UILib | An Experimental Declarative View Layer on Top of UIKit | Frontend Framework library
kandi X-RAY | UILib Summary
kandi X-RAY | UILib Summary
Using UILib you create scenes in your app by creating a ComponentContainer. A component container stores the state for a specific scene and provides a render function to produce the view for that scene. Whenever the state in a ComponentContainer updates, the render function is invoked. The render function will produce a component tree for each state update. UILib will take that component tree and generate the necessary UI components to render it. On subsequent state updates UILib will compare the current container tree to the new one and update the UIKit representation automatically. This allows developers to write views declaratively without worrying about how they need to be updated.
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QUESTION
I'm having some issues. I keep getting this error
Module parse failed: Unexpected character '@' (1:0) You may need an appropriate loader to handle this file type, currently, no loaders are configured to process this file. See https://webpack.js.org/concepts#loaders @import url("https://cloud.typography.com/7374818/6819812/css/fonts.css");
I've tried some of the suggested solutions I've found online and none seems to work. This is what my Webpack config looks like
...ANSWER
Answered 2020-Oct-28 at 10:11I feel that ulib
folder is perhaps not inside src
directory.
Can you try changing your webpack loader config for scss|css
to be like so:
QUESTION
I'm trying to draw sprites in a grid formation. The sprites are in a 2D array, self.components
. The problem with this is that all of the sprites will be drawn where the last sprite in the grid should be.
ANSWER
Answered 2020-Jun-30 at 09:00To create a grid, only 2 nested loops a re necessary. Use enumerate
to iterate through the nested list self.components
:
QUESTION
I'm creating a GUI library with pygame
. I'd like to support transparent surfaces as well as transparent rect
s. The transparent rects work when I use self.original_image.set_alpha(100)
. I'm converting the pygame surface so it can accept an alpha with surface.convert()
, however the image ends up with a black background and some distortion when I do this. surface.convert_alpha()
doesn't seem to have any effect.
ANSWER
Answered 2020-Jun-22 at 08:47There are three different kinds of transparency supported in pygame: colorkeys, surface alphas, and pixel alphas; and you can't easily mix surface alphas and pixel alphas
If you want to use set_alpha
to set the transparency of the entire Surface
, you use surface alpha (that means setting, well, the alpha value of the entire surface).
But the image you want to use is a PNG which uses pixel alpha (that means each pixel has its own alpha value); so you should call convert_alpha
on the Surface
after loading so the image.
If you want to change the surface alpha of such an image, there are basically two ways:
Option 1: use a colorkey
QUESTION
I have a page that loads a UI library as a script tag. My page has a lib.ready() function that the library calls once it's loaded, so I'm not performing the original call, just receiving the invocation.
My page is also waiting for a message (aka event) from an external entity with the data I need to display in the UI. Sometimes the message comes before the UI is loaded and my populate routine fails.
Of course, I can't call the populate routine once the UI is ready because the message data may not have arrived.
A promise sounds like a good way to fix this but I'm not sure how to set it up when I don't invoke either of the things I'm waiting for. I've looked at creating a promise for a callback but I'm not performing that first call.
How do I structure my code to wait for the UI to load and the message to return?
...ANSWER
Answered 2019-Apr-28 at 22:41I solved it by keeping an array of the data messages received before the UI was loaded and once loaded, processed each of the waiting messages.
QUESTION
Currently I am working on a UI Library which is supposed to contain custom UI Elements, Layouts and Dialogs in order to have a consistent and reusable UI collection.
In my project, the current structure is as follows:
- UILib (Shared Code for the library)
- UILib.Droid (android library containing custom renders, etc.)
- UILib.iOS (iOS library containing custom renderers, etc.)
- UILibDemo (Shared Code for demo application consuming the library)
- UILibDemo.Droid (demo application Android)
- UILibDemo.iOS (demo application iOS)
In my library I have a class "LoadingDialog", which works fine so far. However my problem is that I am now trying to define a style to change some properties of the LoadingDialog from within the shared code of the demo application (App.xaml):
...ANSWER
Answered 2018-Jul-24 at 09:31Solved it. For further reference:
The issue was a mismatch between the BindableProperty registered as "FontFamily" and the actual property
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