I have installed Vuetify on my app using https://github.com/nuxt-community/create-nuxt-app generator.
The problem is there is a scale animation on first load of page. Something like that page is half scale and goes to 100% scale smoothly. I want to disable it!!
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My Xamarin app has a grid layout that contains a lot of images & image buttons. All images have property Aspect="Fill", the problem is when I open the app, the app took a few seconds to resize the images before it properly fill the grid, it looks bad. So to hide it, I put a full-screen image on top of all the images, the idea is to hide the ugly resizing until all the images done resizing.
I've tried wait for x seconds like await System.Threading.Tasks.Task.Delay(1000); but it isn't good for many reasons: e.g if the init time is longer than Task.Delay(1000) then it doesn't work at all.
So Is there any way I can check if Xamarin's UI has done initialize?
Does the Nivo charts library allow on-load animations for pie charts? I have only been able to get on-load animations for bar charts, but not for pie charts.
Nivo has a transition mode property which gives animation when a chart node is clicked. I need the animation to show on component load. Is there a workaround for this or has anyone managed to get this feature to work before? My pie chart is a react js storybook component.
This seems to be a difficult problem to solve. Nivo has an outstanding issue out where they made some progress, but based on the final postings the initial draw still has issues. I was able to force an initial render with a little help from window.setTimeout() but the animation ends up warping the circle, I'm guessing that is why it doesn't work by default.
I tried Victory.js and it also has the exact same issue. You can use this technique in React.js to force the initial draw.
My solution was to move to react-chartjs-2, which worked right out of the box.
https://react-chartjs-2.js.org/components/doughnut/
I can't seem to figure out why the mobile view of a-frame camera aspect ratio is completely off. it's scaled so everything looks skinny in portrait mode and wide in landscape. I am also getting this error in console:
dpdb.js:79 Failed to recalculate device parameters.
I've adjusted the CSS and set the canvas width/height on a settimeout after it renders. Any way around this issue?
I'm building a web app which has 360 degree images loaded into an a-sky primitive. I'm using aframe-react. There are total of 20+ 360 degree images and only one img asset inside a-assets. once user switches scene react will change src of asset img and scene will re render. Everything works fine but it's using lot of memory because of caching. One time it used 4GB+ memory. In mobile the web page crashes after switching through ~8+ images. How do I handle this situation?
I tried looking into THREE.Cache but images are not cached there.
Is this memory usage has anything to do with using React?
There's an issue for A-Frame to automatically manage it, but right now have to hack around to clear textures.
AFRAME.scenes[0].systems.material.textureCache[url].then(function (texture) {
texture.dispose();
});
I have been working on getting this seat mapping chart for a while and have created a few iterations, and the problem I keep finding is when I get to IE8 the panning for this is way to slow and delayed.
What I have at this point to cut down on load time is created a png to replace my "strokes" since I assume ie8 wanted to re-render each time I dragged the map.
I also added controls hoping to force IE8 users this option, but still there is a delay in the pan, and if I can have users with IE8 (and ie7 if possible) still drag/pan without the controls and the respond time a little faster that would be great.
Here is my current JSFiddle
I am still a little green with JS so if you have any suggestions it would be much appreciated. (PS Chrome frame is awesome but is not a option for me)
Update
I have removed the original dragging function and replaced the code using jqueryui's draggable function. Martin had suggested to just drag the div, and not the Raphael elements. Doing so lets this thing fly in ie6-8 which is great, but then came my concern about scaling. What I was seeing before on zoom my paper element WxH would stay the same ratio, cutting off my drawing when it zoomed in. After digging through the Raphael documentation I came across paper.setSize. setSize was exactly what I needed to allow this project to move and groove in ie6-8 and pretty much conquer all browsers in its path.
So in short, using jqueryui's draggable and paper.setSize has cured my cross browser zoom n' pan blues.
From what can be seen in the Fiddle, you are triggering a new rendering of the image by calling .translate() inside of a mousemove event handler:
mapContainer.translate(currentMapPosX, currentMapPosY);
rsrGroupies.translate(currentMapPosX, currentMapPosY);
This approach is toxic for performance in all browsers, let alone IE8. When dealing with VML in IE8 you should consider that each and every DOM change inside the image will result in the image being rendered again. Doing that while panning will always be painfully slow.
I see that you are already using jQuery in your Fiddle. If you want to increase performance of your panning, you should consider doing the following:
Render the image in Raphaƫl exactly once for the current zoom level. Do not attempt to change transformations in your VML/SVG image at any point in time while panning.
With the mousemove implementation of panning you already have, move or scroll the HTML container that holds your VML/SVG image instead. Imagine a <div> with overflow: hidden and simply move the image inside relatively, or scroll to the appropriate position.
This will require some adjustment of your coordinate calculations, but it will improve your performance in all browsers.