Customize Tab in Android - android-emulator

I want to customize tab through height only. When I do through, my text gets down. How to make it on top or middle after reducing the height? I tried android:gravity="top" and middle, but its not working. What should I do?

Mitt u can try this http://devtcg.blogspot.com/2008/03/advanced-tab-activity-demo.html. I hope it will work for u

Related

Wix horizontal bar similar to tab component

I am new to Wix and to be honest kind of confused if there is a way to add a horizontal bar in my website.
So I have a multistate box with different states so when you press a button it takes you to that state.
What I want to do, is to somehow fit these buttons in the mobile version. I have seen that there are some components called tabs which could do the trick because they come with a default horizontal scroll bar or arrows when the content does not fit. Is there any alternative or an actual component I can add to my buttons and fix that issue?
Thank you in advance!

Available height to position UI elements assuming keyboard always shows

I am encountering a problem that I'm not sure how to solve. If you look at the screenshot below, you'll see that the UI is laid out so that it neatly fits into the space between the safe area layout guide's top anchor and the top of the keyboard.
The keyboard will ALWAYS be shown in this view controller. But I need a way of knowing what the height of the keyboard is so that I can do some math to figure out how to tall to make the UITextView (the red box).
I tried the approach of registering for notifications on when the keyboard will show, but that is too late.
I need a way of knowing the height of the keyboard before the view renders so that I can configure the height of each of the elements in the UI.
Is there a way to do this?
Thank you!
One option would be to capture the dimensions of the Keyboard when it IS presented then pass those dimensions into this view.
However, you will also want to make sure that you are handling cases such as the split keyboard on an iPad and things of that nature.
For that you might choose to look at the documentation on using the keyboardLayoutGuide and use it with some constraints.
https://developer.apple.com/documentation/uikit/keyboards_and_input/adjusting_your_layout_with_keyboard_layout_guide

How to apply full height to a splash screen in iPhoneX - Storyboard

I'm trying to apply a full height to the following splash screen
But it doesn't work even by setting all the imagens constraints to 0
Maybe is something related with the safe area
Here is the graphical representation what you need to do. You need to add constraint from superview not from safe area
You need to ignore the safe area insets. Besides the constraint value that you're setting in the image, there is down arrow from the menu you getting by pressing the down arrow select super view and you'll get the result you need.
Note: Do this for both top and bottom to make it full screen. Also, don't forget to remove the existing constraints if you've already created them.

Swift - Auto constraints

I am trying to use the auto size classes from the storyboard on xcode 7 to position UI elements in a controller. The problem that I'm running into is that when I try to use the "Add missing constraints" function (located at the bottom right corner of the console), it positions my UI elements correctly except for the last elements (pictures describe better). The first image below shows the storyboard file where I just want 3 buttons (stacked above eachother) to be the same width and length to be on the top right corner of any screen.
However, when I add constraints and run the simulations, it seems like the top two buttons are positioned correctly with the correct length and width but the third button is out of place (image below).
So my question is, am I forgetting a step to make all buttons position themselves? Or should I try to convert everything to a percentage and place UI elements based on the percentage of the screen (if so, how would I go about doing that)?
I've also tried adding another blank button (removing the button label) underneath the 3rd button and adding constraints like that but it didn't work for me. Let me know if you have any suggestions, thanks!
In you case, Autolayout the constraints you need to give to UIButton is 4 constrains.
Leading
Trailing
Width
Height
If you miss any of them, then surely you will get an error. So, what's your error is?
To the third UIButton, you have not given the height, while to the above two buttons you have given.
So, just remove the bottom constraint of UIButton and give the equal height to above UIButton.
FYI, never use Add Missing Constraints without any confirmation from your side.
Update:
Check this video to remove trailing or leading margin:
http://sendvid.com/1h8deg18
You can actually see the solution in action if you use the Preview screen while setting up your auto layout constraints. I just created a similar view and buttons and stepped through the process. I coloured the buttons and named them to make things obvious.
I added the three buttons. At this point, none of the buttons show up in the preview.
I then setup the auto layout constraints for Button1. If you want the buttons anchored to the top right, then you don't need to worry about the leading constraint. You need width, height, top, and trailing.
Now Button1 will snap to it's position in the top right corner of the preview screen.
Now do the same thing for Button2. Set width, height, top (vertical space to Button1), and trailing.
Button2 will now snap into place in the preview.
Now the same thing again for Button3. You anchored the first button to the top right of the screen. Then Button2 to the bottom of Button1 and the right edge of the screen. Then again for Button3. You could also align the edges of the 2nd and 3rd buttons, if you prefer that to trailing space.
Now you'll see in the preview that your buttons are correctly positioned, regardless of device.
As long as you specify height and width for each button, you don't need to worry about the left edge or the bottom edge of the screen at all. They each know to "stick" to the top right and they know what size to be.
** Note: If you're not familiar with the "Preview" option...
With your storyboard open, hold Option and select storyboard again to get another copy of the storyboard on the right side. Highlight the view controller you are interested in on the left side. On the right side, select the Preview option as shown below.
Now you have your storyboard and the preview side by side, so you can see the exact impact of any auto layout changes you make. You can also add or remove devices to the preview.

Tinyscrollbar not working with drag

I use the tinyscrollbar plugin on a site in a couple of sections.
So far, it was working great. But now for some reason, the scroll is avaible with the mousewheel but not with the drag/drop slider..
The resolution i'm using is 1360x768, but I test it in a 1920x1080 and the drag WORKS!
I check with firebug if the problem is an overlapping element over the slider but I can't see anything..
I didn't post any code, because I didn't make any changes on tinyscrollbar.js..
If you upgraded to windows 8 there is a bug where it only registers screen touch instead of both the screen and mouse... so you will need to address that
Check the z-index of the scroll bar element places it ontop of everything else (an arbitarily high z-index is fine for this purpose) as this can sometimes end up behind the custom scroll viewport meaning that when you go to drag the scroll bar you click on the wrong element.