typography – Width of a page that contains mostly text

According to Emil Ruder’s book “Typographie”, as readers read a line of text, their attention wanes until they reach a new line, wherein they become refocused. At the corollary, when lines are too short, users deal with increased cognitive load as they refocus for each line.

As such, the general rule for readability is 50-75 characters per line, which can be achieved through limiting the max width.

How to increase the width of a SharePoint Online List column in a List WebPart

It’s not recommend to create or add ungoverned code on modern SharePoint pages, you need to get started with SPFx:

https://sharepoint.uservoice.com/forums/329214-sites-and-collaboration/suggestions/17290130-bring-back-script-editor-web-part-in-modern-shar

You could consider using json formatting as shown below to increase the width of list column:

{
  "$schema": "https://developer.microsoft.com/json-schemas/sp/column-formatting.schema.json",
  "elmType": "div",
  "txtContent": "@currentField",
  "style": {
    "color": "green",
    "width": "300px"
  }
}

Result:

enter image description here

Reference:

https://docs.microsoft.com/en-us/sharepoint/dev/declarative-customization/column-formatting

uploads – Place large image into a post to go full width of its container

I’d like to insert a huge infographics image into a post. The problem I’m facing with is that WordPress provides smaller versions of the image even though I choose “large” thus the image won’t go full width of its container and smaller texts in the image are not readable.

In the image details, the full size option isn’t the original full size, but smaller. I’d need an option for 960px width.

display settings

I noticed that WP uses srcset & sizes to make images responsive. Is it possible to override/customise it? Or how should these kind of large images be displayed?

collision detection – How does skin width work in Unity’s CharacterController?

I’m trying to write my own character controller and I want to understand how Unity’s works. I think what it does is this: at each fixed update it takes the smaller collider reduced by the skin width, casts it forward to see where it hits something, then moves the character forward so that the full size collider touches that point. So my first question is is that right, am I missing an important step?

My next question is how does Physics.SphereCast work? What subroutines and geometric algorithms are involved? Every Collider has the methods Raycast, ClosestPoint, and ClosestPointOnBounds, so does Physics.SphereCast just use some combination of those functions for each Collider, or is there more math involved on top of that? And are sphere casting and capsule casting the main geometric algorithms used by the character controller, or are there others I should be aware of?

javascript – Extend Power Apps width on SharePoint Webpart

Please I need assistance, I have built a power app application which I want to take the full width of the sharepoint page I have placed it, currently inserted power apps applications take the max width on the webpart which is limited and does not scale in larger screens. Someone that has gotten past this should assist.

html – How to serve right size of image, when the size is not depending on the width of the browser?

Normally you use the img-tag with srcset and sizes to serve different image-sizes for different browser-widths.

Now I have the following layout (simplified example):
https://jsfiddle.net/frxy0o39/

The problem is: The text on the left is changing server-site, so I don’t know which width the text will take. The image on the right should be loaded according to the available size: If the text is larger (the last sentence is displayed), than the image might only get 80px width. If the text is smaller, the image might be as wide as 320px for example and another image should be loaded by the browser.

How is it done? I know how to load images according to the width of the browser-window with and srcset and size, but could you load the image ONLY depending on the size of the container of the image? I would need something like:

<img class="img-fluid" src="https://via.placeholder.com/150" 
srcset="https://via.placeholder.com/80 80px,
        https://via.placeholder.com/160 160px,
        https://via.placeholder.com/320 320px">

but this doesn’t seem to exist. Any ideas?

magento2.3 – Change width in custom theme – Magento 2

I created a new theme inheriting from Luma based on some totorias, the only change I made was to put it in _theme.less

// Widths
@layout__width: '';
@ layout__max-width: 100%;
@ layout-indent__width: 10px;
@ layout__width-xs-indent: 10px;

Actually the screen was 100%, but the header, menu and footer lost the original format and font of Luma. Shouldn’t I inherit from the luma theme? Did I miss something?

enter image description here

catalina – (macOS) Two windows side by side: is there a way to allow stretching one window to minimum width?

My daily case: I usually have .pdf viewer for articles + MS Word side by side and Web browser + markdown side by side.

My struggle is windows stretching – for example, when I read .pdf I would like to shring MS Words window to minimum, however, macOS allow me to like 35 % (my guess), some goes for the Web browser + markdown.

Is there a way to set the stretching percentage of each window?

Thanks

unity – How can I change the radius size width and other parameters in runtime in the Update?

using UnityEngine;
using System.Collections;
 
(RequireComponent(typeof(LineRenderer)))
public class DrawRadiusAroundTurret : MonoBehaviour
{
    (Range(0, 50))
    public int segments = 50;
    (Range(0, 5))
    public float xradius = 5;
    (Range(0, 5))
    public float yradius = 5;
    (Range(0.1f, 5f))
    public float width = 0.1f;
    LineRenderer line;
 
    void Start()
    {
        line = gameObject.GetComponent<LineRenderer>();
 
        line.positionCount = segments + 1;
        line.widthMultiplier = width;
        line.useWorldSpace = false;
        CreatePoints();
    }
 
    private void Update()
    {
        CreatePoints();
    }
 
    void CreatePoints()
    {
        line.widthMultiplier = width;
 
        float x;
        float y;
        float z;
 
        float angle = 20f;
 
        for (int i = 0; i < (segments + 1); i++)
        {
            x = Mathf.Sin(Mathf.Deg2Rad * angle) * xradius;
            y = Mathf.Cos(Mathf.Deg2Rad * angle) * yradius;
 
            line.SetPosition(i, new Vector3(x, 0f, y));
 
            angle += (380f / segments);
        }
    }
}

I tried this, At the top I added :

private float prevxRadius = -1.0f;
private float prevyRadius = -1.0f;
private float prevSegments = -1.0f;

Then in the Update , but it’s never get to the CreatePoints it’s only get to the first return no matter what values I change in the inspector.

private void Update()
    {
        if (xradius == prevxRadius) // and also check yradius and segment
            return;
        prevxRadius = xradius;
 
        if (yradius == prevyRadius) // and also check yradius and segment
            return;
        prevyRadius = yradius;
 
        if (segments == prevSegments) // and also check yradius and segment
            return;
        prevSegments = segments;
 
        CreatePoints();
    }

Then I tried this in the Update but it’s not working either it’s calling the CreatePoints after the

prevxRadius = xradius;

when I change the xradius value but the prev and current values are the same.

private void Update()
    {
        if (xradius == prevxRadius) // and also check yradius and segment
            return;
        prevxRadius = xradius;
        CreatePoints();
 
        if (yradius == prevyRadius) // and also check yradius and segment
            return;
        prevyRadius = yradius;
        CreatePoints();
 
        if (segments == prevSegments) // and also check yradius and segment
            return;
        prevSegments = segments;
        CreatePoints();
    }

The main goal is to change in real time in editor mode and runtime the values of the xradius,yradius and the segments.