Resizing a component added to the canvas by dragging along the edge - flex3

I am developing an application where I need to place rectangular slabs of different shapes to create the shape of a Bench Top. I am placing the rectangular slabs of different shapes(I am using a the Canvas container as the slab) in a repeater and dragging them on the main canvas. One functionality that needs to be implemented is the ability to resize these slabs once the are dragged from the repeater into the drawing canvas by dragging along their edges like we resize the windows that we normally see. Is there any way this can be done.

I just found an component developed for the purpose
http://www.rogue-development.com/objectHandles.html
I am going to check it out.
Please inform if anyone has any other solutions.

Related

How to build below screen in titanium?

below i attached an app help guide screen. I am understanding how to build this screen.
If any body have idea please share here
View with semi transparent background color (backgroundColor:"rgba(0,0,0,0.5)";) and some images on top of it.
So, using images is bad. You'll need images for translations and if you do this as one image you'll need to ensure all devices are covered so your arrows point to the right element.
Minimise images == smaller app.
First thing you'll need to do is a create a blocker view -- so that's a view that will fill the screen and have a black background with opacity.
You can't apply that to the window as everything in it will be semi-transparent so:
Create a transparent Window that fills the screen.
Add to that window a view that fills the window and has opacity say 0.5 and black background
Add to the Window (not the view you just created) the other elements and button -- ideally, these should be individual graphics of the arrows, sized in such a way that you can position them based on the host element (the item they are pointing to / referring to). Use real text so you can handle translations / reduce file size.
So you'll need a way to associate each tip with a control they are anchored too, and that will ensure that regardless of the screen size, the tip will appear in the correct place.
First of all, always give a try before putting questions anywhere because it makes you learn things on your own for long time.
The easiest step for you to do this is to ask your designer to create a complete image just like that & you just have to show it on top.
If you have to show that image in different translations, then you can ask your designer to provide you required translations images.

How to apply UI virtualization to ScrollViewer in WinRT

Is it possible to apply UI virtualization to ScrollViewer in WinRT. In my application I am creating a line chart with the help of Polyline(Polyline embedded inside a scrollviewver). But in the current case, If it come more than 500 points. It blocks the UI during the time of interacting with the Map. So what I am trying to achieve is to apply kind of UI virtualization to scroll view. If anyone had any idea to solve this please help me.
The way I would handle a Polyline is I would break its data into sections, perhaps screen-wide ones (assuming horizontal-only scrolling), put a Canvas inside of the ScrollViewer, make the size (Width) of the Canvas the total size of the chart and put a few (say 5) Polyline controls in it and then on the ViewChanged event update the Polyline controls' Canvas.Left and Points properties to correspond to the area around the current view port of the ScrollViewer. That should give you smooth scrolling. Just don't add/remove or update the controls on each ViewChanged and only update Canvas.Left and Points when you need to - that is when you don't have a Polyline ready to display next to the current view port.

iOS: Drawing a Rectangle on an ImageView and Adjusting Borders

Attached 1 is a screenshot from an app called GeniusScan where you can photograph any document and an adjustable rectangular grid shows on the imageview. You can easily adjust the borders of the grid with your fingers to select the portion of the image that you want to scan. It will be then transformed into the correct prospective.
1- How can I draw and interact with the grid on the imageview?
2- How can I return the corner points of the grid to my view controller.
Update: I found a wonderful class called BJImageCropper which allows to use fingers to ajust the borders, but only for a box like rectangle. Can anyone suggest how it can be updated to support shapes like in the GeniusScan app?
Dude:
I created a demo that solves both questions:
1- How can I draw and interact with the grid on the imageview?
By Adding 4 views that will act as interactive control points by adding UIPanGestureRecognizer and then drawing the grid using CAShapeLayer on top of your view.
2- How can I return the corner points of the grid to my view controller.
You must keep references to the four control points of your grid.
Here's the link to my code.
This isn't actually drawing on top of UIImageView. It's actually an overlay (view) on top of the UIImageView. You need to keep track of 4 points (have 4 views as subview of the layer), track their positions, once moved, use drawRect: to draw lines based on the 4 points.
The way I've implemented it in my app is, I overlay the UIImageView with a transparent 'SelectionView' (a custom view that I wrote). The selectionView contains 4 custom subview of class 'Vertex'. The vertex talk back to the selectionView via protocol method every time user touches/moves it (it's actually not important which vertex moved, just that it moved):
- (void)vertexMoved:(Vertex *)vertex;
Then the selectionView knows that it needs to re-draw, so it calls setNeedsDisplay which calls internally calls drawRect (you should never call drawRect) where I do the actual drawing of the bounding rect. Basically, iterate through each vertex and draw a line using Quartz APIs and fill it with semi transparent/hollow color.
This is how I am doing it atleast, I am sure there are other ways.

iOS page based application clear color issue

I'm trying to make a page based application in iOS where the actual page is a non-rectangular image (contains clear color). However, the shadow that appears when I turn the page doesn't seem to ignore the transparency of the image (see below).
Screenshot http://img543.imageshack.us/img543/9730/pagecurl.png
Does anyone know if it's possible to modify this behavior?
Thanks in advance.
Have you tried setting your UIPageViewController's view's frame so that it sits just within the border defined by your custom page image?
(So in your case, the largest rectangle that fits inside your white page image)
The way UIPageViewController handles a page curl animation with views that extend beyond its own view's frame can be thought of as follows:
Think of the overhang as rigid. it does not bend like the rest of the page, but it does maintain the angle at the edge of the UIPageViewController's frame. If the overhang (i.e. parts of your image or view that extend beyond the UIPageViewController's frame), is small, the fact that the overhang animates as rigid (instead of the bendy, flexible page) is visually negligible.
However, without any further modifications, the pages will only flip when a touch is started INSIDE the UIPageViewController's view's frame. But it would be better if it could react to touches anywhere on your white page image. If you want the pages to react to touches inside another view's frame (e.g. the view holding your white page image), try the following:
otherView.gestureRecognizers = myPageViewController.gestureRecognizers;
The problem is that the iOS framework puts a shadow over the entire bounds of the view controller you specify for the page, so any transparent areas will look shadowed. You could try masking your view controller (viewController.view.layer.mask and viewController.view.layer.masksToBounds) and see if that helps.
Hopefully Apple improves this framework for a future iOS release. It sure would be nice to disable that shadow or have a way to do it yourself but there you go.

Programmatically resizing and Scrolling NSView after application launch

I want to create a simple application which performs some calculations and then draws some images on view. I use NSBezierPath. Then I must resize the view and allow people scroll the finished picture. But i don't know how.If I also try to draw an image on an invisible part of canvas then it becomes invisible or isn't drawn (I couldn't know the future canvas size).
Check out the Apple sample code called BezierPathLab. I think that will get you started. There's lot of other sample code for Quartz 2D drawing too.
Being able to scroll and resize the view should be as simple as putting the view that you will be using to draw inside an NSScrollView.