DrawUI | A variety of methods making a drawing canvas UIView | iOS library

 by   adamwulf Swift Version: Current License: No License

kandi X-RAY | DrawUI Summary

kandi X-RAY | DrawUI Summary

DrawUI is a Swift library typically used in Mobile, iOS applications. DrawUI has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

A variety of methods for making a drawing canvas UIView for iPhone and iPad. Objective-C.
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            kandi-support Support

              DrawUI has a low active ecosystem.
              It has 14 star(s) with 2 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 4 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of DrawUI is current.

            kandi-Quality Quality

              DrawUI has no bugs reported.

            kandi-Security Security

              DrawUI has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              DrawUI does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              DrawUI releases are not available. You will need to build from source code and install.

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            DrawUI Key Features

            No Key Features are available at this moment for DrawUI.

            DrawUI Examples and Code Snippets

            No Code Snippets are available at this moment for DrawUI.

            Community Discussions

            QUESTION

            UE4 UserWidget Button bind with spawning actor in PlayerController
            Asked 2021-Mar-16 at 09:16

            Hello my fellow coders - I am in need of an assistance for this problem

            I have MyPlayerController.c (.h), MyGameHUD.c (.h) and MainUIWidget.c (.h)

            MyGameHUD is custom class default HUD for MyPlayerController in MyGameMode MainUIWidget is custom class - simple widget with few buttons MyPlayerController is custom class

            I want to spawn actor on MyPlayerController when button on MainUIWidget is pressed

            Until now I got only access violations because it seems that UWorld is not accesible from MainUIWidget

            MainUIWidget.h

            ...

            ANSWER

            Answered 2021-Mar-15 at 06:03

            Please provide the exact Crash details.

            To me this looks like your attempting to use GetOwningPlayer() to cache in PlayerControllerPtr of your Widget, however when creating the Widget in MyGameHUD::DrawUI() you are not specifying to the Widget what its Owning Player is.

            Please call SetOwningPlayer(PlayerControllerPtr) on the Widget when you add it to the Viewport so that it knows which Player owns it. This will cause the GetOwningPlayer() function to actually return a value.

            I suspect that your crash is actually occurring inside this function

            Source https://stackoverflow.com/questions/66605075

            QUESTION

            c++ Hold instructions for a later time
            Asked 2020-Oct-17 at 19:11

            I am trying to design a UIDraw method. I want to declare what UI elements to draw in the main Draw method But then Have a separate UIDraw Method later in the code. So I need a way to store instructions to execute in this new function. I hope it makes sense. Something like this:

            ...

            ANSWER

            Answered 2020-Oct-17 at 19:11

            There are many ways to tackle this problem depending on what exactly you need. One approach popular in the OO world is the so called Command Pattern (similar approaches exist in other programming paradigms, they just have either different names or are considered so obvious they don't even get a specific name at all).

            The basic idea is this: You want to execute some command, but the time you want to execute the command and the time you decide what command to execute are different. So the way to solve this problem is to simply create an object that contains the information you need to execute the command, pass that object to the place that decides when the execution should happen, and then that code can run the command as it pleases.

            Here’s a mockup of what that might look like in C++ (note: didn't actually compile this code, might contain minor errors – just meant to convey the idea).

            Source https://stackoverflow.com/questions/64405915

            QUESTION

            Synchronization between drawcalls in Vulkan
            Asked 2019-Jul-23 at 20:11

            As far as I understand, if I have a drawcall that in some way uses the results of any previous drawcall or writes to the same render target (framebuffer), then I need to make sure that the later drawcall sees the memory effects of all previous drawcalls.

            But what about, when I am rendering a scene with a bunch of objects, each such object is one drawcall and all these drawcalls write to the same framebuffer.

            Do I need to issue a memory barrier after every drawcall ?

            For example Sascha Willem's pbrbasic example has this code (a bit simplified) and I do not see any pipelines barriers there:

            ...

            ANSWER

            Answered 2019-Jul-02 at 13:54

            uses the results of any previous drawcall or writes to the same render target

            Those are not the same thing. The side-effects of a rendering operation (stuff you modify via image load/store or SSBOs) and stuff written to the framebuffer have very different needs as far as synchronization is concerned.

            The fixed function operations that lead to the writing of a value to the framebuffer (scissor test, depth test, blending, etc) are governed by rasterization order: they must happen atomically and in that particular order, within a given primitive and for a particular sample potentially being written to the frame buffer. And the execution of such operations must also respect primitive order: the order of primitives generated by drawing commands, but also the order of primitives within a drawing command.

            So as far as rendering is concerned, draw calls will respect the results of previous draw calls, within the same subpass (between subpasses is governed by explicit subpass dependencies). You don't need to do anything special to make blending work. If you have two overlapping triangles, with one happening after the other by primitive order, the second draw's blending will use the results of the first draw. It just works.

            Any other writing by your shader requires explicit synchronization.

            Source https://stackoverflow.com/questions/56849788

            QUESTION

            C# console basic UI with timer
            Asked 2019-Jul-04 at 12:08

            I am making a basic Console application (unfortunately this is a must) that shows the time and a very basic interface where a user can enter an option. When they do, the UI updates with relevant new data to display and allows further input and so on. All the while, a live clock with seconds is shown at the top.

            What I am basically doing is redrawing the whole UI every second and attempting to listen to the user input to direct how the UI is drawn next time around. How do I manage the user input while redrawing the UI? Is there a better way?

            Here is the whole (very cut down verion of) program:

            ...

            ANSWER

            Answered 2019-Jul-04 at 12:08

            Seems I was over thinking this and @elgonzo pointed me in the right direction. I now just have the timer display on one line and clear other lines as and when I need them. I have a basic working example that I will expand my main program into. It appears to do exactly what I need (obviously missing validation and functionality) please comment if this can be improved upon:

            Source https://stackoverflow.com/questions/56886494

            QUESTION

            Processing 3.0 ketai camera. Image cannot be saved
            Asked 2018-Dec-09 at 21:09

            Hello I am using processing 3.0 with ketai library and I am trying to save an image but for some reason it does not work. Each button has its own listener in order to identify if it was pressed. The camera opens normally but when Save button is pressed nothing happens. an error message is displayed in the processing console. The message that is displayed in the console is:

            failed to create directory to save photo: /storage/emulated/0/Pictures/testing6

            testing6 is the .pde file that I am working on. Also, I am testing the application on a android emulator and not on an android device. I want to be able to save an image and create a folder that contains images. For instance, one folder will have animal photos, other folder will have landscape, etc. Create any number of folders and photos. I saw the documentation on Ketai library and on GitHub but I could not find a solution.

            ...

            ANSWER

            Answered 2018-Dec-09 at 21:09

            Newer versions of Android ask the user for permission to access sensitive resources at runtime, not during installation. So you need to prompt the user to give your app permission to write to the file system, before you invoke KetaiCamera::savePhoto().

            From the Processing for Android documentation:

            Source https://stackoverflow.com/questions/50730432

            QUESTION

            PYMEL Maya UI crazyness
            Asked 2017-Dec-27 at 12:40

            I'm having trouble with a script i judged simple, yet here I am! The thing is I have no real problem with the ACTUAL script, but with the Maya UI.

            It seems I can't avoid the creation of multiple windows, nor delete it using deleteUI("nemeOfUI"). thats driving me crazy. I looked up on line and it seems I'm doing it alright and I just can't finde the answer.

            Here the whole code.

            Attention to lines 15 16 17 18, 110, 208.

            I know the code isnt' the cleanest but its versin 1.2. Once it is working I'll do the cleaning! Thank you!

            ...

            ANSWER

            Answered 2017-Dec-27 at 12:40

            This question is a bit dated, but maybe an answer is still helpful: The problem lies in the window objects name:"ChangeTextureFiles_v1.2". Windows etc. are Maya objects and they to not allow spaces or points. You can try it if you simply create a polycube and try to rename it to "polycube_v1.2". For your window you can use the title flag instead:

            Source https://stackoverflow.com/questions/47411604

            QUESTION

            Python - How do I go about deleting a custom maya UI window when the user clicks outside of it?
            Asked 2017-Apr-05 at 23:15

            I have a custom window that basically acts as a popup whenever a user clicks on a shelf item.

            ...

            ANSWER

            Answered 2017-Apr-03 at 21:07

            EDIT:

            i took a look and it looks like there is no focus signal that gets emitted. seems like the only way to do it is to make a custom qt window and re-implement the focus functions or to install an event filter which is almost non evasive

            Source https://stackoverflow.com/questions/42960859

            QUESTION

            Beginner: How to return user input?
            Asked 2017-Apr-02 at 18:53

            I'm new to Java and I'm having trouble with this bit of code:

            ...

            ANSWER

            Answered 2017-Apr-02 at 14:10

            to assign the int value to

            t of type Target

            you need a

            getter and setter method

            on your t

            e.g.

            Source https://stackoverflow.com/questions/43169040

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

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            You can download it from GitHub.

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