I hope someone can help.
I have started to build a website for a client using JA Brisk template. I notice when the width of the browser window is reduced, the content in the positions start overlapping (instead of keeping the same dimensions and introducing a horizontal scroll bar, which is what happens with the sites I developed in 2.5.9). I am wondering if this has something to do with the wrapper settings in BJA Brisk?
My website can be viewed here - http://edrivenmedic.com/
Thanks in advance,
You are using a responsive template. I'm not familiar with your JA Brisk template or the T3 framework specifically, but often with responsive sites one thing you need to avoid is setting image sizes. Instead you rely on the framework CSS to size the images relative to their container.
If the overlapping issue you refer to is with the four blocks under the carousel on the home page try removing image dimensions for the smartphone/iPhone/iPad images.
Good luck!
Related
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'm searching for docs on cocos2dx website and on google but i couldn't find any. The problem is, when I load a csb file from cocostudio, it loads all the nodes and its resources etc... it makes the texture memory so high. I would like to know if there is a method or solution for loading only selected nodes from a scene file of cocostudio.
thanks!
I had the same kind of problem, and it stems from trying to make one scene contain everything you need. I decided to split my components into layers, which are then loaded by their own components when needed.
As an example. In my Main Scene I have an inventory tray, a building area and a custom buttons panel. I split all of these into separate layers. InventoryTray.csb, BuildingArea.csb, ButtonPanel.csb and have them all seperate in code as well, one object to load each of the layouts. Overall my code is a lot more maintainable since each class just has a few lines of code in it.
This way I can load my inventory tray up, and not load my buttons panel until the user "needs" to interact with it. The same goes for fancy pause menu's that might include animations and assets that may take up more texture memory. Create it as a separate layer and load it when you need to.
I hope this helps, I never found the cocostudio scenes useful, for anything other than my menu system, since each of the menu scenes that I've built (so far) has been self-contained.
You can try get a component of the .csb:
auto node = CSLoader::createNode("MainScene/MainScene.csb");
node->getComponent("Star_GameButton")->setEnabled(false);
You need the name of your component ,that is on the porperties on cocos Studio
I'm working on a ribbon application and I need lots of icons for each category. If I put all the images for the category on the same row it becomes too wide, i.e. difficult for maintainance when I need to add/edit something. So my question is: is there a way to put the images on several rows? Thanks!
There is no way to put images on several rows.
The toolbar mode to manipulate tiles of the bitmaps isn't available on demand.
I use a different tool to manage such bitmaps (i.E. Axialis)
Axialis Icon Workshop is a good choice. Try to get the free version somewhere: It has everything you need for ribbon icons, including good alpha channel handling.
If you really insist on using smaller bitmaps, you could use an alternative constructor to associate icons to your UI elements:
CMFCToolBarImages smallerIconGroup; // load some bitmap ressource into this object
...
CMFCRibbonButtonEx myButton = new CMFCRibbonButtonEx(ID_MYCOMMAND, _T("My Button"), smallerIconGroup.ExtractIcon(0));
OK, I saw Axialis. It looks good, but for now I'm sticking to Gimp :D If I see the icons are too much, I'll check the portable version.
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??)
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.