Issue with Ionic pull to refresh and other transitions on Windows Phone - ionic-framework

I know this might be a bit off topic was windows isn't supported by Ionic, but I was wondering if anyone had had any luck fixing some of the CSS oddities I am facing when building my app on a Windows 10 Phone.
The first issue is with pull to refresh. It still seems to function correctly, but the movement of the element being dragged down seems quite jumpy and in certain cases it won't move at all until the user releases their finger from the screen at which point it will jump down and refresh.
The second issue is with footer elements not moving up when the keyboard is showing.
The final issue is with side menus not closing properly. My app currently uses a side menu on both sides and it appears that when I close either side menu a slight portion of the right side menu displays in the header momentarily.
One other thing to note is that when I build the app for local machine (using x86 architecture) all the transitions seem to work fine.
If anyone has any suggestions or would be able to help that would be greatly appreciated!

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How made Unity to open its windows on correct display

I have really annoying problem, I have laptop and one extra monitor, my laptop screen is my main display and I want to keep it as it is. I'm opening Unity on my second screen and when I open some of unity window like 'Profiler', 'Animator', 'Preferences..' etc or any other window then it displays on my laptop screen and not where unity is actually opened and I have to move it each time manually to my second screen ; O I didn't observe such behaviour for any other apps. Does anyone have idea how I can fix that ?! I would be very veryy grateful for help!
I'm using Windows 10.
Here you have professional visualisation ;D

Switch to fullscreen

I started programming with the Google Cardboard v0.6 about a year ago. I really nailed what I was trying to do with this software. The problem is, my software requires a toggle between full screen and stereo screen modes which I have applied a canvas button for. It is also supposed to start in full screen with an option of stereo mode.
I have three questions:
With the new SDK, is it possible to script a stereo to full screen toggle routine?
I noticed they make the GoogleVR as a fixed SDK mount within the build settings. I read something along the lines of widget controls within the Android SDK but I'm not to savvy with the way Android Studio reads the APK and how to modify it. Honestly, I'm running Visual Studio with a Source Control library in TFS so I want to keep it out of Android Studio as much as possible.
I also read there is supposed to be a full screen toggle button programmed directly into the SDK but it just doesn't pop up on my screen. Perhaps there's a method of making this button pop up that will save the day?
Even if the button exists, if there is a toggle button I'd love to have the script reference so I can apply it On Start in order to start in full screen mode.
Will toggling full screen reactivate screen canvases?
I know the new GoogleVR does not allow canvases because they have a RenderTexture problem. I'm not too concerned because I'm going to make the Toggle button freeze if no control device is registered to the bluetooth, and if there is I have a button on the control device that returns to full screen (or hopefully with that magical screen button that should exist). Whether I can toggle between the two settings is not going to make a difference if it still doesn't allow for Canvases in full screen.
My greatest frustration right now is with the discontinuation of the scripts on build. I've been using the GVRViewer and such which work just like the V0.6 software, but it appears to completely negate these scripts on build and force the build to use the SDK. I've read in the release notes that at the moment they have no intention of returning to the v0.6 platform and even recommend rolling it back to v0.6 if this is the case, but honestly - if we are forced to use an antiquated version of the software, how long will it be before it gets phased out? In my opinion based on my current observations, this feels a lot like a "one step forward, two steps back" situation.

gwtbootstrap3-extras slider does not work properly on IPhone6s (OS.10.2.1)

I tried to use the Slider in my project.
When I tried to drag it using Chrome developer environment with device emulation turned on the tool-tips showing the current value are visible, but I cannot drag it.
When I tried the very same project on my IPhone, I can drag it perfectly but the tool-tips don't show up, so I can't see the value.
Any help will be very much appreciated.
I found out that using the attribute does the trick and it actually works on touch devices like my IPhone 6s . This is remarable because tooltips don't work on buttons using gwtbootstrap3. Actually they work but they take the first tip to show up. So you need to tip twice on a button which is not good.

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This does not happen on my Android phone or in the desktop browser at extra small width (no-touch).
I understand this could be a difficult question to answer, but I'm hoping somebody else has run into this problem on their own and knows the root cause / a fix.
Bootstrap 3, latest version of Safari for iPhone 5. Thank you!
edit: oh, also, this is Bootstrap integrated into Adobe Business Catalyst. I don't think that should make a difference, but it might be worth saying.

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I'm working on a website that's optimized for mobile devices that can also be used on a desktop. In order to test the functionality of it without setting up a server, I'm using the iPhone simulator that comes with XCode. The website's purpose is to give a manager for the business a way of approving or rejecting potential offers the marketers have in mind to give to customers when they are away from their desk. When you get to the Approve/Reject page, you can click either the Approve or Reject button. Each button, once pressed will bring up a window (not a separate page) where the manager can add comments. On the iPhone simulator, whenever the window comes up, the iPhone will not let you scroll down at all on the window as, for some reason, the scroll function still seems to be connected to the main page, not the window that just came up. The problem only occurs on the iPhone part of the simulator, but not on the iPad part. I've been beaten by this problem for several days and I can't find anything on the internet that gives suggestions. Does anybody have any idea on what I should do with the coding, or if it's just what happens when you run the server locally on the simulator? Any help will be appreciated, as I've exhausted all I can think of.
Note: I'm using Ruby-on-Rails and the window that is popping up us a Bootstrap modal
Try Modal box on iPhone no scroll
The modal becomes a static height on the screen and it should allow you to scroll all the way to the bottom of that window.
Change the height setting so that it fits.