I have created react app with create-react-app and used ant-design components, as the project becomes bigger, I need to use some awesome components from ant-design-pro.
Is there any way to integrate ant-design-pro components in existing ant-design project?
I have tried to import and use #ant-design/pro-layout but didn't work for me.
For V4 refer to Upgrade to V4, check Replace BasicLayout if you use #ant-design/pro-layout.
For single components use npm install ant-design-pro#2.3.2 and import components for your needs:
import Ellipsis from 'ant-design-pro/lib/Ellipsis';
Demo:
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It seems that the ant-design team chose to integrate ant-design-pro components directly into antd.
The version 2.3.0 of ant-design-pro was the latest version of the library that you could use as a component library. (source: their changelog).
You can probably still install that version (here's the documentation to do so).
They recently released the v4 of ant-design-pro and I'm not entirely sure whether you can install the components stand-alone or not.
However, a lot of components from ant-design-pro are now maintained directly inside ant design, as you can see here:
In the next version of Pro, we will gradually remove all the components that will be added to the Ant Design, which are under development:
...
These components will be more fully supported and maintained in Ant Design, and Pro will focus on Layout and scaffolding.
Related
Can someone please explain me the difference between Xamarin.Android.Support.V7.AppCompat and Xamarin.Android.Support.Compat?
I totally get why we have to use Xamarin.Android.Support.V7.AppCompat. This is basically to support old verison of Android OS.
I have this reference in my android project but after installing Xamarin.Essentials nuget package, I get the following error:
java.lang.IllegalArgumentException: already added : Landroid/support/annotation/AnimRes
Also after installing Xamarin.Essentials nuget package, my project references Xamarin.Android.Support.Compat library. I am not sure if both the libraries(V7Compat and Compat) needs to be there on my project or should I get rid of the V7Compat library.
Just not sure if I should remove V7AppCompat nuget package from my project?
The Xamarin.Android.AppCompat is just what it says. It is a library for App Compatibility for backward compatibility for previous versions of Android. AppCompat should add the functionality of the latest API to older APIs when needed. For instance, lollipop added the CardView class, which can be used in older Android APIs when AppCompat is used, with some minor differences (some of the Android L animations may not apply on older versions of Android for example).
And more specifically this version (v7) brings support for Action Bar support.
It is recommended to use AppCompat in most cases since more users will be able to run your app when you do (depending on your MinSdkVersion).
If you want to know what classes you can access in AppCompat, you can take a look at the features here:
https://developer.android.com/topic/libraries/support-library/features.html
Besides, after I installed Xamarin.Android.Support.V7.AppCompat,I could install Xamarin.Essentials nuget package normally.
I have found so many facility to use javascript, Angular, material design ui with Electron App Framework, I would like to know, is there any possibilities to use ANT UI for my desktop application? At-least some work around.
Yes
The short answer is yes. Electron provides an entire NodeJS environment and allows you to use common Node, Javascript and React toolsets.
In fact, Electron is listed as an officially supported environment on their Github page.
That being said, it's a very diverse library so there might be occurrences where a particular component is not supported or might need tweaking to be compatible with the Electron environment.
Update
The company I work for actually had to do this for a project we're working on so I can officially confirm that it works great.
Let's say we have a team that works on many different projects. Each team member uses different set of visual/non-visual controls/components during it's development cycle. Since Delphi requires each component to be compiled and installed globally in the IDE, how to manage this situation while working with project which was started by the other team member?
It would be great if I could checkout the sources of a project from the version control and have the ability to compile it immediately. I don't care or sometimes don't know what visual or non-visual components are required for this project, I guess they all should be included in the project sources.
Maybe there are some tools which could read main project file or directory and compile/install all the needed components on project loading (and uninstall them when project is closed)?
How do you handle this issue in Delphi?
In our company, we have the same problem.
We solve this by forcing everyone to have all necessary library paths added to their delphi ide.
We are using an additional sdk/framwork repository which containins all components/sdks/frameworks of everyone .
We keep a single text file, listing all libs with its version, install infos, etc.
Everyone checks their wanted libraries, so we do not have double libraries or different versions.
Since we all work under Windows and since Delphi keeps its paths and (afaik) installed-components informations in the registry, we extracted these informations.
We store for each used delphi version a .reg file within the sdk repository trunk.
So, if someone changes a framework, he updates the informations for everyone in the .reg files and commits it.
now, if someone wants to setup their dev-machine, they check-out the sdk, adds the e.g. xe2.reg informations to their registry, then check out the project and ... tada. compiling.
We have not tried to extract the "installed components" packages. thats on our to-do list.
An alternative would be to keep a batch file for building and installing all sdk packages at once. But i do not know if installing components via commandline is possible in delphi.
Something like the JEDI installer would be nice. The installer detects installed Delphi versions and builds & installs everything nicely.
A freely configurable version would be nice, so add all sdks -> install on each version.. perfect.
Anyone who wants to compile a given project must first install any components that project is using. There is no getting around that, unless the project directly includes the components source code and instantiates the components in code instead of using a DFM. AFAIK, there is no IDE tool that will automated component (un)installation on a per-project basis for you.
It's very wise to constraint which components and libraries that will be used by your team. If each member decide which component they will use, your final executable or packages will grow a lot and you can have some incompatibilities between libraries.
Besides, you can have extra costs buying and updating libraries that are very similar. Remember that each time Delphi is updated, you should buy new licences from most of that libraries.
So the best approach is:
ask which libraries each developer are using and discuss with them the real need of each one;
catalog those library required and install them on the machine that you will compile your final code;
I recently updated to Visual Studio 2012 Ultimate. I was programming previously with DirectX 11 June 2010 SDK and want to continue to do so using Visual Studio 2012. However, I discovered that VS2012 comes with its own DirectX SDK (in Windows Kit 8.0) and I've been trying to migrate my code using the newer versions of d3d11. Everything went fine until I try to use effect files in my project (.fx files). I had to compile the Effects11 Sample in the DirectX SDK using VS2012 and link the lib file in my project. That went fine too. However, when I compile my project the function D3DX11CreateEffectFromMemory returns a E_NOINTERFACE error (no such interface is supported). Can anyone tell me why is that? Note that I'm using the d3d11.lib from the Windows Kit and the d3dx11.lib from the DirectX SDK. Perhaps I shouldn't mix them? However, everything else works fine when I mix them, except for the effect file creation.
Any help would be appreciated.
P.S. I don't know if this is helpful but just so you know, if I add an additional library directory in the project settings of "DirectXSDKInstallPath\lib\x86\" it works. Why is that? Does it mean I'm using the older version of the libraries? This will give a ton of warnings about redefined headers in winerror.h
D3DX Library has been deprecated for the newest version of DirectX 11 (Windows 8). See http://msdn.microsoft.com/en-us/library/windows/desktop/bb172965(v=vs.85).aspx
Effects are now handled a different way. You can program your own library to load effects or use DirectX Tool Kit (DirectXTK): http://directxtk.codeplex.com/
Microsoft has recommended this tool kit on their web site, see http://msdn.microsoft.com/en-us/library/windows/desktop/ee663275.aspx for more information.
Effect11 has moved to https://fx11.codeplex.com/, you need to compile it and link yourself.
DirectXTK does not provide the effect11 interface, but only simplified effects
This is probably caused by d3d library conflicts.
Make sure what d3d libraries you are using.Because there are 2 different d3d libraries.
One in DXSDK_DIR\Lib\x86 or \x64,and one in c:\program files(x86?)\Microsoft SDKs.
If you are using DXSDK, then pass $(DXSDK_DIR)Include $(DXSDK_DIR)Lib\x86 ahead of Microsoft SDKs' includes,libs directory in the Include directories and Library directories fields respectively.
In the previous version of Direct3D, the effects framework worked out of the box once you linked with the D3D10 library. In Direct3D 11, the effects framework has been moved to the D3DX library, and you have to include a separate header file (d3dx11Effect.h) and link with a separate library (D3DX11Effects.libfor release builds and D3DX11EffectsD.libfor debug builds).
Furthermore, in Direct3D 11, they give you the full source code for the effects library code (DirectX SDK\Samples\C++ \Effects11). Thus, you could modify the effects framework for your own needs. In this book, we will only be using the effects framework as is, without modification. In order to use the library, you need to first build the Effects11project in both release and debug mode to generate the D3DX11Effects.lib and D3DX11EffectsD.libfiles; you will only need to do this once unless the effects framework is updated (e.g., a new version of the DirectX SDK may update these files, so you may want to rebuild the .lib files to get the latest version). The d3dx11Effect.h header file can be found in DirectX SDK\Samples\C++\Effects11\Inc.
For our sample projects, we place the d3dx11Effect.h, D3DX11EffectsD.lib, and D3DX11Effects.libfiles in the Commondirectory that all of our projects share code from (see the “Introduction” for a description of the sample project organization).
I'm converting existing database driven application from D7 to D2009, therefore I won't be able to use dxGrids anymore. Is there any automatic way to convert dxGrid components to cxGrids? If not, what would you suggest me in order to gain time converting them manually?
Here is a issue on the Dev Express site that address this issue
www.devexpress.com/issue=CQ59375
Excerpt:
In brief, you should perform the
following steps to convert your
current project:
1) Install both versions of the
ExpressQuantumGrid (v3 and v6) for
Delphi6; 2) Convert your old grid's
layout to the latest product version
(please refer to the "Converting to
ExpressQuantumGrid" topic in the
ExpressQuantumGrid's documentation to
find more information on this
subject); 3) Adjust your code to use
the latest product version; 4) Install
the latest version of the
ExpressQuantumGrid (v6) for Delphi
2007; 5) Use the converted project in
Delphi 2007.
From the help file that they refer to:
ExpressQuantumGrid provides an Import
dialog at design time for importing
settings from third-party grid
controls and converting them to the
native properties of the
ExpressQuantumGrid. Three types of
grid components can be imported to
ExpressQuantumGrid:
· ExpressQuantumGrid3 (TdxDBGrid) and
ExpressQuantumGrid3 Layout
(TdxDBGridLayout)
· standard TDBGrid
· W2W InfoPowerGrid 3000 (TwwDBGrid)
ExpressQuantumGrid by VCL may have the migration support you need.