I have many BUTTONs in one screen ( mostly hidden )
for now I got 43 BUTTONs ... and It's already hard to click the bar to choose one
and it still growing...
Is there any solution plz ?
for now I got 43 BUTTONs ... and It's already hard to click the bar to choose one
and it still growing...
Is there any solution plz ?
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Yes, use less buttons... You should NEVER need that many buttons... You need to either consolidate your stuff, or determine a better way to do it.
What could you possibly need 43 hidden buttons on one screen for?
What could you possibly need 43 hidden buttons on one screen for?
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Instead of buttons, use a ListPicker to select. One button, a list of options and yes you can have 43 buttons; do you need 100? No problem... use a ListPicker.
or use just a few buttons and use code to change their functions...possible but complicated.
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Are these buttons arranged geometrically in rows and columns?
A canvas with a drawn grid might be simpler, using math to decide which cell was touched.
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A canvas with a drawn grid might be simpler, using math to decide which cell was touched.
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an easy app used for showing the important of a book ^^"
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Could you give an example of that, Abraham? I have a lot of buttons myself (all hidden in rows, accessed via listpicker), and I am interested to know if your suggestion would be useful for me.
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Here is a link to the doc I made for my implementation of the game Hidato.
https://docs.google.com/document/d/19QpYv2S8ptmSIBJ7ar--aFj3wUNc08RymHlyo-UbWng/edit?usp=sharing
Instead of a 12 by 12 array of buttons, I used a canvas for the board and sensed each touch's location to decide which cell is in play.https://docs.google.com/document/d/19QpYv2S8ptmSIBJ7ar--aFj3wUNc08RymHlyo-UbWng/edit?usp=sharing
Use Abraham's suggestion. TONS of buttons are very consumptive, and there's no reason to use 100 buttons when one control, a canvas, can do it all.
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Is 36 buttons enough? Here are 36 on a canvas. At the moment, only the first 12 are "connected." This method is a little awkward and not sure the increase in blocks offsets the savings in 'button' but here is one implementation. Be the first to flesh-it-out by adding the rest of the button implementation (follow the pattern). Or provide a more efficient algorithm. I was nice to ya'll, there is an aia.
The secret is a 300 x 300 pixel canvas and a grid image that is 300 x 300 pixels.
There is a PRIZE. Winners get to post their implementation here and we all congratulate you. The time is starting NOW! Be the first.
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Interesting...
I have a question about something like this, but I'll move it to my own thread!
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Impressive Scott. This solution is incredibly creative...and done in less than an hour after contest start. :)
The solution certainly reduces the required number of components and Blocks. The number of warnings at first prevented loading the aia..eventually
the aia loaded and I destroyed my now useless code.
This opens lots of doors. A practical date picker? A telephone keyboard? A checker board? I must have missed something by not ever coding games.
Thank you Scott. I would make the award, but I hope there are more entrees. There has got to be some more creative ways to do this.
So far, well done.
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It might be possible to use just one button for each row and change the text of the buttons and images on click. Consolidate and simplify with logic. If button1 text = button1 then do this else if button1.text = button2 then do this.
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The next question would be how to execute blocks depending on the 'button' pressed as you don't have 36 button Click blocks to handle each button.
A very long if then else-if...else?
A lookup table of some sort?
It would be nice if some common blocks could be used along with the index of the button.
It would be nice if some common blocks could be used along with the index of the button.
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