Does anyone uses mouse-parallax.js? I am finding the effect quite jittery, specially on Chome in Mac. Has anyone who uses this plugin experienced the same issue?
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I'm using the JUCE framework to make my first few iOS apps, mostly just proofs of concepts for my Github account for job recruiters.
I've got my first app compiled and working on iOS, but I'm having tons of issues with the GUI.
I can't seem to find the right resolutions to fill the screen. I'm testing with an iPhone 7 Plus, and I figured I could just type in the resolution of that screen to the Projucer, but it doesn't work correctly.
Then I realize I'd probably just want one that fills the screen automatically, but dont know which function calls to use or where its located in the Projucer (haven't found it yet).
Also, I'm entirely new to GUI developing as of December, so I'm still learning all of this. I would greatly appreciate keeping it simple. Thank you to anyone who is able to help.
Try this in MainComponent.cpp
Rectangle<int> area = Desktop::getInstance().getDisplays().getMainDisplay().totalArea;
centreWithSize (area.getWidth(), area.getHeight());
After pushing my site to the development server, I'm seeing horizontal scrolling on iOS (which I wasn't seeing when developing locally). I'm using an off canvas navigation menu which is giving the page the extra width. Here is the site.
Any help is greatly appreciated. Thanks for your time!
I inspected your site in Desktop Safari and I see the same issue.
The issue seems to be that the site layout still thinks it's wider. At first I was certain that a simple application of overflow-x:hidden and width:100% would do the trick.
However—
You seem to have done that.
It didn't.
I found it difficult to sift through the CSS because you have a lot going on, and I think it's possible that the CSS3 transforms are contributing to the issue, but I was able to lock it down while viewing in Desktop Safari and while inspecting Mobile Safari directly with the following:
Apply position:fixed to your primary navigation, rather than position:absolute. Desktop Safari was happy with this.
Remove your .site-content::before pseudo-element. This was still causing the issue on Mobile Safari. Removing the CSS transform to translate3d(100%,0,0) also helped.
Side note: You might also consider ways to simplify your HTML and/or CSS. You have 1.1MB loading without any real images; for mobile users, bandwidth is a real cost. I know that can be a PITA but worth mentioning. Good luck!
I've been working on a small iPhone game using SpriteKit. Periodically the game will "hiccup" and freeze for a half a second before resuming (Activity monitor shows CPU usage drop to 0%). I don't really have a lead as to where things might be freezing up, and I'm unfamiliar with the tools xCode provides to solve these issues. I've experimented with setting up breakpoints and looking for where things freeze up, but I don't think it's the right way to solve the problem. What is the methodology for solving brief and seemingly random runtime issues that aren't easily reproduced?
I was wondering if anyone out there knew how to create a form overlay for a FULLSCREEN directX game such as World of Warcraft, using visual basic? I have created an useful application I wanted to use ontop of the fullscreen game. I've searched for hours, only to find that it is possible, but I couldn't find any code for this to be possible. I've found that it uses DirectX to achieve this. It's important not to be confused with windowed mode, my application works on top of that, but not on top of a fullscreen mode.
Thanks,
Possibly you would be best using a solution like this; http://www.unknowncheats.me/forum/c/62019-c-non-hooked-external-directx-overlay.html
The problem with hooking into games to draw overlays is they quite often detect it as a cheat and ban you. Make sure you do not interact with the game's own process and implement the overlay using this method and you should be fine.
I am building a UITableView-based Unity plugin which will be embedded by game developers into their Unity app. I am using the standard approach with dequeueing reusable cells, and the UITableViewCells contain simple UILabels and a UIImageView. The image inside the UIImageView is loaded via an asynchronous request.
There are no usability issues at all when launching the plugin as a standalone Objective-C app (in particular, scrolling works well with no lag) but when inside Unity, there is a "sticky" scrolling issue which arises randomly, i.e. the view scrolls but without inertia. I have not been able to pinpoint the exact actions which cause this behavior, but it happens usually when I scroll very quickly in one direction, or in short movements back and forth. The bug disappears when I scroll the view past the top or bottom (trigger the "bounce" effect, I am guessing this causes some hard refresh).
There is a very similar issue described here. The fix they suggest is to put
#define USE_DISPLAY_LINK_IF_AVAILABLE 0
inside the Unity-generated AppController.mm file. Unfortunately, this fix is unfeasible for the game developer who will be integrating our plugin, since it turns off the fastest and most reliable timing solution, and would require a fallback to other timing systems which would cause the game itself to lag or miss a portion of touch and accelerometer events.
I will most likely override drawRect for the UITableViewCells to reduce rendering time and memory usage, and if that fails, write a version of the plugin in OpenGL. However, I was wondering if anyone had a similar issue and knows a quicker fix, either in Objective-C or inside Unity, that is non-destructive (like the timing fix described above). Thanks very much.
I had the same trouble that you have described. I've fixed it by commenting the line
//#define USE_DISPLAY_LINK_IF_AVAILABLE 0