I have few questions here, regarding creating app in Adobe Air using Starling and feathers.
I created yet a very simple app, which has Feathers list controller with static data provided to its dataProvider. According to the code it should work fine, but there are three major issues I am facing.
1: Touch/Click Positions
I am using:
list.addEventListener( Event.CHANGE, list_changeHandler );
Now the problem is, clicking coordinates are not correct. Clicking on 3rd Item triggered 4th item, to trigger 3rd, 2nd item needs to be clicked it's half way through etc.
2: Nothing, without Theme
I am using a custom theme, came along with a tutorial. If I don't use the theme, I am unable to see anything on the screen, somehow.
3: Resolution (Device Simulator) Problem
Though buggy, but it works with Theme, but my app doesn't fit with the resolution for each device simulator. Either its, iPad or iPhone 4 or any android simulator.
Also, can anyone please also explains, what is significance and use of Context3D render mode in starling class.
Any help is appreciated:
Thanks in advance
Waqar Iqbal
Starling is a Stage3D framework that displays content directly on graphic card using Context3D. Everything displayed by Starling is always under the regular display list. Feather is a component framework based on Starling.
Stage3D cannot handle any mouse operations so Starling and Feather simulate all their mouse event (those mouse event never really happen anywhere, they are created by calculation of mouse position on the stage)
not sure, never used Feather
Starling does not handle screen density and dpi calculation, if you want your app to fit any screen you'll have to handle it yourself.
I think you should see the example carefully. if u want to use any feathers component either you have to use feathers theme or custom theme.
if you use feather theme you need to provide theme path and before using any component you need to initialize that theme.Then use component any where.without theme you will not see any thing.
1: Touch/Click Positions
please provide minTouchHeight in class theme of DefaultListItemRenderer like:-
renderer.minWidth = this.gridSize;
renderer.minHeight = this.gridSize;
renderer.minTouchWidth = this.gridSize;
renderer.minTouchHeight = this.gridSize;
2: Nothing, without Theme,
3: Resolution (Device Simulator) Problem
Follow the example given in feather library
feathers-2.1.1\themes\MetalWorksMobileTheme\source\feathers\themes
Related
I need to pin AIR application over other windows, I mean, regardless if AIR application is in focus or not, it must not hide, it always must be shown, whatever other program I activate or work with, AIR application must be over every window always. Is it possible? If it is, please show me the function (example code will be better :) ) which does it, incase if AS3 has one.
You're looking for the alwaysInFront property of the NativeWindow class:
The alwaysInFront property specifies whether this window will always be in front of other windows (including those of other applications).
The following example forces a window to be displayed in front of all
other windows (that are not similarly forced to the front):
windowObj.alwaysInFront = true;
Another example with a reference to a display object on the window stage:
displayObject.stage.nativeWindow.alwaysInFront=true;
I am building an app using TVJS and TVML for Apple TV. Is there an event to help me detect when the user has swiped the siri remote's touchpad? When I'm showing an image full-screen and the user swipes, I want to move to the next/previous image. But I can't seem to find any event for detecting these swipes. Thanks!
I don't think that you can 'detect these swipes' and react with them manually, TVML and TVJS use standard templates and have particular interactive components that can be laid out on screen and then the Apple TV handles moving between those elements by interpreting the commands from the control.
TVJS only allows you to listen to a limited number of events
enum TVElementEventType : Int {
case Play
case Select
case HoldSelect
case Highlight
case Change
}
You should be able to use the functionality you described by using the correct templates or elements, such as the OneUp template.
Without knowing how you've implemented this so far, there isn't anything else I can recommend. please show the code you are using for more accurate advice
Jinternal frame Add jvlcEmbeddedmediaPlayerComponent problem is jDropdownlist open than list is back side list in vlc Control and other Problem is if maximize Jinternal Frame other vlc Component our Spreed Current Maximize jinternal frame look like Same thing jDropdown Control behavior.
How to Fix the Problems.
below Attach Image
You are trying to overlay a lightweight Swing component on top of a heavyweight AWT Canvas.
Use:
JPopupMenu.setDefaultLightWeightPopupEnabled(false);
This is what the example media player provided by vlcj does:
https://github.com/caprica/vlcj/blob/vlcj-3.0.1/src/test/java/uk/co/caprica/vlcj/test/basic/TestPlayer.java
I am trying to build an audio recorder app similar to iOS7 built in one and looking for guidance on what controls to use for the recording app. I understand I will be using a tableview for the list of previous recordings and a UIView for the top recording view and on tapping record adjust the table view and move down the black recording view.
How should I implement the endless horizontal scrolling view? Should I use a collection view and keep adding elements to the model array as the time increments. Also what should I use for the timer. Is there something like setInterval for Objective C like in Javascript that I can use to keep updating the UI at regular time interval?
If someone also knows of a cocoa pod or sample code that would be greatly appreciated.
For recording the simplest audiorecorder is AVAudioRecorder. Here is a simple implementation of an audio recording app: https://github.com/calmez/Recorder. AVAudioRecorder has simple metering methods where you can read volume output of the channels
Honestly though, Apple would probably use CoreAudio to get the audio because it is more optimized. Novocaine is a good core audio engine that could get you started https://github.com/alexbw/novocaine
For rendering the waveform, I would guess that Apple probably uses OpenGL. I don't see how to do it easily and efficiently otherwise. You could draw them using the standard drawing APIs for UIView like this project does (https://github.com/fulldecent/FDWaveformView) but I don't see this animating well.
For the timer, there is NSTimer
i'm new to libgdx, I'm trying to make a sprite move to particular target. I can make the sprite move perfectly in x position. i`d move to target position without inputprocess like a enemy. I've tried a few different things but at this point its just guessing and checking.
o(actor) render to target from any position of screen.
/*
o((qx,qy)actor)
|
|
v
((lx,ly)actor)o--->target(tx,ty)<------o((rx,ry)actor)
*/
pls helpme ...
I suggest you take a look at Universal Tween Engine. It's perhabs some overkill to just linealy progress a value across time but it will handle all the things you need. Just read the GetStarted page on the GoogleCode project of it to learn the basics.
Also, you can run a demoApp that showcase it's potential.
Here it's in HTML5
Here it's in Desktop
And here it's in Android
All three are done in LibGDX by the way.