1000 Animations Performance - animation

I am making a dictionary that would list 1000 words, and everytime one word is click, a panel will pop up and show 2 UI Object; Word Selected and Animation of that word.
Example :
Performance wise, how should I setup my game object ? Should it be a 1000 inactive gameobject and activate it depending on which word selected ? Or I create one gameobject and change animation programatically ?

I would go with 1 object and change the animation/ text. Keeping so many objects on screen is very hard to maintain and keep track of

Related

Going through linked scroll view content how to spot when its finished. UI automation

I am wondering what would be a stable algorithm that can determine a length of a scrollable carousel.
For example i have a view with left andright button that can go through the whole collection of items.
The items can be repetitive and non-unique. For example :
A<->B<->C<-D->A<->B<->C<->H<->G ( G is connected to A with <->)
Using a bot that can inspect the state and click,
how many times i need to go through the whole list to determine that is the final one ?
thanks

how to keep a running score in a textbox/object in powerpoint

My powerpoint is made is like a quiz, one slide has a question and 4 answers (buttons with text, not numbers) that can be clicked on. When an answer is clicked on, it is linked to another slide that explains if the answer being right/wrong and then adds/subtracts points from the score.
Currently what I have done is a simple macro that each button is linked to and upon clicking any of the 4 answer buttons, it will go to a certain slide and show a pop up box with their current score.
What I want to do is have either a text box or some object that holds the score throughout the entire presentation and ideally if possible, the score resets when the ppt is closed or opened but the running score is the most important aspect I'm trying to hammer down.
Is this possible for what I'm asking? Let me know if there are any details that would help
Instead of resetting the score when the presentation shuts down, do it at startup. For example, you could put a "Begin the quiz" button on the first slide, have it reset the score, then move to the next slide.
As to where to store the score, there are a number of ways of doing it. One would be to put a rectangle or text box on the last slide and store the score as its text. Make sure the rectangle's sent to back so it's the first shape on the slide, or change Shapes(1) below to indicate the actual z-order position of the shape.
Function SetScore(lScore as Long)
Dim lLastSlide as Long
lLastSlide = ActivePresentation.Slides.Count
With ActivePresentation.Slides(lLastSlide).Shapes(1).TextFrame.TextRange
.Text = Cstr(lScore)
End With
End Function
A companion GetScore function should be easy to come up with, similar to the above.

How to fix overlapping objects on the stage in AS3

I have a flash game where I have a picture designed to be the textbox for a prompt and textbox inside with the relevant text but the textbox is being hidden by the image. Anyone know how to make is so that the textbox is guaranteed to be on top or whatever I need to do to keep this from happening?
The other answer using setChildIndex will definitely work, however, I think a different design approach is really what you should be doing to remove the headache altogether.
For example in a game I might have different layers such as :
backgroundLayer
gameLayer
interfaceLayer
Those 3 Sprite layers would get added to the stage in that order. I would then add display objects to the appropriate layers. So anything I added to the backgroundLayer or gameLayer would ALWAYS be 'behind' my user interface on the interfaceLayer.
That allows you to not have to worry about the layering constantly. The answer with setChildIndex will fix the problem for that moment, but should something else be added to the container it will overlap your textbox, which is something I don't assume you want.
here's an example :
var backgroundLayer:Sprite = new Sprite;
var gameLayer:Sprite = new Sprite;
var interfaceLayer:Sprite = new Sprite;
addChild(backgroundLayer);
addChild(gameLayer);
addChild(interfaceLayer);
now, whatever you add to interfaceLayer, will ALWAYS be on top of objects you add to gameLayer or backgroundLayer.
So in the case of your text box, just add it to your interfaceLayer and any other objects you want behind it, you add to the gameLayer or backgroundLayer.
The order of adding display objects to display object containers effect their z-order, in other words the front to back order. The last added display object becomes the frontmost. So the child index of the children of a display object container is important for drawing of overlapped children.
If you put picture and text on the same DisplayObjectContainer such as a MovieClip:
Lets say your DisplayObjectContainer is mc.
And your textbox is txt
Please try this:
mc.setChildIndex(txt, mc.numChildren-1);

Prevent Pivot navigation in Windows Phone

I have an audio recording application for Windows Phone. It consists of a pivot control with two pivot items. One is for recording control, and another one is for reviewing and listening the recorded items.
When the recording is taking place, I need the way to prevent the user from navigating away from the current pivot item, but to retain the feel that an entire pivot item moves, but doesn't flip to the next item, as if there is none.
I know I could use GestureListener from Silverlight Toolkit, but using it I will need to implement a simulation of pivot movement myself.
Is there a build-in way to prevent pivot navigation?
If no, can you point me to an example on how I can animate control movement on gesture flipping?
Is it mandatory that the user has to remain on the one PivotItem?. If not, you could just disable the second PivotItem so that the user knows that it's there, but can't actually interact with it.
secondPivotItem.IsEnabled = false;
Alternatively, you could dynamically insert the second PivotItem when you want it and remove it when you don't. For example, when recording:
mainPivot.Items.Remove(secondPivotItem);
then when you want the second PivotItem to appear:
mainPivot.Items.Add(secondPivotItem);
The only "problem" with this is that when you only have one PivotItem on screen, the user can't scroll. However, this is how a Pivot control is supposed to function.
If you really want the user to scroll back to itself, you could create a blank PivotItem (with no header). Then, handle the Pivot's LoadingPivotItem event. Check if the item that it about to be loaded is the blank one. If so, then use Pivot.SelectedItem = recordingPivotItem to navigate back to the recording PivotItem. You can then use the above method to dynamically add the second PivotItem when the recording is over. This isn't the normal UX for pivots, but should do what you're trying to achieve.
Seems to me that the best solution is making the pivot control invisible to hit test altogether. I simply set PivotMain.IsHitTestVisible = false and set it back to true whenever I am done recording.
There is a good attached property approach on how to make a particular element hit test visible, while casting an entire panorama or pivot item hit test invisible:
Here is the link to a blog post of an author with the source code:
http://blogs.msdn.com/b/luc/archive/2010/11/22/preventing-the-pivot-or-panorama-controls-from-scrolling.aspx
Works for me until the dynamic loading and removing of the pivot items with textblock header will be added to the SDK's pivot control.
The down side of locking a person into a pivotitem or disabling one so that a person cannot navigate is that you are going to frustrate the user. PivotItems are meant to be flicked to and from, and writing an app that has behavior different than this is going to take away from the user experience, because the app is not going to behave the way they expect it to.
Personally, if you are going to lock them into one pivot item, I think you should go ahead and create another page without a Pivot control and navigate to it. Also, whether you choose to do it this way or not, you need to keep in mind that regardless of whether they are locked into a certain pivotitem or they are navigated to another page, the back button must work as expected, or the app won't pass certification.

How to make selection on QGraphicsScene?

I'm writing a diagram editor in Qt with Graphics View Framework.
Currently I'm just trying to create a simple Node (QGraphicsItem) on GraphScene (QGraphicsScene). I created a Canvas (QGraphicsView) and added a grid to it. I can even add Nodes and move them around on scene. My final goal is to have different working modes, editing and styling options, etc. For now I just want to know how can I setup selection for Nodes already present on scene. I tried doing it with mouse events but noticed that event calls for selection and Node insertion overlap... When I try to select something a new Node is created... This is my first Qt application so I don't fully understand how the functionality I want to achieve should be designed.
How the Selection Rectangle should be properly drawn?
How should I manage mouse events that conflict with each other?
You can use a checkable button/action(that's a QPushButton/QAction with a checkable property set to 'true) to switch between Edit & Insert mode. Then you check the state in your mouse event and insert a new item only if you're in Insertion mode.
You can also distinct between mouse buttons - insert item when dragged with the right button for example
Or use QKeyboardModifiers - for example: on drag + Ctrl - insert item.
Hope this helps.
In case of the overlapping mouse events, you should have a single place (like QGraphicsView to handle the mouse clicking/moving events) and create a state machine and then handle the events according to the state you are in. You need to plan your architecture well and that can be really complex task.
set your state enum/constants
refer to the current machine state in your events in your if conditions
keep your "business logic" on a single place
Like it's shown in these two NodeEditor tutorials #11 and #12: https://www.youtube.com/watch?v=pk4v2xuXlm4 and https://www.youtube.com/watch?v=-VYcQojkloE)
If you still want more in depth explanation of the functionality and events of Qt, here is a full list of tutorials with implementing all possible features like dragging edges to nodes, selecting them and deleting them, cutting edges, serialization, etc., you can have a look on the whole list of 50 tutorials I've recorded here: https://www.blenderfreak.com/tutorials/node-editor-tutorial-series/.
I'm putting a link to the whole list, since it's not possible to write all the code on this page...

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