When reading the famo.us docs in desktop Chrome, I see an overshoot effect when scrolling past the top or bottom of the center container (i.e. below the header). It seems famo.us emulates the overshoot to resemble the native overshoot of iOS apps.
Is there an option (declaratively or programmatically) to disable the overshoot?
Assuming your talking about a Scrollview, you can define pretty much all of the aspects that effect how it handles input. In the options object when creating the ScrollView you can set edgePeriod = 0. In physics, the period is the time taken for one cycle of vibration. So this should make sense. More options are documented in the docs.
P.S There seem to be a few typos and glitches with the docs generated, I'll file a an issue and see about normalizing it. (egePeriod??)
Related
I’m a big fan of Firefox’s mini grid view in the web inspector, which provides
a small version of the currently overlaid grid, which is in proportion to the real thing.
Hovering over the different areas of the mini grid causes the equivalent area on the grid overlay to also highlight, along with a tooltip containing useful information such as the dimensions of that area, its row and column numbers, etc. [my emphasis]
It bugs me to no end, though, that the tooltip emphasised in the quote does not appear if the highlighted grid row/column is too close to the viewport’s edge. Instead of adjusting for this by moving the tooltip into view, the behaviour seems to be just to not show it at all, which rather defeats the purpose – especially when, as far as I know, this tooltip is the only way to see the calculated size of empty grid tracks.
I can’t find any bugs regarding this on Bugzilla, but then I can virtually never find anything on there, so there’s a decent chance I’m just bad at searching.
Is there some setting I can’t find that will allow me to see the tooltips even for edge rows/columns? Or if this is just a bug, has it been addressed?
I've tested this in Firefox 98.0 and could reproduce it. As this is definitely a bug in the Firefox DevTools and I couldn't find one either in Bugzilla, I now created a bug report for it.
I'm trying to graph some things in C++ and Koolplot seems like a very simple and suitable library to do so with. I'm stuck, however, on finding some documentation about it that allows me to fullscreen the application (or resize it like you can do so on lots of applications, chrome, word, discord...). As well as this, I can't find or see how i can allow the user to drag the graph around with the mouse as well as zooming into a point of a scatterplot or function. If anyone has any ideas about these things i'd appreciate it, thanks.
The short reply is: cannot do.
Koolplot uses for drawings of the charts a modernized version of the venerable BGI driver. It was invented once upon a time, when personal computers were still running on some DOS version. Those times the graphics were full screen, hence of fixed size. This particularity was kept in the modernized WinBGIm library.
Zooming or panning properly a chart present on the screen require access from the drawing/painting routines of Koolplot to the data to be shown. This is not the case. If you look once again in the source code, you will note that in the implementation efforts were made to keep separated data to be plot from the actual drawing on the screen.
In conclusion, to do what you want, you will have to modify WinBGIm such that it manages correctly a drawing surface of variable dimensions and modify koolplot such that data to be shown is owned by (or aggregated with) Plotstream class.
I am trying to make a simple QT android app, but basically my problem is that on my main screen I have about 250 little images that i want to scroll. But I really need the scrolling to be fluent and fast. First I tried it using QML but it wasnt really fast, then I tried to make the app in qt designer and use widgets but that was very slow. Then I tried using openGL but on android I can only use openGL ES and I cant find so much examples because every example that I find is much more advanced than I need.
But basically my main question is, what do you think is the best way to solve my problem and if its openGL which way of using it is the best that could solve it?
Thank you.
Neither approach should have problems when scrolling when compared to a native application on the same device. Check the following:
Make sure to measure performance only in release-builds, with QML debugging disabled and no debugger attached.
Maybe your device simply can't keep up with so many images in one view - then it's not a Qt problem. Compare with a 'native' java-App to see if this is the case.
Check if you implemented everything correctly; e.g. check if theres anything running in your main-loop or some events happenening repeatedly which consumes CPU time
And some more general advice:
Downscale your images to the appropriate view-size before giving them to the UI, as they might have to be re-scaled on every frame-update and/or consume graphics memory otherwise. E.g. dont set the source to a 1024x1024 image when it's going to show in a 64x64 view
Remove transparency from the images if they are going to display on solid-colored background anyway.
Dont overlay the images with other widgets/controls
If you're still getting a 'slow' UI, maybe try to merge all or multiple images and their surrounding UI/Controls into one or more bigger images
Very long views are not user-friendly. Maybe implement a pager or tab-view etc. to divide your list into multiple views. This way you can also decrease load-time
Dont try to implement an interface in openGL yourself. It's unlikely you'll make a better one than you already get with QtWidgets and QtQuick.
I developed Silverlight application under 1280x1024 screen resolution Its look and feel is good in this(1280x1024) resolution.. But under 1024x768 screen resolution looks badly.
please help me in this issue.
Thanks in advance
I'm guessing you create your components inside a canvas or you simple drag and dropped then into the xaml page. If this is the case then the layout will be affected by resolution changes.
To solve this problem you should put all your components inside one (or usually more than one) stack panel and align the controls (left, right, height, width, etc...) in relation to the stack panel.
It is not difficult to do it but it may take a little bit of time and effort to get familiar with it. But I can guarantee you that the result is well worth the effort.
VERY IMPORTANT: To space the controls (and the stack panels) between thenselfs and the borders, always use the Margins properties.
Silverlight is great in this aspect. An application developed using this aproach can work very well in different resolutions.
I am working on a touch screen application (WinRT) and currently draw some graphics to the screen. Because it is touch, I want to enable pinch-to-zoom for scaling the entire content. For a better experience, I only want to redraw the graphics, once the pinch gesture is complete. For the intermediate scalings, I would like to reuse the current bitmap, and perform (if possible) a gpu-only scaling (enlarge bitmap).
Basically, I want to do exactly what iOS and Windows Phone have been doing for years now.
How can I implement this in Direct2D?
As a bonus, If you know a good ressource for reading on Direct2D, please tell me. The MSDN documentation is really poor and I have to hunt different blogs and magazine articles to learn :(
What I tried so far:
m_target->SetTransform(
D2D1::Matrix3x2F::Scale(
D2D1::Size(1.5f, 1.5f),
D2D1::Point2F(500.0f, 500.0f))
);
However, if I do this for interactive elements (like page zoom-in/zoom-out), all objects are rendered (which is also slow).
Another option could be to draw into a BITMAP and use that as the base for the transforms. However, I am not sure if this is a good approach.
Note: I am currently debugging on a Desktop but want to target tablets. I have to consider that tablets are orders of magnitude slower. That's why I try to optimize this functionality.
Thanks!