TapTap | double tap on back of device feature | Android library
kandi X-RAY | TapTap Summary
kandi X-RAY | TapTap Summary
Port of the double tap on back of device feature from Android 12 to any Android 7.0+ device
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QUESTION
I'm using BulletinBoard (BLTNBoard) to create dialogs in my iOS app. There's an option to embed image inside it. I would like to extend it's functionality and allow user to manipulate this image using tap gesture. But eventually when I assign a gesture to it's imageView using addGestureRecognizer
nothing happens.
Here's how I initiliaze bulletin and add gesture to the image:
...ANSWER
Answered 2021-Mar-15 at 06:41When you're working with an open source library, it's easy to check out the source code to find the answer.
As you can see here, image
setter doesn't initiate the image view.
Both makeContentViews
makeArrangedSubviews
(which are responsible for views initializing) doesn't have any finish notification callbacks.
Usually in such cases I had to fork the repo and add functionality by myself - then I'll make a pull request if I think this functionality may be needed by someone else.
But luckily for you the BLTNPageItem is marked open, so you can just subclass it. Override makeContentViews
and add your logic there, something like this:
QUESTION
I am trying to work using the Autocomplete component using Material-UI, and for some reason, the close icon does not show when I update some text.
I split the Autocomplete component up by display and with a wrapper that actually makes the API request on text change. I have tried specifying the closeIcon
prop, but cannot get it to show up.
Display Component:
...ANSWER
Answered 2021-Mar-07 at 17:40I was able to fix this! I wanted the close icon to appear when you typed, and I needed to pass in the freeSolo
prop as per the Material-UI documentation.
QUESTION
I would like my image to animate when it is being tapped on, this is my code so far, nothing happens for some reason when I tap on the image.
...ANSWER
Answered 2018-Jul-16 at 05:17Everything looks fine except the adding animation to ImageView
line. Replace this line :
QUESTION
How does button.addTarget(self, action: #selector(taptap), for: .touchUpInside)
work without a lazy
keyword?
Dropped lazy
by mistake, and have a closure to initialize a button like below:
ANSWER
Answered 2018-Mar-26 at 13:17In short, when you declare an instance property using closure initialization, that property will be created before self
would be available (before the instance had been initalized properly), hence you cannot access self
. A lazy
instance property can only ever be accessed after the instance had been initalized, so you can access self
from a lazy
propery.
Longer version:
If you use closure initializiation by let button: UIButton = { return UIButton() }()
, the button
variable will be handled the exact same way in runtime as if you simply declared it like let button:UIButton = UIButton()
. Pay attention to the ()
at the end of the closure. That essentially executes the closure right away when the instance property is being initialized, this is why it can actually be declared as immutable. Since instance properties are being initialized before the class initializer would be called, self
is not available inside the closure for of a property.
When you declare a variable using the lazy
keyword, it will only be evaluated when it is first accessed. Due to this, self
is available inside the closure declaring a lazy
property, since a property cannot be accessed before the class instance would be created, so in all cases, self
is already initialized and available by the time you'd ever access the lazy property.
QUESTION
I have run into an issue that closes my app upon switching activities. I don't mean for this to be a "fix my code" question, but if it seems that way, let me know what I can do to fix that. I am going to explain what the program does, and what it is supposed to do, and hopefully the good people of StackExchange can help me figure out a fix.
Purpose: The code is supposed to be for a sumple game I designed so that I could become acquainted with android studio (I already know some Java, and wanted to put it to use). The game lands the user on a splash screen (I don't think that code is relevant, but if you wish for me to include it, I will), then once the user taps, they are taken to the "GameActivity" (code below). My code plays a "ready, set, go" intro, then the game begins. The screen changes between green, yellow, and red at random intervals. If the player taps while the screen is green, they earn 1 point. If the screen is yellow, they earn double. Tapping on a red screen will lose them the game. The colors switch at shorter and less predictable intervals over time.
What is actually happening: As soon as I switch activities, I am given an error message. I was able to switch activities and the app functioned properly when I only had the "intro" code, but after adding the rest, the issue has presented itself. In Android Studio, I have no warnings, errors of any kind, or suggestions (on the right side where android studio helps you fix your code). I don't think it is a problem with the manifest or XML because they were working fine at an earlier stage.
...ANSWER
Answered 2017-Oct-02 at 16:50final View layout = findViewById(R.id.layout);
QUESTION
I dont konw how to connect timers timeout and mouseevent class. I need to draw a new particle in "waterfield" (qwidget) when mouse button is pressed every 200 ms. When i release the button painter should not draw more. I got this in my constructor:
...ANSWER
Answered 2017-May-19 at 12:41After i click program crashs.
You need to learn to debug your code instead of asking others to do it for you.
You should not be drawing in a slot connected to a timer; you should do it in the paintEvent
function. In the timer slot, you simply add the particle and call update()
. Then you start the timer in mousePressEvent
and stop it in mouseReleaseEvent
. You also don't need setMouseTracking
, because this is done automatically while you keep the mouse button pressed.
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