How can I view the design specs in adobe xd (Developing android and ios app) - adobe-xd

How can I read the design specs in adobe xd (Developing android and ios app)
I am developing an app. But the adobe xd can able to download and can able to view the downloaded images. I can't able to see the design specifications.
How can I see the design specifications by clicking each button(how the margin spacings, spacing beween two elements etc..)

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Xamarin UI Measurement

I'm a UI designer working with a junior app developer.
We are working on an app I gave him the assets and there sizes using Zeplin app, he showed me the app and it was different than was design telling me that Xamarin doesn't use pixels or dpi but using a number without any measurement.
Is there any way to help him as a designer or something he can use to make the program use pixels or dpi.
#Muslem Mohammed
I think as you are an UI Designer, you are aware that how to provide assets for native app development if not please check for below process.
You can provide Android Assets in the form of Mdpi drawable, hdpi, xhdpi, xxhdpi.
And for iOS 1x, 2x and 3x same like native app assets.
And the developer place all those images into respective folder with respect to the platform.
Example: For Android you will be providing 5 kinds of images with same name respect to the folder I mentioned above.
sample.png for respective folders with the resolution, developer place those images into Android specific project.
Then developer place all images under resources and keep in respective folders.
For iOS also provide the images with same name and by applying 1x,2x,3x with sample below,
sample.png, sample#2x.png and sample#3x.png.
Then developer go to iOS project and place all ios images into Resources folder.
And finally developer will place the image control like below,
<Image source="sample.png" />
And this will show up the image in iOS and Android as well.

ReactNative : How to design UI support all devices iOS and android

I am developing react native app. I wanted to know about design screens that is automatically adjust to iOS and android devices. For example we are using auto layout for iOS apps which gives consistent view for all iPhones and iPads.
I am little bit confused about designing screens for android and iPhones. I know how to design UI for Native platform that is consistent for all devices.
Yes, you can create UI for both Android and IOS devices using the same js file.
Mainly u need to have a good idea about flexbox. It is the base of creating responsive UI for compatible all devices. Follow below tutorials and get a good idea about flexbox and design responsive UI
https://facebook.github.io/react-native/docs/flexbox
https://medium.com/the-react-native-log/a-mini-course-on-react-native-flexbox-2832a1ccc6
and You can find a good example of components https://github.com/jondot/awesome-react-native here.

How do we integrate system photo editing into our macOS apps?

Multiple third-party macOS apps now have a feature to edit photos, and the UI looks exactly the same as in Preview. How do we implement this functionality? Has a new framework been released?
Including links to screenshots for comparison. Some buttons are not included in the third-party app, but the UI and the behaviour is exactly the same in both apps.
Shotty (3rd party app) image editing controls
Apple Preview image editing controls
Your help would be greatly appreciated, a link to Apple documentation would already be helpful.

Does Xamarin support to develop apps for Windows surface and how well?

I want to develop an app for Windows surface tablet and iOS mobile and iPad.
As I am a new user to Xamarin, when I created my first project,it shows 3 projects:-
hello.driod, hello.ios and hello.winPhone.
I have 3 questions based on this:-
How will I be able to write the same code and share for windows 8.1 and iOS?
and whenever I drag and drop the elements to the UI page, will the same elements be copied to both windows and iOS simultaneously or I got to add them seperately?
Currently I dont have a MAC to connect to my PC. Can I write the code and and there while testing it, connect it to a MAC or should it be connected during the whole process?
Please Help!
Using the same code depends on how your structure your app.
You can go the native route where you can share the bulk of your logic by containing it in a shared / PCL project (more on that here), but have platform specific code for your UI.
For example, if you have a cross platform app targeting iOS and Android you would still create the UI in a storyboard for iOS and AXML files for Android. Any code you want to "connect" to your UI would be specific to that platform as you would use the platform APIs. Any code that is not platform specific (i.e., not calling iOS or Android APIs) can go in your shared / PCL project.
Or you can choose Xamarin.Forms which adds a layer of abstraction by allowing you to write the UI in XAML once and have it work on all platforms. The advantage is increased code sharing as now your UI is also shared. The downside is to utilise platform specific features you'll need to implement DependencyService or custom renderers. Read more about Xamarin.Forms here.
As above, it depends. If you are going the native route, then no. If you are going with Xamarin.Forms, then you are using the same XAML code for the UI across platforms, but there is no drag and drop designer.
To build an iOS app you need to be connected to a Mac. You will also need to be connected to a Mac to use the iOS Designer.

Interactive 3d Web Technology

I would like to use interactive 3D models in a web page. The required functionality is:
Import dxf file which defines & displays a room.
Add/move prebuilt objects from javascript
Add/move lamp which cast shadows from javascript
Return room dimensions to javascript
Return object positions to javascript
Can I import dxf files into any WebGL engine?
I have a small repeat user base so a browser installation is no problem at all. Is there any plugin technology I could use? Java applets? Unity? Can I use an OpenGL engine as a plugin? How about a java3d applet?
I will start with desktop but would need to be targeting tablets soon and mobiles in two years or so.
I am becoming convinced I will need to hire an expert to write this but I want to understand the options. Can you recommend a suitable technology?
I think WebGL is an excellent choice for this application; the graphics functions you describe are well within its capabilities. I can't comment on model loading, though, as I'm not familiar with WebGL engines.
However, mobile is a big wrinkle. Regarding the techniques you mention:
WebGL is supported in Chrome and Firefox for Android. On iOS, Mobile Safari does not enable WebGL, but an implementation exists (used strictly for in-app ads), so it is likely that there may be broader WebGL support in the future (possibly requiring a custom web view wrapper to enable it).
Java applets are not supported by any browser on either Android or iOS.
Unity is a viable choice; the Unity Web Player browser plugin allows embedding Unity content in a web page. However, there is no such plugin for mobile-OS devices; Unity content may be compiled into a application for iOS or Android but it cannot be viewed within a web page.
News as of August 2014: Unity has announced that the upcoming Unity 5 will include publishing to JavaScript + WebGL (no plugin required). Assuming this works as promised, you can use Unity if your target platform has a browser with WebGL support.
So, if you absolutely need cross-platform 3D including iOS right now, Unity is where it's at, but WebGL is a good choice for desktop and Android now and likely to improve on mobile in the future, and is the only way to embed 3D in a web page, not an app across desktop and Android.
WebGL is not the only way to embed 3D in a web page - see phoria.js:
http://www.kevs3d.co.uk/dev/phoria/
https://github.com/kevinroast/phoria.js
Also three.js has a canvas rendering for without web-gl.
Phoria.js and others like it will work on iPhone/iPad and Android phones that don't support web-gl. Of course, the performance is MUCH lower but if you don't have complex models and want it to work everywhere...

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