Let me check... 1331 open tabs in Safari on my iPad. Several text files with thousands of bookmarks, with various attempts at grouping. Since I cannot save myself, I save them.
I remember swimming in the natural pools carved by the falling water in my youth. Before the opening time of the waterfall, there were alarm sirens to tell the people enjoying the bath to get the hell out of there. Good times. Nowadays it is strictly prohibited to even get close...
Nowadays it is still accessible? The article states: ‘ The falls usually flow from 12:00 to 13:00 and again from 16:00 to 17:00 daily, with extended hours on holidays. There is an entrance fee to access the falls and its nearby areas. Visitors can follow a path leading to the falls' summit. En route, a tunnel provides access to an observatory adjacent to the falls. Another observatory near the peak offers a panoramic view of both the falls and the Nera Valley below’
Yes, the article is correct, but it misses some nuances. After paying the hefty fee (it has always been free, and it still is if you are resident, at least up to 5 years ago it was) you can walk along a path that gets near the fall, but not inside it. If you pay even more to get a "guide" you can reach an observation point (the tunnel) where you can almost touch the water, and get a free shower in the process. All in the name of "safety" (aka: money) even if as far as I know only one suicide has been registered, in the 80's.
"This" referring to the effort to call attention to our industry's collective responsibility for the various so-called "tragedy of the commons" enclosures we so handsomely profit by creating, or to the evocative vulgarity to which I resorted in so striving? But excuse me, of course you're well within your rights so to admonish me in either case, and I will prefer other venues for that topic accordingly.
"Without issues" is a stretch. You need to use two hands or be skilled with one. Its trivial on a mouse or a pad with a discrete buttons.
But ok, what about just dragging a long distance where you would normally lift the mouse or finger? Is there some hidden gesture for this? Maybe once your initial drag finger hits the edge you need to use two more to do a move gesture? But I've seen that trigger scroll and/or pinch-to-zoom.
This reminded me of a feature in windows where if you were dragging something and reached the end of the touchpad, the cursor would continue on the same trajectory as long as you kept your finger at the edge of the touchpad. Then you could overshoot a little so you could bring your fingers back to the middle to regain maneuverability. I haven't missed it since I switched to linux but now that I'm thinking about it that was a very nice touch (no pun intended).
> what about just dragging a long distance where you would normally lift the mouse or finger?
This is why you set Trackpad speed to "fastest", and take advantage of the aggressive trackpad acceleration. When you move your finger quickly you'll easily reach the far side of the screen before your finger reaches the edge of the pad, and slow finger movements will still be precise
I'm probably missing some context, but on my Mac I'm using three fingers drag and I can lift fingers and (quickly) reposition them without breaking the drag.
I have the external apple trackpad (the most recent usb-c version at that) and this click-to-drag and then attempting to scroll does not work on Linux. Seems like this might have been a particular attention to detail on part of macOS devs.
As far as I know touchpad implementations just report finger locations and its up to software to interpret what a combination of these gestures means.
How does that work? You've got to tap the touchpad to trigger the initial click, don't you? For some reason, I really HATE tapping a touchpad (let that be an Apple or otherwise), it breaks my flow, I suppose? (like, you have to pause at the cursor's location, lift, tap twice to initiate a dragging event, then finally move on) whereas on the ThinkPad I daily drive I do all the cursor movement/scrolling with my right hand and the selection/clicking with my left thumb on the physical key that sits on the top of the touchpad sensitive area. That makes click&drag workflows super efficient, I find.
You click and drag with one finger and you are free to scroll with two other fingers during the drag. It is a multitouch gesture. (I don't use "tap to click" since I always found it cumbersome)
Just for me to understand, you navigate to that thing you want to drag, then press harder (without the double-tap+move in short sequence, do there's that), and that registers a drag event?
Could you do the "press harder" part with, e.g. a thumb in an other region of the touchpad instead of the finger that did the navigation?
Yes, you can. As long as one finger is "pressing hard-ish" a second finger can command the drag position, but if the finger that is pressing (you do not need to press very hard to trigger a click) is not the one that is also moving, then you will have issues when also scrolling with two other fingers, because at that point you have 4 fingers touching the trackpad, and by default you get anoter gesture registered (probably a zoom out to see all the windows in the workspace, called "expose"). If the fingers touching the trackpad are "only" three, you can drag and scroll, with the window that receives the scroll being the one under the pointer/item being dragged.
Thanks for clarifying, it seems analogous to having a physical mouse button, then (except that the haptic feedback is simulated, which strangely isn't off-putting to most, I've personally always felt the sensation uncanny)
A Bézier curve is not an interpolating spline. It is a parametric curve defined by a set of control points, which the curve typically does not pass through (except the first and last points). Bézier curves exhibit local control (changing a control point influences only a portion of the curve, especially in piecewise Bézier constructions). Interpolating splines may seem more user-friendly at first, since the curve passes exactly through all the given points. However, this can lead to unintuitive behavior: modifying a single point can cause global changes in the curve, including in areas far from the edited point. In some cases, these changes can be drastic, making precise control difficult or impossible. I may be biased by my 20+ years of graphic design work, but I prefer the precision and control given by Bézier curves.
The person you're answering to is not suggesting interpolating curves. Piecewise quadratic bezier curves are very local, two quadratic bezier curves can approximate well a 3rd degree bezier curve
I probably misunderstood their message. By the way, two quadratic curves can approximate well a tiny subset of what a cubic bezier can represent. The number of quadratics required in the general case can grow quite substantially, very quickly.
You're right we probably need at least 3 quadratic bezier curves to cover most uses cases of 3rd degree bezier curves. (In general, not all shapes of 3rd degree bezier curves are used in the wild, that would lead to too much deformation and impossible paths).
But I agree with the OP, artists might only need new tools that use quadratic bezier curves in a different ways
I work on a commercial CAD application (architecture space) and we have a Polyline Tool (misnomer) that lets users add quadratic Bezier curves and arc segments and they are not clamoring for anything more than that. There is the ability to specify the quadratic segments by point on curve at t=1/2, and various different ways of specifying arc segments. But this is all just UI, under the hood it's arc segments, line segments, and quadratic Bezier and it seems to meet their needs.
There is also a NURBS curve tool but my impression is that the vast majority of our users just stick with the 2D Polyline.
Users can specify them by three points on the perimeter, by tangents at endpoints (up to 180deg of course), with various other conveniences (you can place two tangent arc or bezier vertices in a row and create an implicit g1 interface between the two arc / bezier segments).
Constraint solvers are good at circles and you can offset them analytically so they make a lot of sense for CAD.
I can't really say this rigorously but I also think that Bezier segments and circle segments are good "partners" for approximating smooth curves - each has just enough degrees of freedom for you to require g1 continuity between them, one of them always has constant non-zero curvature, the other cannot have constant non-zero curvature, and the locality aspect matches the intuition of a human operator.
> This is a draft document and may be updated, replaced or obsoleted by other documents at any time. It is inappropriate to cite this document as other than work in progress.
The default shortcut choosen by apple is option+tab (...). You can change it on the preferences of Safari, but not on iPadOS (or I didn't find the way to do it).