I am trying to add countdown timer into an AngularJS app (a small quiz)
That part is probably easy enough.. The catch is that I want a progress bar at the bottom of the page to sync up with the countdown timer (So the bar either increases or decreases as the timer runs out)
Not looking for a complete answer, just someone to point me in the right direction of to how to approach the task as I feel a bit clueless.
Once again, thank you in advance, kind Angular wizards!
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I've looked far and wide and can't find the answer to this:
Use case is scrolling a mouse wheel to zoom in.
Every time the wheel is moved a notch, an update is issued with a new level of zoom.
If a new setState is called before the previous one is finished and displayed, it will start processing the next call. However, react will not display the results of the previous render on the screen!
So, if i molest the scroll wheel, it will push dozens of render calls before actually showing anything on the screen, causing very poor user experience. (Here's the video: https://youtu.be/YRVK8uoVml0)
I don't know hot to force it to draw each render on screen.
And please, not answers like "You shouldn't be doing that", or "Just fire one update at a time". Only answer if you actually know the answer. Thank you.
Please can you help me work out how to build a Codenameone Slider control that simply animates its Progress when it renders initially, so the user sees the progress bar increase over the course of a few seconds.
My actual implementation is to use Chen's awesome ArcProgress control to show how far something has grown, so as the control renders the arc is filled to its 70% or so level over a few seconds. I have the image above all built and working so far.
Many thanks
You just need to invoke setValue to indicate the current position. I'm guessing you don't see the progress moving because you're doing the progress on the EDT thus blocking painting.
All paint operations are performed on the EDT thread and so if your loading/processing code runs on that thread (the main thread) you're effectively blocking the paint operations. There's a long discussion of this in the EDT section of the developer guide.
I made some timeline animations in choregraphe. They all work perfectly fine in the simulator, but once I use a real life robot the animations speed up or move in a jerk-like fashion in certain spots of the animation putting stress on the motors.
The motion is set to passive mode with 25 fps, I assume this is default, because I haven't touched this
I tried to allow more frames to pass between the moments the "speed up" occurs, but that doesn't work..
It's possible "background movements" are running at the same time as your animation. Before playing your animation, first disable autonomous life (the heart icon in Choregraphe), then make the robot stand up (sun icon). At this point the robot should be standing and completely motionless.
If your animation has issues in that state, then it could be something else, like the self-collision protection adjusting the motion on the fly, or the fall detection. In any way, that means you would have to fix your animation at this point.
on mobile devices the map renders sometimes a bit buggy.. markers are moved or too big.. can't really describe what happens there, it just looks really weird. However it does fade away when I move the map a bit, so I guess they are redrawn that moment. So to do that automatically I was listening to some events and then moved the map just for a pixel.. is there some better way to trigger a redraw? as everybody can see the map moving for a pixel.
AnyIdeas?
//edit: after testing a bit more I can say that moving the map using the move method doesn't trigger a redraw, it only works if I move the map myself, e.g. by touch gesture
//edit2: for now I am using anyMap.zoom(1) for triggering that redraw, it works but seems like a hacky solution
There is a bug in 7.13.0, AnyChart team will try to fix it in 7.13.1 which is scheduled do be released in a couple of weeks. There is no good workaround at the moment, unfortunately.
I've been playing around with Silverlight 5 and started putting together a little game. It's nothing special and it's purely to just play around.
If you look at the link below you'll notice that it's lagging a bit.
Link(Just use the arrow keys): http://www.netauto.co.za/WIP/GameTest.html
Basically I'm using a Storyboard to scroll the road and move the cars on the screen with every tick. At first I used the CompositionTarget.Rendering, but I was having the same problem. So I thought I'll try a Storyboard, but it made no difference.
There is a second timer that adds a vehicle in a random lane with every tick. They get removed once they go off screen. Disabling this timer makes no difference.
CPU usage is almost none. Also tried it on another PC and it was exactly the same.
I would post some code, but there's quite a bit of it and as I'm just fooling around it's a bit of a mess 0.o
Any ideas on how I can move the objects around without that lag?
I'm using Silverlight 5.
Thank you
You can try to use BitmapCache on the scrolling road and cars, if you are not already. This can cut down on the traffic to the GPU.
More links: One, Two.