Progress bar (b-progress-bar) not animating - bootstrap-vue

I added a simple b-progress-bar to my code in order to show some percentages. I followed the official documentation step by step, and everything is showing nicely, except for the animation part. Here is the component html:
<b-progress max="100" :animated="true" :striped="true" show-progress>
<b-progress-bar :value="balance" variant="danger"
:label-html="(balance/100) * 100 + '%'" />
</b-progress>
When the component displays, it doesn't move, stripes are there alongside everything else, but the animation is missing. Another thing I noted is that even the progress bar in the documentation isn't being animated for me. Could it be a browser problem?
Thanks in advance.

If anyone stumbles upon such a dumb issue, please check your Windows/Browser settings to see whether you have disabled animations.
I personally disabled animation on my whole PC to speed it up, and that was blocking the from doing anything visual.

Related

Mouse is offset only in one particular GUI in Unity

I have 3 different GUI containers/sections, one for showing resources, one for building, and one for inventory. Clicking anything in the resource and building sections works completely fine, the mouse is where it needs to be and clicking/hovering over a button will actually click/hover over the button.
The problem is only in the inventory GUI. I'm not sure how it's any different, so I don't know what I need to provide here for anyone to help me out, so please ask me for any extra info if you need it in the comments. I'm not sure if this is an issue with the code or the UI elements, or whatever else it might be. I'm going to provide some examples of this happening, though.
Here is a gif of what it looks like in the inventory (ignore the items not doing what they are supposed to): https://s3.gifyu.com/images/ezgif.com-gif-maker-37b00e5b2a1c164b2.gif
Here is a gift of me just hovering/clicking around in the inventory: https://s3.gifyu.com/images/ezgif.com-gif-maker97b27b8783d784c6.gif
Here is a gif of this working in the "Building" section: https://s9.gifyu.com/images/ezgif.com-gif-maker-287d7a9723f9db2b1.gif
Here is a gif of this working in the "Resources" section: https://s3.gifyu.com/images/ezgif.com-gif-maker-18662e4229ebd27a2.gif
Here are some images that might be useful. Here is the layout:
There is no difference when I select, for example, Building and Inventory. Here is a comparison:
I have looked around on Google for about 30 minutes, but I couldn't find anything related to this.
I have found the issue. The issue was with the slot prefab that was in the inventory screen, as it had text that was way bigger than it was: https://prnt.sc/uDRXz2Kr4kQr
I initially hadn't noticed this as simply clicking on the prefab itself shows that it's the right size: https://prnt.sc/BXQqAzMD-kWX
Resizing the text seems to fix the issue.

C# flipping mainwindow

this is my very first entry here, may it not be the last....
I am having a bit of a struggle with some GUI stuff.
I really have an animation up front my eyes and it should look like the following: using c# with desktop application.
This Form looks like a login window with server address, username and pw textboxes and with a connect button as well, so nothing special. Size wise it can be small or at least same as size as the turned window. doesnt matter at the end.
once you entered your credentials and all turns out to be fine, connection is there and valid.
The main Form is suppost to flip then (doesnt matter horizontal or vertical),
and shows you your options you got then in this newly window. kind of an animated sign, that you are logged in and have now these options.
But the flip is suppost to stay on the same place. Like a card flip or a coin flip, but just the whole form and it ends then at the same place as before.
(sounds really wired to explain)
This can also be done with a new form poping up, just with a animated turn over, no problem with that.
And this is exactly where I am stuck.
I really cant find any information on how this would look like in code or even in animation.
I am using c# and the basic project started as a desktop application project, which it will be at the end.
Its been a while since my last coding, please be gentle.
i know there are plenty of entries in here also in google as well, but i didnt found anything which will do this for the main window as a total. images etc: yes, but for the whole form: no.
Any help out there?
May be tehr eis a trick i am not aware of? Its been a while since the last coding work, I need to admit that.#greyhairsarecomming
many thanks in advance! much appreciated
kind regards TG

CCScrollView not swallowing touches in cocos2dx

I'm using a CCScrollView in a pop-up tab which overlaps some existing controls on the screen. The problem is that although the CCScrollView is responding correctly to touches, the touches are not being swallowed, so that the controls underneath it respond to them also.
I verified that the control is registering itself as a targeted delegate with the TouchDispatcher and I actually put a breakpoint on the "return true" in CCScrollView::ccTouchBegan and watched it hit it, but the touches were still passed to the controls underneath also.
I couldn't find much on this on SO, but I found that someone had this problem some time ago in the regular cocos2d:
http://www.cocos2d-iphone.org/forums/topic/making-ccscrollview-swallow-touches-but-still-scroll/
unfortunately the only answer there didn't help.
I feel like I must be missing something simple but I'm just about at my wit's end. Any advice on what I'm doing wrong?
I came back to the problem after a break and after some renewed frustration I found that CCScrollView actually really wants this behavior. From lines 133-136 of CCScrollView.cpp:
void CCScrollView::registerWithTouchDispatcher()
{
CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, CCLayer::getTouchPriority(), false);
}
That false at the end is of course the culprit.
I am completely in the dark why anyone would want this as the default behavior, but at least my code works now.
MyLayer::MyLayer()
{
CCWidgetLayout* widgetLayout = CCWidgetLayout::create();
addChild(widgetLayout);
CCScroll* scroll= = CCScroll::create(CCSize(480,800));
scroll->setPosition(ccp(480,800));
scroll->setScrollSelector(this, scroll_selector(MyLayer::onScrolling));
scroll->setDirection(eScrollDirectionVertical);
widgetLayout->addChild(scroll);
sprite = CCSprite::create("scrollcontent.png");
scroll->setContainerSize(sprite->getContentSize());
scroll->getContainer()->addChild(sprite);
}

Custom PickerView froze up (With sample project)

Background: I have been wanting a PickerView that is exactly matches that of Safari. I looked through many Gits and found none that work quite as exactly. I decided to build my own. It is complete now, but there is a bug that would not go away.
Problem: If you run the sample project you will be greeted with 2 text fields.
Tap on one of the textfields - it brings up the BTPickerView. Everything works just as you would expect.
Choose the fourth choice, then press done.
Tap on the same textfield. This time, the debug log will show you that you have executed an infinite loop, which freezes the app.
Question: What did I do to cause it? And how do I fix it?
I have tried everything to boil it down. It comes down to this and I could not go any further. Please advise.
Edit: Here is the sample code you can download in case anyone missed the blue link above.
The issue seems to be with the constraints in BTPickerLabel. If you temporarily disable the constraints from BTPickerLabel, code works fine. Enforcing constraint might trigger the reloading of entire picker view infinitely. I hope it should help you to fix the problem.

Providing un-intrusive messages on an iPhone

This is kind of a silly question, but I cannot find the answer as I don't know the terms with which to search for it.
I am looking for a simple way of giving a 'status' message like 'Data updated' to the user without necessarily interrupting what he/she is doing (but have a option I guess in some instances to tab it an perform an action).
For example; some Apps give a rounded square semi-transparent with 'Lock screen/rotation' when an iPhone is rotated, I am look for something similar (or like the square box 'Build Complete in Xcode 4').
Is there an easy way of doing this?
Thanks a million in advance!
https://github.com/myell0w/MTStatusBarOverlay
MTStatusBarOverlay adds very subtle text to the phone's status bar. If you're looking for something a little more noticiable, try:
https://github.com/jdg/MBProgressHUD
As #kubi has pointed out, MTStatusBarOverlay is a good one, and I've passed Apple reviewer inspection with it. However I just found something that looks fraking awesome...
Tweetbot-Like Alert Panels (Blog), and the repository is MKInfoPanelDemo at Github.
Create a view that shows your message nicely, add it to the window, and start a UIView animation which makes it fade away. In the animation ended handler (delegate or block) remove the view.