Android Studio Preview not able to render constraintLayout Barrier item - kotlin

(on Android Studio version 3.5.3)
The barrier works fine at run time, but AS preview is not able to find it/render it
<androidx.constraintlayout.widget.Barrier
android:id="#+id/barrier"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
app:barrierDirection="end"
app:constraint_referenced_ids="view1, view2"
/>
result:
barrier shows up as a gray box as if preview doesn't recognize it

If you're using older dependency, then please use one of them:
implementation 'androidx.constraintlayout:constraintlayout:1.1.3'
implementation 'androidx.constraintlayout:constraintlayout:2.0.0-beta4' // For MotionLayout

Related

Prevent automatic change of fonts in runtime VB.NET [duplicate]

I've created a simple Winforms application in C#. When I run the application on a machine with high DPI settings (e.g. 150%), the application gets scaled up. So far so good!
But instead of rendering the fonts with a higher font size, all texts are just scaled up, too. That of course leads to very blurry text (on all controls like buttons etc.).
Shouldn't windows take care of rendering the texts correctly? For example my application's title bar is rendered crisp & clear.
Once you go past 100% (or 125% with the "XP-style DPI scaling" checkbox ticked), Windows by default takes over the scaling of your UI. It does so by having your app render its output to a bitmap and drawing that bitmap to the screen. The rescaling of that bitmap makes the text inevitably look fuzzy. A feature called "DPI virtualization", it keeps old programs usable on high resolution monitors.
You have to explicitly let it know that you can handle higher DPI settings by adding the <dpiAware> element to your manifest. The MSDN page is here but it isn't complete since it is omitting the UAC settings. Project + Add New Item, pick "Application Manifest File". Edit the manifest text or copy/paste this:
<?xml version="1.0" encoding="utf-8"?>
<assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0" xmlns:asmv3="urn:schemas-microsoft-com:asm.v3" >
<assemblyIdentity version="1.0.0.0" name="MyApplication.app"/>
<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
<security>
<requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
<requestedExecutionLevel level="asInvoker" uiAccess="false" />
</requestedPrivileges>
</security>
</trustInfo>
<asmv3:application>
<asmv3:windowsSettings xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">
<dpiAware>true</dpiAware>
</asmv3:windowsSettings>
</asmv3:application>
</assembly>
You can also pinvoke SetProcessDPIAware() in your Main() method, necessary for example if you deploy with ClickOnce:
[STAThread]
static void Main() {
if (Environment.OSVersion.Version.Major >= 6) SetProcessDPIAware();
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new Form1()); // Edit as needed
}
[System.Runtime.InteropServices.DllImport("user32.dll")]
private static extern bool SetProcessDPIAware();
UPDATE, this common need is finally a bit easier if you use VS2015 Update 1 or higher. The added manifest already has the relevant directive, just remove the comments.
Keyword for search so I can find this post back: dpiAware
Applications can be developed in two different mode.
The first one is to declare our application to be non-DPI-aware (not declaring anything will default to this). In this case the operating system will render our application under the expected 96 DPI and then will do to the bitmap scaling that we discussed before. The result will be a blurry looking application, but with a correct layout.
The second option is to declare the application as DPI-aware. In this case the OS will not do any scaling and will let your application render according to the original DPI of the screen. In case of a per-monitor-DPI environment, your application will be rendered with the highest DPI of all the screens, then this bitmap will be scaled down to the proper size for each monitor. Downscaling results in a better viewing experience than upscaling but you might still notice some fuzziness.
If you want to avoid that, you must declare your application as per-monitor-DPI-aware. Then you must detect when your application is dragged across different monitors and render according to the DPI of the current one.
Declaring the DPI awareness is done in a manifest file.
refer the following link stackoverflow
Using .NET Framework 4.7 and Windows 10 Creators Update (1703) or newer you must do the following things to configure high DPI support for your Windows Form application:
Declare compatibility with Windows 10.
To do this, add the following to your manifest file:
<compatibility xmlns="urn:schemas-microsoft.com:compatibility.v1">
<application>
<!-- Windows 10 compatibility -->
<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}" />
</application>
</compatibility>
Enable per-monitor DPI awareness in the app.config file.
Windows Forms introduces a new System.Windows.Forms.ApplicationConfigurationSection element to support new features and customizations added starting with the .NET Framework 4.7. To take advantage of the new features that support high DPI, add the following to your application configuration file.
<System.Windows.Forms.ApplicationConfigurationSection>
<add key="DpiAwareness" value="PerMonitorV2" />
</System.Windows.Forms.ApplicationConfigurationSection>
Important
In previous versions of the .NET Framework, you used the manifest to add high DPI support. This approach is no longer recommended, since it overrides settings defined on the app.config file.
Call the static EnableVisualStyles method.
This should be the first method call in your application entry point. For example:
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new Form1());
}
The advantage of this is the support for dynamic DPI scenarios in which the user changes the DPI or scale factor after a Windows Forms application has been launched.
Source: High DPI support in Windows Forms
None of these suggestions worked for me but, something happened after I removed the Form.Font = new ... from the Form.Design.cs, the form started to re-scale properly, it works if the Font is defined in the constructor or not at all. Why? somebody else may be able to explained, I just can talk about the changed I made and took me a few minutes to figured out it was the root cause for the form I was working on. Hope it helps.
Since at least Visual Studio 2017 you just have to add a manifest file and uncomment this section:
<application xmlns="urn:schemas-microsoft-com:asm.v3">
<windowsSettings>
<dpiAware xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">true</dpiAware>
</windowsSettings>
</application>
This is not an answer. This is my work around. None of the above answers or comments worked for me. I also searched for and tried other methods.
I have been using Visual Studio.NET with C# and Windows.Forms since it was originally released. Until VS 2022 and Windows 11 this year, setting the scale mode seemed to work fine. For some reason, some of my Form.Height values get reduced at run time. No problems so far with Form.Width being changed. For me, this problem started April 1, 2022 - so I first thought it was an April Fool's prank!
Anyway, I have given up trying solutions for now and decided it is more practical for me to just set the Form.Size in the constructor code.
I observe the Designer UI uses Size which it converts to ClientSize in its generated code as follows:
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.None;
this.ClientSize = new System.Drawing.Size(744, 109);
this.ControlBox = false;
this.DoubleBuffered = true;
this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedSingle;
this.StartPosition = System.Windows.Forms.FormStartPosition.Manual;
My workaround in my Form's constructor looks like:
/// <summary>
/// Constructor
/// </summary>
public MyForm()
{
// In the designer, MyForm.Size was entered and displayed as 760, 148
InitializeComponent();
// At runtime, MyForm.Size is changed to 760, 111
// I will Reset this form's Size here so I can get full height again.
this.Size = new Size(760, 148);
}
Platform:
Windows 11 Professional
Microsoft Visual Studio Professional 2022
Version 17.1.6
VisualStudio.17.Release/17.1.6+32421.90
Microsoft .NET Framework version 4.8.04161
C# Tools 4.1.0-5.22165.10+e555772db77ca828b02b4bd547c318387f11d01f
HDMI 1920x1080 video (100% or no scaling)

I can not make rating bar in android studio

How to make rating bar in android studio, perhaps it can show the sample of xml and also the code(main.activity)?
if you new for android Studio then do not worry about it.
google officially go on android studio.
buy the way you want android Studio example with source of xml file in main activity.
First How to add?
1. In your build.gradle add latest appcompat library.
dependencies {
compile 'com.android.support:appcompat-v7:X.X.X' // where X.X.X version
}
Make your activity extend android.support.v7.app.AppCompatActivity.
public class MainActivity extends AppCompatActivity {
...
}
Declare your RatingBar inside any layout.xml file.
android:rating="3.5"
android:rating="3.5"
android:stepSize="0.5"
android:numStars="5"
android:layout_width="wrap_content"
android:layout_height="wrap_content"/>
Android Rating Bar Example
I am developing all material design stuffs for newbie developers so they can learn easly Android.. this is my site helping you how to create MATERIAL DESIGN STUFF'S in Android..
And for Rating Bar with Material Design this may be helps you http://exandroidstudio.blogspot.in/2015/11/rating-bar-material-design-tips.html

Using Xamarin.Forms.Behaviors in XAML causes TargetInvocationException in iOS but not in Android

I'm doing a Xamarin.Forms app and I need to use Behaviors. I have added the Xamarin.Forms.Behaviors package to the project and added a behavior to the XAML of one page, so a command is executed when the selection of a ListView changes:
<b:Interaction.Behaviors>
<b:BehaviorCollection>
<b:EventToCommand Command="{Binding ItemSelectedCommand}" EventName="ItemSelected" />
</b:BehaviorCollection>
</b:Interaction.Behaviors>
This works nice on Android but the same project throws a TargetInvocationException when navigating to the same page under iOS. What could be causing this?
The iOS linker of Xamarin is more aggressive when stripping symbols/types that it thinks aren't used or referenced; and Xamarin.Forms XAML is usually the victim of this process.
There are two options to fix this:
- Change the stripping mode of the linker (right click on the Xamarin.iOS project -> Properties -> iOS Build tab -> Set Linker behavior to Link SDK assemblies only or Don't link). This will ensure the minimal amount of symbols (or none at all) are removed when creating the application package, the downside being that the app size will increment dramatically.
- Create a code file that manually references those types (for example creating instances that aren't used) so they aren't automatically stripped. Libraries like MvvmCross use this approach.
The latter method is the recommended although it has a bit more of work to do. The former one should be used when you are using third party libraries with lots of types that are getting stripped and it would take more work to reference all of them.

RecyclerView onItemClick effect in L

Maybe this question has been asked before, but I couldn't find a precise answer. I have implemented the RecyclerView widget as a list in my L test application and I want to get the 'material effect' when you click on an item form the list. I implemented an onClickListener in my ViewHolder creation and set the attribute
android:background="?android:attr/selectableItemBackground"
as a background to my list item layout (to the parent).
But none of this worked. When I click on the items NOTHING happens'. There is no effect, holo, material, none... Please point out if I am doing something wrong here... Thx
Sandra's answer didn't work for me. I needed one more property in my list item layout:
android:clickable="true"
android:focusable="true"
android:background="?android:attr/selectableItemBackground"
Note: if you get an error when pasting in the last line, then your android app is set on version 10 or below. Just right click on the error in Android Studio and set it so it will create a v11 version of your layout as well. Then, in the original layout, make sure to delete
android:background="?android:attr/selectableItemBackground"`
This is because the animation isn't supported in v10 versions of android or lower. With these two layout files set up, the animation will correctly show in v11+ versions of Android and of course it won't be shown in lower versions.
(or just increase the minSdkVersion version of your app to higher than 10)
I made a silly mistake and did not put
android:clickable="true"
android:focusable="true"
to my list item layout. I think this was not required pre L, but it doesn't matter because that was the problem in this case.
android:clickable="true"
android:focusable="true"
these lines are no longer used. just adding
android:background="?android:attr/selectableItemBackground"
working for click effect.

FDT5 doesn't like s:RemoteObject

Even the simplest Flex project using the normal s:RemoteObject syntax moans it can't resolve RemoteObject. The rpc.swc is correctly listed in the build options.
You can replicate this by creating a new Flex project and add
<s:RemoteObject>
</s:RemoteObject>
in the fx:Declarations block.
FDT5 on Linux, Eclipse 3.5 though it also happens on my licenced FDT3.5. Works fine in Flex Builder.
Screen shot : http://dl.dropbox.com/u/568024/fdt5-remoteobject.png