I have come across this custom widget,
https://github.com/akontsevich/WidgetBox
however I am unable to work out how to use it in my current project.
I have tried including the files in my project, as well as including a .pri file in my project.pro but it won't.
How do you use custom widgets, (this one for example) in a project?
You've got two ways to work with that.
First look at the project file for the widget: WidgetBox pro.
Notice the lines:
TEMPLATE = lib
...
creator_target.output = WidgetBoxPlugin.dll
This means you can build a library from the project and use it inside yours (after including proper headers)
Another way would be to include all the sources from the WidgetBox project into yours and build them along with your source.
Which approach to use depends on your needs. If you don't plan to modify the widget building it once from the authors project should be enough for you.
Related
I can't find how to load my own icons in Flet.
I'm testing Flet with the intention of making a desktop app (pure desktop, not Internet needed), but I'm not able to use my own icons to begin with. I can only use the ones that come inside ft.icons, but I'd rather use my own by loading them from a folder similar to /assets/icons. Can I do that? How?
Thanks.
Currently, I don't see a way of doing this; however, you could use the Image class instead.
I would suggest you create an assets folder under your main project folder.
Let's assume you have the following folder structure on your project:
/assets
/icons/my-icon.png
main.py
When you are running your app, you should provide that folder to the initializer in the following way:
flet.app(target=YourApp(), assets_dir="assets")
Then you can access your images there directly and create an Image instance in the following way:
test_image = flet.Image(src="icons/my-icon.png", width=32, height=32, tooltip="Image Tooltip")
You can nest these Image controls inside of anything you want, so you have a lot of flexibility.
The only downside of doing it this way is if you are using light/dark themes on your app. Compared to the Icon class, you will have to specify the light/dark theme versions yourself and update them manually when you are switching your theme.
Here is the official documentation
I have created some custom widgets which I can use in my projects by directly using source files or by compiling them to libraries and then using them in my project but I am wondering if I can make a module MyWidgets and use it like Qt += mywidgets, is it even possible? if yes how can I make one?
I have searched the internet for a full day but I did not find any step by step guide showing how to make a custom module.
I have found this article but it doesn't show how to actually make a sample module and build it.
I just started using the feature that allows you to compile all TypeScript to a single .js file. The problem I ran into, as you'd expect, is that the entire .js file is executed, and not just the module(s) that I need my page to execute.
Are there any built in utilities that allow me to specify this? If not, what else can I use? I work with a team using source control, so a solution like a NuGet package that can automatically get installed for my colleagues when they use the project is preferable.
The problem I ran into, as you'd expect, is that the entire .js file is executed, and not just the module(s) that I need my page to execute.
You shouldn't have code randomly put at a global level. The global level of your code be just functions and class that are inert by them selves.
Then have the UI call these functions / classes based on current html. Some UI framework (like angular) can help you do this seperation in a neat way (example : https://www.youtube.com/watch?v=Km0DpfX5ZxM&feature=youtu.be)
I'm not able to access the playn.core.json.* classes inside eclipse even though everything else works in general. I have used this http://code.google.com/p/playn/wiki/GettingStarted in setting up my eclipse project.
However the following classes are visible -
JsonImpl
JsonParserException
JsonSink
JsonTypedArray
JsonWriterException
When I go to the referenced libraries in Eclipse, I can see playn.core.json and
can see all classes inside it. I'm just not able to use them inside my
code.
Thanks!
Just saw the samples.
You're supposed to use the interface Json.Object/Json.Array.
Use PlayN.json().createObject() to create a new Json.Object instance, and PlayN.json().createArray() to create a new Json.Array instance.
Make sure you have statically imported playn.core.PlayN.*
I know, this has been asked a few times, but mostly for Xcode 3.x. For the iPad, I have two projects both living in a common workspace
Foo, a view-based application and
Foolib, a static Cocoa-Touch library
the former depending on the latter. I seem unable to work out how to add that dependency. It's not well explained in the documentation, so I tried the following:
Click on the Foo project in the Navigation Area on the left,
Select Build Phases up the top and expand the Target Dependencies section
Click the plus button, but the resulting list is empty.
I have also tried to drag/drop the .a file into that section, with little success. Also, the documentation states
If the build product of one project in a workspace is dependent on the build product of another project in the workspace (for example, if one project builds a library used by the other project), Xcode discovers such implicit dependencies and builds in the correct sequence.
I wonder how Xcode discovers those dependencies. Is Apple saying I don't have to add this target dependency at all? But then how would Xcode discover that one is using the other?
Last but not least, I will need to get the .h files from Foolib across to Foo somehow. What is the recommended way of doing that? Obviously, I don't want to just copy them. With frameworks the header files come included, but what do people generally do when working with static libraries that they themselves develop in parallel.
A nudge in the right direction would be much appreciated. Thank you.
In general Xcode 4 seems to discover the dependencies automatically as the Edit Scheme sheet implies. Other developers have mentioned that the dependencies are not automatically discovered and require explicitly listing them:
So, Edit Scheme -> Build -> add targets from your workspace.
As far as the static library header files go, Xcode 4 seems to have a problem, at least with code completion and syntax highlighting. The only way I can get either to work properly with classes in static libraries to to drag a copy of the header files in question to a location into a group folder in the main project. Note that you should uncheck Add to Target... That takes care of the syntax highlighting and code completion. The rest should be handled by giving it the proper header search path. That would be User Header Search Paths = $(BUILT_PRODUCTS_DIR) - depending on how you set up your locations preferences.
See: this link