cursor is too fast and sensitive. i wanted it to be make it slow down, so that end user of my Kinect app can control that cursor easily on screen. i tried out with the AccelerometerGetCurrentReading() (Line No. 962) and also tried out with the KinectAdaptor.cs (Line No. 299) handPointer.X, Y, Z, but didn't get any success. can some one help on it.
I already gone through the Human interface guide and also tried Kinect interaction demo, but it is work with the same speed of hand cursor, as is it working in my app.
Is there any work around for this?
Or any property to control the speed of hand cursor in PHIZ, come in future release.
I am not aware of any built-in solution for this. However, there are a couple tricks you could do if you're willing to produce some code in the middle.
You say there are two problems
The Kinect Cursor is too fast (i.e. for the amount your hand moves in the real world, the cursor moves too much on the screen.
The Kinect Cursor is too sensitive. (i.e. the movements of the Kinect are hard to control)
For #1, I am not sure if the cursor->screen mapping is absolute. If you put your hand at the edges of the Kinect's vision, does it match the edge of your computer screen? If so, it could be hard to adjust the speed of the cursor (also called gain). One hack-y solution can just be to move your body farther away from the screen, so that your movements in physical space are larger.
For #2, you could implement a basic low-pass filter. This means that large motions "pass through" the filter, but small, jittery motions are ignored. The simplest way to do this is have something like a running average.
Point CurrentKinectPoint; //this is the filtered position of the mouse cursor
const double FILTER_FACTOR = 0.5;
void UpdateKinectControlPoint(Point NewPoint) {
CurrentKinectPoint.x = CurrentKinectPoint.x * FILTER_FACTOR + NewPoint.x * (1 - FILTER_FACTOR);
CurrentKinectPoint.y = CurrentKinectPoint.y * FILTER_FACTOR + NewPoint.y * (1 - FILTER_FACTOR);
}
I hope this is helpful, at the high-level at least.

Proper rotation with changing x/y coordinates

I'm trying to make a little archer game, and the problem I'm having has to do with 2 pixels in particular, I'll call them _arm and _arrow. When a real archer is pulling back an arrow, he doesn't immediately pull the arrow back as far as his strength allows him, the arrow takes a little bit of time to be pulled back.
The _arm's angle is equal to the vector from a point to where the user touched on the screen. The rotation is perfect, so the _arm is good. The _arrow needs to be on the same line as _arrow, they are 1 pixel wide each so it looks as though the _arrow is exactly on top of the _arm.
I tried to decrement from the x/y coordinates based on a variable that changes with time, and I set the _arrow's location equal to the _arm's location, and tried to make it look like the _arrow was being pulled back. however, if you rotated, the x/y would mess up because it is not proportional on the x and y axis, so basically _arrow will either be slightly above the arm or slightly below it depending on the angle of the vector, based on touch.
How could I used the x/y position of _arm and the vector of touch to make the arrow appear as though it was being pulled back by a small amount, yet keep the arrow on top of the _arm sprite so that it's position would be similar to the arm, but slightly off yet still on top of the _arm pixel at all times. If you need anymore info, just leave a comment.
I'm not sure I've fully understood, but I'll have a go at answering anyway:
To make the arrow move and rotate to the same place as the consider adding the arrow as a child of the arm. You can still render it behind if you like by making its z is less than one: [arm addChild:arrow z:-1]
To then make the arrow move away from the arm as the bow is drawn, you then just set the position of the arrow with respect to the arm.
The problem I do see with this solution however is that this grouping of the sprites may be a little unusual after the arrow leaves the bow. Here you probably don't want the arrow to be a child of the arm as the coordinate systems are no longer related.
Even though they're sure what I "suggested would have solved [the] problem" here is the
Poster's solution
I had to get the x and y coords of the arm based of angle, then I got the sin/cos of a number that was based of the same angle as the arm and subtraced from that.