Wireframes | Routing in an iOS app | iOS library

 by   willhaben Swift Version: Current License: MIT

kandi X-RAY | Wireframes Summary

kandi X-RAY | Wireframes Summary

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

This is a test project that tries to solve the issue of routing from one viewcontroller to another in an app in a clean way without using storyboards. It combines ideas from the Coordinators concept from Khanlou, and the Wireframes/Router concept from VIPER.
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            kandi-support Support

              Wireframes has a low active ecosystem.
              It has 6 star(s) with 1 fork(s). There are 6 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 3 open issues and 7 have been closed. On average issues are closed in 34 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Wireframes is current.

            kandi-Quality Quality

              Wireframes has 0 bugs and 0 code smells.

            kandi-Security Security

              Wireframes has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Wireframes code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Wireframes is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

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

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            Wireframes Key Features

            No Key Features are available at this moment for Wireframes.

            Wireframes Examples and Code Snippets

            No Code Snippets are available at this moment for Wireframes.

            Community Discussions

            QUESTION

            React won't draw anything in the canvas in useEffect
            Asked 2022-Mar-24 at 00:36

            I building a react website with matter.js. I am using the useEffect hook to render stuff to the canvas with matter.js (I found most of this code here). However, when I try to draw anything else to the canvas, nothing appears. Everything matter.js-related works.

            ...

            ANSWER

            Answered 2022-Mar-24 at 00:36

            Currently, you're drawing one time, up front, on the same canvas that MJS wipes per frame. So, you draw your circle, then MJS wipes the canvas immediately when it renders its first frame. You never attempt to draw again as the engine and renderer run onward.

            I see a few solutions (at least!). Which is most appropriate depends on your specific use case.

            1. Draw on the canvas on each frame inside the afterRender callback for the render object. This is the simplest and most direct solution from where you are now and I provide an example below.
            2. Add a second transparent canvas on top of the one you're providing to MJS. This is done with absolute positioning. Now you can do whatever you want in this overlay without interference from MJS.
            3. Run MJS headlessly, which gives you maximum control, as the MJS built-in renderer is mostly intended for protoyping (it's a physics engine, not a graphics engine). Once you're headless, you can render whatever you want, whenever you want, however you want. I have many demos of headless rendering in my other answers, both to the plain DOM and with React and p5.js.

            As an aside, this doesn't appear related to React or useEffect in any way; the same problem would arise even if you were injecting a plain canvas in vanilla JS.

            Also, keep in mind that whatever you draw is totally unrelated to MJS other than the fact that it happens to be on the same canvas. Don't expect physics to work on it, unless you're using coordinates from a body MJS knows about.

            Although you haven't provided a full component, here's a minimal proof-of-concept of the afterRender approach mentioned above:

            Source https://stackoverflow.com/questions/71100553

            QUESTION

            Customize PlaneGeometry edges for each segment in ThreeJS
            Asked 2022-Feb-05 at 22:39

            Currently PlaneGeometry has an option to change segment width and height but this has no effect on edges. Each segment currently has indexed positions to create an 'N' shape when viewing the geometry in wireframe mode:

            Indexes currently are:

            • 0 = South West
            • 1 = North West
            • 2 = South East
            • 3 = North East

            This gives us an 'N' shape for each segment with wireframes, however instead of this 'N' Shape i would like to create an 'X' shape with edges for every segment. Currently i'm using planes to create different heights and having an 'X' shape would make the result look less edgy shaped (screenshots below).

            I think all required vertices already exists, but how is it possible to get an extra edge between point 0 and 3 for each segment?

            I've tried looking for the answer online but couldn't find a clear answer on this matter, besides many articles are older than version R125 which made breaking changes to Geometries. Currently I'm using version R135.

            I'm guessing i will need to create a custom Buffer Geometry, but am in doubt of how to execute this properly and not losing too much performance.

            • All red and blue lines are currently existing edges in wireframe mode.
            • All green lines are desired and currently not existing, what would be the best way to do this without losing performance?

            Thanks in advance!

            ...

            ANSWER

            Answered 2022-Feb-05 at 22:39

            It took me a fair amount of attempts but in the end it didn't turn out to be too hard. I've created this custom PlaneGeometry by creating a custom BufferGeometry. Although it's probably 3x heavier to use;

            At the moment it holds 36 (12 * 3) positions per tile segment as where the default PlaneGeometry holds 12 (4 * 3) positions. Although i'm not sure if 3x more positions automatically means 3x more performance usage, but it definitely uses more than the default PlaneGeometry.

            Here are the results (changes in height smoothen out prettier):

            Code to create the geometry:

            Source https://stackoverflow.com/questions/70991893

            QUESTION

            Xcode project giving pod file error for FIRAnalyticsConnector.framework . How to solve it?
            Asked 2021-Nov-29 at 14:49

            I'm working on a book project and the project is connected by API . I'm working on the book app which has different libraries imported from the various places.

            Recently, i cloned the project from bitbucket in Xcode and tried to run it. The result i got i error as follows:

            enter image description here

            It shows :

            ...

            ANSWER

            Answered 2021-Nov-29 at 14:49

            According to the image I saw that you are trying run the app on the iOS simulator, then you could try to add the arm64 to the Excluded Architectures on the Build Settings section of your project or target, it would be like:

            Take in mind that if you use Cocoa Pods is possible that also you should add the arm64 to the Exclude Architectures into the Pods project

            After the above, clean, build and run the project on the iOS simulator, is possible that on your physical device you must remove the arm64 from the Exclude Architectures, it could depend on what you use in your project.

            On the other hand, you can try the following: Select the project -> Select the target -> Go to the Build Phases -> Expand the Link Binary with libraries and add all pod libraries (remove if they exist in embedded binaries or Remove the old FrameWorks), after that, clean and build the project

            Source https://stackoverflow.com/questions/70075563

            QUESTION

            HTML drop down menu links are not working?
            Asked 2021-May-10 at 04:18

            I'm a beginner web design student. I created two drop-down menus for my website: projects and labs, and though the drop-down menu itself is working and the links are clickable, they don't direct you to the relative links I provided. It just stays on the same page. I'm entirely unsure what about my HTML is wrong in that aspect. My page is as follows: http://krystwal.infinityfreeapp.com/artdm171/index.html

            ...

            ANSWER

            Answered 2021-May-10 at 04:18

            Semantically the links work fine. The issue is actually being caused because of your pointer-events: none style on the default state of the list of links.

            As soon as you click, the focus on your button is lost which means that the overwritten value provided in the following rule is lost:

            Source https://stackoverflow.com/questions/67464511

            QUESTION

            How to make an image go under a in HTML?
            Asked 2021-Apr-28 at 21:23

            So before actually creating my website, I first designed a wireframe for my website on Balasmiq, which you can view from here. Now if you go into the wireframe, you will see the first section looking like this:

            So I want the image of the phone under the first section, which is presumably going to be a

            . Now in my code, I have used Bootstrap to create a navbar, and used the col-lg-6 class to make my phone appear on the right:

            But I want the image of the phone a little under the blue section of the screen(like in the wireframe), whereas in my code, it is in the entire screen. Ignore the h1 on the left of the screen. I have attached the code I have used with a running snippet, but the image doesn't load so download it from here

            ...

            ANSWER

            Answered 2021-Apr-28 at 21:23

            In your example, to prevent the phone image from getting distorted, just use height: auto, and then to create that bleed effect, you should be able to just add a negative margin-bottom value, like this:

            Source https://stackoverflow.com/questions/67307578

            QUESTION

            THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute unindexBufferGeometry
            Asked 2021-Apr-24 at 20:41

            Would really appreciate some help updating the webgl-wireframes library code to the latest version of threejs.

            This function causes the following errors

            Uncaught TypeError: THREE.Geometry is not a constructor

            THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers

            Library with implementation: https://github.com/mattdesl/webgl-wireframes.

            Thanks to Mugen87, this code now works for me in place of the helper functions with the original libray.

            ...

            ANSWER

            Answered 2021-Apr-24 at 19:47

            webgl-wireframes requires non-indexed geometries so barycentric coordiantes can be computed for the wireframe effect. Hence, the project developed the helper function unindexBufferGeometry().

            With the latest version of three.js (r128) the library could use BufferGeometry.toNonIndexed() which does not throw the above error. So this line should be:

            Source https://stackoverflow.com/questions/67245991

            QUESTION

            How do i make multiple screens on flutter - more than 2 screens
            Asked 2021-Apr-05 at 12:50

            i am needing some help please. I have googled this and I keep getting to the same result of making 2 screens.
            I'm trying to make multiple screens on flutter.
            I have found another answer on this forum but it didn't seem to work for me, i kept getting errors in the code. I'll include basic code that works for 2 screens down below.

            I'm actually still learning flutter and trying to make a prototype to show a client. I tried using wireframes but all i managed to find was a place to draw out the app, i want a live skeleton app i can show the customer with pages.

            What I'm doing? I'm trying to make more than 2 routes, name each route, navigate back to the home screen.
            What I've tried? I will include code below
            What is my result? I'm able to navigate 2 screens (routes) perfectly fine
            Expected result? I'm wanting more than 2, i'm needing at least about 6 routes

            Code that works

            ...

            ANSWER

            Answered 2021-Apr-01 at 20:17

            Create 2 sperate dart file and create your widgets separately their and use them together it’s very easy please do google for this

            Source https://stackoverflow.com/questions/66910928

            QUESTION

            How do I create arrows to scroll to the next video when clicked? HTML, CSS and Javascript specific
            Asked 2021-Mar-28 at 19:15

            How do I achieve the above effect where, when I click the respective arrows it will scroll to reveal the next video?

            I don't have any code to show, this is all for a school project and now I have to make a website based on the wireframes I came up with. I've seen this effect on a couple sites but i'm unsure on how to implement it. Can't take back the wireframes I've submitted. Please help. The videos page is the only bit of my 5 page wireframes that I'm stumped on.

            ...

            ANSWER

            Answered 2021-Mar-28 at 19:15

            What you are trying to do is called a vertical carousel. Try to google something like "vertical image carousel html".

            I was able to find some advanced Infinite rotating carousel with 100 list items (#cpc-100-list) with good link in comment

            Source https://stackoverflow.com/questions/66844932

            QUESTION

            Adding simple perspective to a 3D renderer in pygame
            Asked 2021-Mar-24 at 17:52

            I have created a 3D renderer in pyGame however I would now like to add perspective. I have been trying for a while now and can't seem to figure it out.

            I have read that the most simplest form of perspective is to multiply the x and y coordinates by the inverse of the z coordinate so that the x and y are dependant on the z value. This means that the x and y distances should decrease with the z coordinate increasing and x and y should increase with z decreasing. I have managed to get this to work slightly however it seems to accumulate so when I spin the box left and right the back of the box gets very small and seems to accumulate a negative scale instead of remaining at a constant size with being at the set z distance.

            Here is my code:

            wireframe.py:

            ...

            ANSWER

            Answered 2021-Mar-24 at 17:52

            The transformation that you are applying in transform_for_perspective should only be applied once. However, it seems that you are calling it on every frame, and as it stores the output in the same variable (self.nodes) it is applied many times. Consider saving the output of that transformation in a new field (such as self.perspective_nodes).

            Also, the transformation was not working for me, I tried to do some variations and came up with this:

            Source https://stackoverflow.com/questions/66748703

            QUESTION

            Loading Vue component based on (changeable) variable
            Asked 2021-Mar-14 at 18:05

            total newbie with Vue.js here, so sorry if I'm missing something obvious.

            I want to load components based on the content of a variable - so if the content of my variable changes, I want the component to change accordingly. I have all components imported (e.g. import Project1 from "@/components/Project1";), which again is saved in components: {'p1': Project1}

            I use with goTo.page being defined in data as data() {return {goTo: {page: "p1"}}}. The problem seems to be the reactivness of goTo.page. I update it via this.$set(this.goTo, "page", "p2");. When running, i get the error Uncaught TypeError: Cannot read property 'page' of undefined, which I honestly don't understand, since its initialized with "p1".

            ...

            ANSWER

            Answered 2021-Mar-14 at 18:05

            this is not available in . Everything "inside" this, is available.

            In addition to the above and per your update,

            Source https://stackoverflow.com/questions/66618663

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

            Vulnerabilities

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            Install Wireframes

            You can download it from GitHub.

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