Animated placemark and MarkerClusterPlus - google-maps-api-3

I was using MarkerClusterPlus, v.2.0.9 and just by chance noticed that if clusterer hide animated placemark (you zoomed out) and after that you show placemark (you zoomed in), than placemark stopped to be animated.
For example, if you have bounced placemark, after hide/show you'll see simple placemark.
After that I found, that there is 2.0.14 version exists, but this effect is still exists.
Thanks,
Dmitry

Yes, 2.0.14 is the latest version. It will help if you include a small section of code with your question that shows your exact problem.
Also, there is a Utility Library v3 Issue List; have a look around on there. I have seen issues on that list that sound similar to yours. You may be able to find a similar or related issue and up-vote the issue to raise the priority of your problem. Or if your issue is different, you can double-check everything and if it's pretty clear you have a true issue, you can submit an issue report there.

Related

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.

Is it possible to replicate the effects of disabling CSSOM View Scroll Coordinates flag in chrome using css code?

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Additional information :
It seems after Chrome 85 update, ag-grid RTL support breaks and the grid is not able to scroll the content and sometimes the cells becomes white, i had to dig very deep into the past questions and try a lot of far fetched solutions to find what i have.
I found out that disabling CSSOM View Scroll Coordinates in chrome://flags will fix the bug!~ but the problem is i don't want to force my users and teach them to do this just so my app works, so i thought what ever disabling CSSOM View Scroll Coordinates does, maybe i can replicate it using css code or some other code
I have already reported this issue in ag-grid's git-hub but i'm still waiting for them to offer a solution in the mean time if i can get this to work only using code, it would be great as i have a lot of users which are not able to use my app just because of this simple bug ..
Thank you.

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I realize that this technique is super dated, and I have plans in place to redesign it with Flexbox. But, that will take time, and I was hoping to get it working again quickly in the meantime while I work on a redesign. You can read more about LayoutNG on this page.
Does anyone know any tips and tricks to fix this? Is there a Chrome bug already open that I can follow?
Update: I decided to test it in Canary (v79), and the layout works perfectly there. It's still broken in Beta though (v78). So, I could wait until the current Canary gets released, but that won't be until December according to current estimates. So, I would still like to find a quick fix between now and then if one is available.
Here's some code to make SO happy:
SO won't let me post a link to jsFiddle without code...smart
It turned out to not be that hard to reimplement the layout with Flexbox. So, I just did some good old fashioned user agent sniffing to detect broken Chrome versions and load a small CSS snippet to override the appropriate styles.

Hiding objects in unity without changing their state

I have a vague memory of a Unity video tutorial where the guy hid some objets while building a scene. The thing is that he dind't use the usual 'disable/enable the object via the inspector checkbox' and so he didn't have to worry to enable them later... moreover, as the objects were 'invisible but enabled', all attached behaviours were working.
As far as I remember the effect was pretty similar to moving the object into a hidden layer (but not changing the object layer but using a different Unity built-in action so he actually dind't change anything in the object).
I've been trying to remember how he did such a thing and looking around the editor to find the specific option but with no luck. Honestly, I'm beginnig to think that I might not be remembering correctly. Do anyone know about this 'hide objects without changing them' command?
Regards!
Sounds like he might have just turned the object's renderer off. Each GaneObject is going to have some kind of renderer as a property in the inspector (sprite renderer if its 2D, ect). He probably just disabled that as opposed to disabling the entire GameObject. Let me know if that helps!
I've just received by chance a link to a video on twitter (I think it's the very same I was trying to remember but I'm not 100% sure). Anyway it seems that my current Unity version 2018.3.3) doesn't include that 'Scene visibility' toggle; it seems to be available for 2019 Beta. . I didn't test it yet but it seems pretty straightforward, just click on a gray bar in the hierarchy bar, to the left of the object you want to 'hide'; the bar seems to work as a an visible/not visible toggle. Here a link to de video where you can see the thing working!
I hope it helps!!

TTTAttributedLabel : issue detecting links.

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Well, the fix was to move the
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to the awakeFromNib method the custom UITableViewCell.

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