Is it possible within Quasar layout to apply different breaking points? I would like to apply the following properties for a drawer.
Mobile view:
Breaking point: 500px or less
mini-to-overlay=true
:mini="null"
Tablet view
Breaking point: Within 500 and 1024px
mini-to-overlay=false
:mini="miniState"
Desktop view
Breaking point: 1024px or higher
mini-to-overlay=false
:mini="null"
I Have looked at several documentations but haven't been able to find any clear information that can answer my question.
How could I realize this within Quasar?
Thank you in advance.
Related
We are doing a small mobile game with react-native. But now we are not sure if react-native is a good choice for what we wanted to create.
Our game is simply just working with tiles in a not that small "map". Lets say its 1000 x 1000 Tiles so at the end 1.000.000 Tiles.
1) Our first try was to render 1 Mio. Components - which ended bad. Even 100 x 100 is like impossible to render with react-native.
2) We ended up to add some logic which renders just tiles inside the view. But when doing any action (and new tiles get rendered) the app is laggy as hell.
3) So we made sure no Tile get ever recreated and instead we just changed props so the tile change the position instead of being recreated. This ended up also in a laggy as hell experience (even when its like 20 Tiles just changing the prop).
After these we decided that React-Native has no nice performance for what we wanted to create: A big tile map with some interactions.
4) So we were thinking of using canvas for drawing the tiles in our react-native app, but it seems that this is also not the common way. We've found some canvas packages for react-native but these are just adding a few components which are useless for our project - with these components we would also end up by rendering components like . But the goal would be to have one ref where we can use the canvas benefits.
So - if react-native is too laggy for doing stuff like this in his own way and canvas is not useable as it is in web what would be the recommended way to solve a project like this ? Or is the answer maybe that react-native is the wrong system to solve a project like this ? Any suggestions ?
IMHO, I will never recommend react-native to make a game like you are describing (with tilemap), less-UI-focused games like poker, trading cards is totally fine though.
But you are likely rendering thousands of tiles without any clipping? How about try to enable View clipping? See removeClippedSubviews here: https://facebook.github.io/react-native/docs/view.html
If you still want to push with react-native, I suggest using plugins like this: https://github.com/ProjectSeptemberInc/gl-react-native
The purpose is to have an OpenGL ES canvas to accelerate your game rendering.
Otherwise, for 2D games, cocos2d-js seems fit to you (it seems your background is javascript), although it will requires some compiler knowledge to get the game actually running on mobile device. The other solution would be Unity 3D (2D is completely find with this engine). Each engine has their own pros/cons, so I would suggest you to try both at basic level to see which one is more suitable.
It looks like there is a bug in Bootstrap. If you change resolution, for example with ctrl + (+/-) in your browser the addons are not properly adjusted. It looks like this:
Notice the wrong sizes of addons.
Is there a simple way to fix this?
No, there is no simple way (and quite possibly no way period) to fix problems related to the type of zooming that you're referring to (as opposed to the viewport-width-based zooming that you get when using the pinch gesture on touch-based devices).
Per Bootstrap's documentation:
Page zooming inevitably presents rendering artifacts in some components, both in Bootstrap and the rest of the web. [... these issues] often have no direct solution other than hacky workarounds.
Zooming in and out is not changing the resolution at all its zooming and is completely different from changing the view port's aspect ratio and dimensions.
Give the input area a fixed width like input {width:100px}
I have some issues about my model. Is is an easy model buy I can not make It work well...
I upload my project here: http://webgl.drapps.info
I have a car model with some pieces that change material when mouse is over them. I use threex.domevent.js library with "on" function. My model is loaded by json files.
Issue 1
when mouse is out of canvas, threejs detects that mouse is over a piece of my model, but this is not true, and that piece change its material (triggering mouseOver event).
Furthermore, I tried to get better mouseover event because even when mouse is really over a piece, that event doesn't trigger.
Issue 2
This is about TrackballControls. Is there any way to control rotation of my world? I mean: rotation only in one axis, rotation only for 180 degrees, etc... Is there any tutorial or article to learn how to rotate and translate camera?
Thanks for everything, I will so please to anybody who wants answer this... because I am a little lost
Thanks
Sorry, but you are out of luck.
Question 1. Yikes! You are using threex.js which is a third-party app that hasn't been updated in almost a year, so I can't help you with that.
You are also using an older version of three.js. Please update to the current version.
If you still have problems, post a new question with a simple demo -- not your entire project. Better yet, Google your question first.
Question 2. TrackballControls is not part of the library -- it is part of the examples -- so it is not officially supported. If you are not happy with it, you will have to hack the code yourself.
This question has come up a lot. Google it. To the best of my knowledge, there is not a good solution.
Personally, I would use OrbitControls in your case -- it keeps the scene right-side-up, and you can constrain the maximum polar angle, keeping the camera "above ground".
The best examples/tutorials are the official three.js examples, which will work with the current version of the library.
I can't help with issue 1.
Issue2:
I am also working on a project to visualize vehicles and needed to be able to rotate. I also tried Trackballcontrolls but it did not suit my needs.
What I ended up doing was creating a a master Object3d and then instead of adding objects/models to the scene, I added them to the master Object3d. That way to rotate everything in the scene, I just had to rotate the master object.
To actually do the rotation I just used the code from one of the cube examples.
I want to create a Windows 8 Metro application that has a fancy "hub" page similar to the following:
http://blogs.msdn.com/cfs-file.ashx/__key/communityserver-blogs-components-weblogfiles/00-00-01-51-31-metablogapi/3482.landing_2D00_branded_5F00_thumb_5F00_287109A4.jpg
The key elements are: Horizontal Panorama style scrolling page but with "sections" that are data bound. I've had a look around for implementations and have come up short.
Seems to me it would be possible to do with a ScrollViewer that contains a Horizontal Stackpanel that has the elements that make up each section. But seeing as this is such a common Metro design pattern, I figure there is probably an easier / recommended way of implementing.
Just wondering if someone can give me some tips. How would you do it?
When you start using VariableSizedWrapGrid all things get their own relative sizes. http://msdn.microsoft.com/en-us/library/windows/apps/br227651.aspx
Set the ColumnSpan and RowSpan properties to make things double size, tripple size etc...
For me I make the first item in the collection double width, double height by setting ColumnSpan and RowSpan to 2. All other items get this ColumnSpan and Rowspan to 1, and it's getting a nice effect.
In addition to what Hans mentioned, I would highly recommend going through the existing Metro Style App Samples. Learning from working examples works better than any documentation.
I'm currently developing an iPad application that integrates MapKit. But I have a small issue. I display lines between two points on my map but when these points are one at the very west of the map and an other one at the very east of it, for instance, I would like to draw the shortest line between then. In other words, I would like to center my map between these two points (but not in the usual way because If I do so I have to draw a line from the left one that goes left to the left border of the map, then continues from the right border to the right marker... so on the opposite point of the map) and then draw the shortest route that is know in the middle of my view.
I've thought of two ideas that could help me...
- Change the map background and have a map centered on a different place of the planet,
- Instead of a map as background, have 2 maps side to side and switch to the right one according to what I need to display,
But I couldn't find anything about it... Do you know if these solutions would be possible and how ? If not, would you have an other idea about how to do what I'm trying to do ?
Thanks in advance !
Just in case it might help others people...
I didn't found any way to modify the background map in my map view and I have been forced to display some routes in two parts. Indeed, it seems impossible to do differently so far with the mapKit iOS library. We can only wait for improvements ;) !