Issue when moving up down in a THorzScrollBox to scroll it's parent TVertScrollBox - firemonkey

I'm facing a problem with this 2 ScrollBox, one is TVertScrollBox which display whole screen and it have a THorzScrollBox in it, my problem is if i want to touch to the HorzScrollbox item and move up and down, my VertScrollBox have to scroll same as. Are there any ways to solve this issue? Thanks in advance
//Edit 1 : I'm using a gesture and ScrollBy(x,y) function to do with this issue. But it seem a bit laggy(not smooth) and still the HorzitonScrollBox scroll it own. A image for this(http://i.imgur.com/weOqW0R.gifv). Still watting another solution to do this

You can do it using UICollectionView as given in below example project.
http://damir.me/implementing-uicollectionview-layout
Source code link: http://bascarsija.s3.amazonaws.com/CollectionView.zip
After downloading this source code, In build settings change the value of the "Compiler for C/C++/Objective-C" to Default Compiler and run the app.

OK, I have found a simple answer.
When you have a THorzScrollBox inside of a TVertScrollBox, set THorzScrollBox.Touch.InteractiveGestures.Pan to False.

Related

Godot Engine Input Map

so i have been following this tutorial to get me started on a game creation engine on Godot. link here ==> https://www.youtube.com/watch?v=Mc13Z2gboEk and i've got to a point around the time 37:09 and then he told me to click "project settings", then "input map", go on to the action bar and type in "move_left" to create a function for me to move left and click "add". so I did exactly what he told me to except from one problem: nothing happened. it just cleared the action bar, i scrolled down, and there was nothing. i tried again and again, but nothing happened still. I tried putting in "ui_left" (which was already there) for a test and it said that it "already existed" so that confirmed my theory that it did not add to the input map. has anybody experienced this before and if so how do i fix it? Thanks.
it adds the new inputs to the bottom of the list. if they're not there and you're certain you're doing it exactly right (it's extremely easy to think you're doing it exactly right but just miss one thing) then you might want to uninstall/reinstall godot and see if it's just a weird bug/error from your install.

Why do AxWindows Media Players affect Full Screen Generation in Visual Studio?

I'm using many AxWindows Media Players (AxWMPLib) to play sound in my piano application on Visual Studio. I'm not using them for video, and so they are all invisible. I also want to play my application in full screen mode. The full screen mode works fine with no media players, all the anchors work correctly as I want. This is the full screen without the Media Players and it is all good
However, as soon as I add one media player, it then looks like this? The anchors break and the full screen mode completely alters? I don't know why this happens, and I am really stuck as to why adding an AxWMPLib breaks the anchors like this, without altering the AxWMPLib at all.
Does anyone know why this is the case and how to fix it?
Thank you in advance :D
I have found an answer to this problem! I hope my solution below will help anyone in the future. If you are using AxWMPLib and want the form to be fullscreen, all the elements might not anchor correctly, and stay in the top left corner of the screen (like the screenshots in the question).
I found this to be caused by the WindowState Property in the Layouts section. Rather than setting the WindowState Property as Maximised, keep it as Normal, and then change the WindowState Property programmaticly in the Form_Load Sub, with the following code:
Me.WindowState = FormWindowState.Maximised
And then hopefully when you run the form, the form will still be fullscreen but the AxWMPLib won't cause it to go wrong, and everything should be anchored correctly.

How to quickly snap a view in storyboard back into its constraints after accidentally moving it

Everything I have found, every one says this cant be done.
I studied in fullsail university and they taught me how to do this so I know without a doubt it can be done. No one just knows how and assumes it can't.
Basically, when in XCode-story board, I would add constraints to a view and everything is all blue and perfect. From there, if you click, hold a drag, the view to another position then all of the constraints will turn orange. (Not RED because the constraints are still good it just simply needs to snap back into place..)
When in school my teacher taught me a quick key short cut that you press and everything snaps back into place and its all blue again. It has been a while since I have coded and i am just now getting back into it again and i just cant remember what that shortcut was.
I hope someone out there knows how to do this. Maybe any fullsail graduates?
Your responses are greatly appreciated.
I figured it out.
option + CMND + '='
What you're looking to do is referred to as "Update(ing) Frames."
The quick command is indeed option-command-equals
The command can also be reached from the bottom menu of a storyboard.
This link may change in the future but check out the Auto Layout Guide. Specifically reference the "Resolve Auto Layout Issues Tool" section.

How to suppress warning of no inverse relationship?

I want to suppress warnings of:
Entity.detail should have an inverse
and
Entity.detail does not have an inverse; this is an advanced setting
(no object can be in multiple destinations for a specific
relationship)
I have tried to change all value of following to Yes, but doesn't work:
I am using XCode 8.
Anyone has idea?
For anybody wondering in the future, #Rendy was right in his first comment on the question. The solution is to go to the project build settings (click on your project name in the navigation side bar as shown below) and then change the setting for "Suppress momc warnings on missing inverse relationships" to "Yes" (as shown below)
You don't suppress it-- you fix it, by adding an inverse relationship. The compiler is trying to tell you that you're doing something wrong. The right response is to fix the thing you're doing wrong.

Xcode: Method definition not found message on a non-existing method (?) + slight color change in XIB

I have two basic practical problems:
1) The first one is really stupid. I receive a message saying: "Method definition for 'aIncreasedSelection' not found, together with an "Incomplete Implementation".
Well, that is quite strange, because I don't have this method in neither my .m or .h file (and the class name is mentioned in the remark).
I used to implement this method, but I deleted it because it was redundant. In a certain way, it appears as if my Xcode project can't let go of the method...
2) The second question is also a very mysterious one. I have a couple of viewControllers in which I have put the identical same background, and the identical same buttons. It's really identical in size and position in the screen as well (I defined the pixels). For an unknown reason, when I switch between the views, one of the buttons changes very slightly its color (it is a Photoshop created button with mirror effect on the bottom, it's the mirror that becomes lighter). That is really annoying because it's supposed to be identical; when the user switches views now, he can see that there is a color difference in the button (supposed to be planted as a button in a dock, which should be identical over the entire app)...
Very frustrating as I cannot solve these small mistakes... Any ideas? Thanks!
Regarding your first problem, if you have verified that it no longer exists in your .h or .m file, try to cmd+shift+k and clean your project, then rebuild. This should update everything and in theory solve that issue for you.
As for the second problem, it sounds strange indeed. Is there any chance you could provide pictures somehow? Are you statically loading the image into similar buttons, or are you doing something differently?
Re - opening my project solved my first problem (unlike the refresh - cmd + shift + k, which didn't work). The color problem is not solved despite :-/
It was definitely a bug since I didn't change anything. It is in fact - very confusing!

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