Lottie (version 4.0.1): Replacement for OnPlayProgressSegment event? - xamarin.forms

I've upgraded Lottie from 3.x.x to 4.0.1 and found that PlayProgressSegment() was removed in favour of PlayMinAndMaxProgress().
However, OnPlayProgressSegment event was also removed and I do not see an alternative for this. The documentation for this project is badly out of date as well. Can someone point me in the right direction?

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Enter VR in A-Frame not working in Wolvic browser on Oculus Quest

A-Frame by default provides the "enter VR" button at the bottom right of the screen. This is working fine on my desktop, and also in Firefox Reality on my Oculus Quest. But in Wolvic, instead of opening in the VR mode, I see 2 views/screens.
I got the same behaviour for several examples on glitch.com, this is 1 example: https://glitch.com/~aframe-vaporwave
Any idea what's causing this and/or how to fix this?
The example you pointed out uses a very old version of A-Frame (0.5.0) based on the old WebVR API that browsers no longer ship. Make sure you're using 1.3.0 or newer that comes with WebXR support.
All the A-Frame examples should work on Wolvic:
https://aframe.io/aframe/examples/
Can also use the official glitch A-Frame support as starting point:
https://glitch.com/~aframe

Has there been a recent change that is preventing tracked hands from showing in A-Frame VR accessed by Oculus Quest 2?

Or is it just me. My own project using tracked hands was working fine yesterday, then today the hands stopped working. After reversing changes since then and still failing, I rechecked one example that was working correctly on Jan. 20: https://aframe.io/aframe/examples/showcase/hand-tracking/ - now, it is not showing hands, or allowing the controls to be used. The hands do show outside of VR when the controller is set down or inside VR when the Menu is invoked. On my device, Hand tracking is on, and the experimental 'WebXR experiences with hand and joint tracking', in chrome://flags, is enabled, both of which I believe are required and were enabled when this was working previously. Turned everything off and on several times, removed batteries, re-paired controllers and did a factory reset of the headset, all per instructions from Oculus support - to no avail. They said they will contact me after asking for invoice info. However it would be good to know if this is some other issue. Can anyone confirm that the above example is, or is not, failing in Quest 2, or is there some other update or change that might be affecting this?
Same for me on Quest 1.
The Three.js examples with Handtracking are working.
Try https://threejs.org/examples/?q=webxr#webxr_vr_handinput_cubes
I recognized that the oculus browser now says "...wants to enter with handtracking" So something changed in the oculus browser that has to be updated in the jslibraries.
But that will change again with chromium 88
I am on oculus browser 13.4.0.3.15 with chromium 87.0.4280
There must have been one cause I had the same problem.
Found this seemingly related fix in the A-Frame code, mostly bone name changes.
And that's what helped me.
<script src="https://aframe.io/releases/1.2.0/aframe.min.js"></script>
I was calling for a previous version of the framework.

Xamarin iOS text binding issue

Does anyone know this issue only happens on iOS devices, what I've concluded at the moment is that if i use Text="Binding <variable> it doesn't work, else it works fine.
error first occurs when i scroll up and down the view.
Code (tried to insert the code with the code tags but got error for formatting)
Currently using:
XF.Material 1.6.5 -> 1.5.8
Xamarin.Forms 4.7.0.1080 -> 4.6.0.847
Xamarin.Essentials 1.5.3.2
NETStandard.Library 2.0.3
Edit: added more code since it might be the material:MaterialCard which creates the problem, also added nuget package versions
Edit: Fixed by rolling back libraries
Fixed the issue by rolling back libaries see post for what got rolled back

Semantic ui react modal dialog issue

I'm using semantic-ui-react in my application.
It used to work perfect but at some point, it stops to render Modal dialogs in the proper place. The only thing I did install, not sure if it's a cause, is a Node 8.9.4
After installing new node version, my npm "ask" me to upgrade sass-loader.
Now all my dialogs open in the Top-Left corner cut by half.
Any idea?
It does show dialog in the right place if I disable DISPLAY property from css
This appears to be an issue with Semantic-UI-CSS new 2.3.0 update.
I tried downgrading to 2.2.12 and it fixed the issue for now.
This issue is addressing it:
https://github.com/Semantic-Org/Semantic-UI-CSS/issues/40
OK. Based on Morinx comment (tnx btw), I've managed to get Modal dialogue working properly.
I downgraded, cleaned cache and reinstall modules few times before the help and it didn't work because I used ^ prefix and it was getting the latest version all the time:
Instead of ^2.2.12 use 2.2.12.
So, this issue has been resolved and now we need to wait until the Library bug will be fixed.

Aptana Studio 3 - Content Assist

Over the last few days this issue has been popping up and it's really beginning to annoy me as I spend more time correcting it than actually coding.
periodically when I am working with my JavaScript (jQuery) when I type $ for say:
$('#something').html when I type $ the content assist box comes up, which is fine but when I press ( I get the following output:
$$()
instead of how it should look:
$()
Any idea's how to fix this without disabling content assist for JavaScript? Thanks.
As stated in a comment I have fixed this issue in 3.0.4 and before. Aptana Studio has bindings for auto-inserting the proposed code. To fix it, go to Windows -> preferences -> Aptana Studio -> Editors -> Javascript and delete the insert proposed which is by default: .( and that will fix your issue.
As Ingo Muschenetz states, 3.0.5 is supposed to have fixed this issue, but I have yet to actually try out that version to ensure that it does.
This is actually a known bug and fixed in the update to 3.0.5: http://preview.appcelerator.com

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