keyboard shortcuts – Should pressing Ctrl+C with nothing selected really clear your clipboard / copy the whole line?

The copy command is used to make a copy of a selection. If there is no active selection, the command shouldn’t go and copy something all by itself, because there is no way for a user to understand beforehand what the copy command would do without an active selection.

Also, ctrl-c might be hit accidentally instead of hitting ctrl-v. If ctrl-c then clears the clipboard, you’re punishing the user for this accident without any obvious gains (what use is an empty clipboard?).

Text-editors and IDE’s however are very task specific and their users tend to spend many hours a day using them (for many, using a text-edtior pretty much makes up their working day). This allows users to learn hidden functionality by watching the application’s behaviour. If there is even a small gain to be had by deviating from the normal behaviour, that might be warranted. Being able to copy or cut a line without having to make a selection is super handy when you’re spending many hours a day shifting code.

A lot of software should be super easy to use for first-timers. Many people never get beyond that first-timer skill level. However, some software is inherently focused at power users. Power users need to be able to go further up the learning curve to become more efficient at using the software. Some software has an easy curve and doesn’t break too many common patterns, so users can get an easy start. Other software, like Sublime Text, or more extremely Vim, hardly have any real first-time users. Their users will already be familiar with the basics and need to have tools at their disposal to become more efficient fast. With this head start and a motivated and experienced user base allows them to deviate from the defaults.

It’s just another example where UX doesn’t have a clear-cut answer that applies to all situations. Deviating from established standard patterns can actually be good UX even though UX-ers will spend a lot of their time fighting such deviations.

macos – On Mac, are there keyboard shortcuts to create a new Space? Or at least any way to automate this process with keyboard shortcuts?

macos – On Mac, are there keyboard shortcuts to create a new Space? Or at least any way to automate this process with keyboard shortcuts? – Ask Different

keyboard – macOS: repeat only certain keys

keyboard – macOS: repeat only certain keys – Ask Different

Keyboard Shortcut for exposing current Spotify track?

I’ve been using a keyboard shortcut for 15 years to know what was the current track playing, preferably by also displaying the album’s photo.
What was easy when only iTunes existed, has become complicated with me also using Spotify
I’ve been hunting for and using different plugins, sizzle, bowtie, growl, spark, lastfm, AppleScript customs script, or more recently Neptunes, with different successes, changing with each new incompatibility brought by new OS X versions.

Now that I am on Big Sur, there is a possible shortcut to bring the control center where an Itunes track playing is present (but not Spotify), there is also a menu item that can be accessed by the mouse, showing the current media stream (including Spotify) but as far as I know, there is no keyboard shortcut for it.

So what would you do, preferably using Apple OS native features, to get it done ?
(a Keyboard Shortcut for exposing current Spotify track playing, preferably with the album image)
Thanks

keyboard shortcuts – Is there a way to change “Tab Key” Function in Google Sheets to that of “Enter/Return Key”. Like a way to change the Key Bindings Temporarily

If you Select two columns, and keep pressing tab key, it starts the selection of the cell from A1, Then moves to B1 & then to A2, Then to B2 and so on.

I need to be able to use Enter key to perform this function. Is there a way to temporarily change the Tab key Function to Enter Key.

If there is no option in Google sheets – Is there an Add-on that will help me with this. I am not that good with Script Editor.

Thanks

c++ – Using UPawnMovementComponent to control a Pawn with Keyboard sharing code between Pawns

I’ve just started to learn Unreal and reading the tutorial Components and Collisions I have found that they use the UPawnMovementComponent to control their Pawn.

Before reading this tutorial I have added the code to move the Pawn inside its C++ code:

#include "Paddle.h"
#include "Components/BoxComponent.h"
#include "Components/StaticMeshComponent.h"

// Sets default values
APaddle::APaddle()
{
    // Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
    PrimaryActorTick.bCanEverTick = true;

    // Set this pawn to be controlled by the lowest-numbered player
    AutoPossessPlayer = EAutoReceiveInput::Player0;

    VisualComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("VisualComp"));
    RootComponent = VisualComponent;

    // Removed for brevety

    CurrentVelocity.Z = 0.0f;

}

// Called when the game starts or when spawned
void APaddle::BeginPlay()
{
    Super::BeginPlay();
    
}

// Called every frame
void APaddle::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);

    // Handle movement based on our "MoveZ" axis.
    if (!CurrentVelocity.IsZero())
    {
        const FVector NewLocation = GetActorLocation() + (CurrentVelocity * DeltaTime);
        SetActorLocation(NewLocation);
    }

}

// Called to bind functionality to input
void APaddle::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
    Super::SetupPlayerInputComponent(PlayerInputComponent);

    // Respond every frame to the values of our movement.
    InputComponent->BindAxis(TEXT("MovePaddle"), this, &APaddle::Move_ZAxis);
}

void APaddle::Move_ZAxis(float AxisValue)
{
    CurrentVelocity.Z = FMath::Clamp(AxisValue, -1.0f, 1.0f) * 100.0f;
}

A Tip from that tutorial says:

Pawn Movement Components have some powerful, built-in features to help with common physics functionality, and are a good way to share movement code between many Pawn types. Using Components to separate functionality is a good practice to reduce clutter as your project grows and your Pawns become more complex.

They say that using Pawn Movement Components is a good way to share movement code between many Pawn but they have the same code than me inside their Pawn component:

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.

#include "CollidingPawn.h"
#include "CollidingPawnMovementComponent.h"
#include "UObject/ConstructorHelpers.h"
#include "Particles/ParticleSystemComponent.h"
#include "Components/SphereComponent.h"
#include "Camera/CameraComponent.h"
#include "GameFramework/SpringArmComponent.h"

// Sets default values
ACollidingPawn::ACollidingPawn()
{
    // Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
    PrimaryActorTick.bCanEverTick = true;

    // Removed for brevety

    // Take control of the default player
    AutoPossessPlayer = EAutoReceiveInput::Player0;

    // Create an instance of our movement component, and tell it to update our root component.
    OurMovementComponent = CreateDefaultSubobject<UCollidingPawnMovementComponent>(TEXT("CustomMovementComponent"));
    OurMovementComponent->UpdatedComponent = RootComponent;
}

// Called when the game starts or when spawned
void ACollidingPawn::BeginPlay()
{
    Super::BeginPlay();

}

// Called every frame
void ACollidingPawn::Tick( float DeltaTime )
{
    Super::Tick( DeltaTime );

}

// Called to bind functionality to input
void ACollidingPawn::SetupPlayerInputComponent(class UInputComponent* InInputComponent)
{
    Super::SetupPlayerInputComponent(InInputComponent);

    InInputComponent->BindAction("ParticleToggle", IE_Pressed, this, &ACollidingPawn::ParticleToggle);

    InInputComponent->BindAxis("MoveForward", this, &ACollidingPawn::MoveForward);
    InInputComponent->BindAxis("MoveRight", this, &ACollidingPawn::MoveRight);
    InInputComponent->BindAxis("Turn", this, &ACollidingPawn::Turn);
}

UPawnMovementComponent* ACollidingPawn::GetMovementComponent() const
{
    return OurMovementComponent;
}

void ACollidingPawn::MoveForward(float AxisValue)
{
    if (OurMovementComponent && (OurMovementComponent->UpdatedComponent == RootComponent))
    {
        OurMovementComponent->AddInputVector(GetActorForwardVector() * AxisValue);
    }
}

void ACollidingPawn::MoveRight(float AxisValue)
{
    if (OurMovementComponent && (OurMovementComponent->UpdatedComponent == RootComponent))
    {
        OurMovementComponent->AddInputVector(GetActorRightVector() * AxisValue);
    }
}

void ACollidingPawn::Turn(float AxisValue)
{
    FRotator NewRotation = GetActorRotation();
    NewRotation.Yaw += AxisValue;
    SetActorRotation(NewRotation);
}

void ACollidingPawn::ParticleToggle()
{
    if (OurParticleSystem && OurParticleSystem->Template)
    {
        OurParticleSystem->ToggleActive();
    }
}

They have the same SetupPlayerInputComponent method and also three methods to move the Pawn inside the Pawn class. I don’t know how they are going to share move code between Pawn if the code is inside each Pawn and how we can separate functionality if all the movement code is inside the Pawns.

How can I use UPawnMovementComponent to control a Pawn with Keyboard sharing that code with other Pawns?

windows 10 – See all instances of a running program – keyboard shortcut?

After spending many years in the MacOS environment, I’ve come back to Windows for heavy-lifting tasks that my little ’15 Air can’t handle. Problem is I am missing many of the features that Mac provides in terms of navigation. One of which is the ability to see all instances of a program i.e. web browser, running in one view (three-finger swipe gesture). Would anyone be able to recommend how to best achieve this, and potentially other Mac-like gestures if at all possible? Is there a program out there that is able to customize the Windows experience a bit more? For anyone interested, +` was remedied via https://neosmart.net/EasySwitch/ Can’t live without it.

Thank you for your suggestions and thoughts.

keyboard – Touch Bar typing suggestions not working globally

I have MacBook Pro 2020 running on Big Sur.
The typing autocompletion is not working for me globally (that is, in evey app is should be availiable, e.g. apple notes).

I have the keyboard icon availiable when I focus on a text field, but when I click it it looks like that:
enter image description here

Tried to go to go to System Preferences>Keyboard>Text and uncheck and recheck the Touch Bar typing suggestion, but the same behaviour happens.

Any idea what should solve this?

How to get keyboard shortcuts working again in Google Docs?

I am on a Mac Big Sur. For whatever reason, keyboard shortcuts in Google Docs have stopped overwriting the built-in Safari keyboard shortcuts. For example, Cmd-I no longer makes things italic in the doc; instead, it opens up my email. This is extraordinarily frustrating, as it makes most of the Google doc’s keyboard shortcuts unusual. I cannot find any solution online for how to fix this – in fact, several webpages claim it is not even possible to disable keyboard shortcuts in Google Docs. How do I fix this?

Cell being edited vanishes when screen keyboard activates on Google Sheets on iphone

Top 3 rows are frozen.
Touch cell in row 4.
Cell slides out of view while screen keyboard comes up.

Q: Is there any way to keep the edited cell in view when the on-screen keyboard becomes active?

(Note: Google-sheets isn’t an active tag here. Should this be asked on webapps even though it’s an apple specific problem?

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