#angular ui
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lizclipse · 1 month ago
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genuinely, signals & control flow & the inject function have taken angular from being a "meh it has it's uses but it's not great" UI framework to one of my favs in the space. the way you structure components now is so unbelievably different to when i started with it back at like v6 it's like an entirely new framework and honestly it's really fun to use. i'm actually looking forward to new releases since it always opens the door to new and interesting ways of doing something that's easier than before, and i actually want to make UIs with it instead of pining for something else
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l-stanny · 2 months ago
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Upgraded to @Angular version 19 https://listings-d5ac7.web.app/home 
*Upgraded biannually from version 8 - onward since 2020
*Utilizes enhanced dependency injection by shifting from constructor-based injection to using the inject() function
*Migrated to Angular’s standalone architecture
*Utilizes a boolean signal to represent the authentication state of a user and drive #UI updates and route protection
*Utilizes Angular’s ChangeDetectorRef methods to update the view instantaneously on-demand
*Streamlines responsiveness by eliminating unused #Bootstrap code
*Uses the new modular #Firebase Web SDK API surface designed to facilitate tree-shaking
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centizen · 5 months ago
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Ionic vs NativeScript-Is Ionic Truly Untouchable or Skipping on NativeScript?
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Before we start the debate of Ionic vs Nativescript, let me clear the air of what’s what.
What’s Ionic?
Ionic, a powerful mobile framework that aids you with building native-like-feeling mobile apps with technologies as HTML, CSS & JS. HTML5 SDK that helps you build using web technologies like HTML, CSS, and JavaScript. Ionic is focused mainly on the look and feel, and UI interaction of your app. That means we aren’t a replacement for PhoneGap or your favorite JavaScript framework. Is Ionic truly untouchable, or are we skipping on NativeScript?
What’s NativeScript?
NativeScript, an open-source framework for developing apps solely for iOS/Android platforms. In other words, rather than the native-like-feel you get the full experience.
Now that we have set this aside, let’s get into what really sets them apart.
Ionic vs NativeScript
1. Development Speed
2. UI
3. Performance
Development speed
Coding in Ionic is comparatively faster and a lot less tiring. Constructed on top of Angular and built using Apache Cordova, Ionic stands out in hybrid application services, without requiring custom technologies.
However, coding in NativeScript comparatively takes more time. Being a transpiling language, that uses JavaScript, the options seem limited.
UI
When considering performance, Ionic is not suitable for application with complex tasks since it runs on WebView. On the other hand, NativeScript comes off as a one-piece process.
Performance
UI/X has taken over this past few years by storm as we know it. However, both Ionic and NativeScript support them, yet NativeScript comes out top in this due to its seamlessness and rich UI supplement. (Looking to perfect your mobile application UI/X design, check this out)
Ionic comes with UI components for a native-like UI experience. NativeScript uses XML based UI designing and styling through CSS. The component library is built on top of native control for a seamless UI experience compared to that of Ionic.
Ionic vs Native – An overview
What sets them apart?
The key difference is that Ionic requires additional plugins to access system features however, Native doesn’t require this as it has access to the whole API.
Who can benefit from Ionic?
Anyone who is set to develop hybrid mobile apps using CSS, HTML5 or Web platform technology.
Who can benefit from NativeScript?
Anyone who intends to develop an Android or iOS using JavaScript, by sharing the code across platforms.
Wrap up
Wrapping up, I want to make it clear that I am not debating that one is better than the other. To be more precise, when you are in need of creating an application within a limited timeline, that supports both mobile and web browser Ionic should be your means. However, if you want your application to handle complex tasks and your primary goal is performance then opt for NativeScript.
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justnshalom · 6 months ago
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Creating a Reusable Component Library in Angular
Overview Are you tired of writing the same code over and over again in your Angular applications? Do you want to improve code reusability and simplify the development process? Look no further! Creating a reusable component library is the answer. Why Use a Component Library? A component library is a collection of reusable UI components that can be shared across multiple projects. It provides…
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mobmaxime · 9 months ago
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smartsoftwareltd · 11 months ago
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Best Web Design and Development Company in Bangladesh https://www.smartsoftware.com.bd/best-web-design-company-in-bangladesh
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idrissbenyounes · 11 months ago
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DevStrive CourZelo 4SAE5
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zapperrr · 1 year ago
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Web Development Services in Australia by Zapperr
In today's digital age, having a strong online presence is imperative for businesses to thrive. With the rapid growth of e-commerce and digital marketing, the demand for professional web development services is at an all-time high. Enter Zapperr, a leading provider of web development services in Australia, dedicated to helping businesses establish and enhance their online presence.
Zapperr and Web Development Services
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With years of experience and a team of seasoned professionals, Zapperr has earned a reputation for excellence in the field of web development. Their commitment to innovation, creativity, and client satisfaction sets them apart as a trusted partner for businesses seeking to elevate their online presence.
Importance of Web Development Services
In today's competitive landscape, having a professionally designed website is crucial for businesses looking to stand out from the crowd. A well-designed website not only enhances brand visibility but also serves as a powerful marketing tool, enabling businesses to reach a wider audience and drive conversions.
The Need for Professional Web Development in Australia
As Australia's digital landscape continues to evolve, businesses are faced with the challenge of adapting to changing consumer behaviors and preferences. In this digital age, where the majority of consumers turn to the internet to research products and services, having a strong online presence is no longer optional – it's essential.
Growing Digital Landscape in Australia
Australia boasts one of the highest rates of internet penetration globally, with the majority of the population now relying on the internet for everyday tasks such as shopping, communication, and entertainment. This shift towards digitalization has created unprecedented opportunities for businesses to connect with consumers online.
Importance of Having a Strong Online Presence
In a crowded marketplace, businesses that fail to establish a compelling online presence risk being overshadowed by their competitors. A professionally designed website not only serves as a virtual storefront but also acts as a reflection of a company's brand identity and values. By investing in professional web development services, businesses can ensure that their online presence accurately reflects the quality and professionalism of their offerings.
Key Features of Zapperr's Web Development Services
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Customized Website Designs
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Responsive Web Design
With the proliferation of mobile devices, responsive web design has become more important than ever. Zapperr specializes in creating websites that adapt seamlessly to any screen size, ensuring an optimal user experience across all devices.
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E-commerce Solutions
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User-Friendly Interface
A user-friendly interface is key to keeping visitors engaged and converting them into customers. Zapperr's websites are designed with the end-user in mind, featuring intuitive navigation, clear calls-to-action, and engaging content that drives conversions.
Benefits of Choosing Zapperr for Web Development Needs
When it comes to web development, experience and expertise matter. Here are some of the key benefits of choosing Zapperr for your web development needs:
Expertise and Experience
With years of experience in the industry, Zapperr brings a wealth of knowledge and expertise to every project. Their team of skilled professionals is well-versed in the latest web development trends and technologies, ensuring that your website is built to the highest standards.
Tailored Solutions
At Zapperr, they understand that every business is unique. That's why they take a personalized approach to web development, tailoring their solutions to meet the specific needs and objectives of each client.
Cutting-Edge Technology
In the fast-paced world of web development, staying ahead of the curve is essential. Zapperr leverages the latest technologies and tools to deliver websites that are not only visually stunning but also highly functional and secure.
Ongoing Support and Maintenance
Building a website is just the beginning. Zapperr provides ongoing support and maintenance services to ensure that your website remains up-to-date, secure, and optimized for performance.
Elevate Your Online Presence with Zapperr
In today's digital world, a professionally designed website is essential for businesses looking to thrive online. With Zapperr's comprehensive web development services, you can elevate your online presence and attract more customers than ever before. Get in touch with us today to learn more about how we can help you achieve your online goals.
We believe in providing exceptional value to our clients at competitive prices. Our web development services are designed to deliver maximum ROI, helping you achieve your online goals.
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newcodesociety · 1 year ago
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jobtrainingckolkata · 2 years ago
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If you're interested in learning coding and becoming a web/apps developer/designer! Learning these skills can open up a world of opportunities in the technology industry. DOCC Kolkata offers training in several popular programming languages and frameworks such as PHP, MySQL, Laravel, Python, and Django. This is a good start, as these technologies are commonly used in web and app development. Here are some steps you can take to get started on your coding journey and make the most out of the training(Online and Offline) and placement services offered by DOCC Kolkata, Lake Gardens, Kolkata 700045. Enroll in the Courses: Contact DOCC Kolkata to inquire about their course offerings, schedules, fees, and the duration of the programs. Make sure the courses align with your career goals and interests. Dedicate Time to Learning: Learning to code requires dedication and practice. Set aside time each day to study, practice, and work on coding projects. Consistency is key to becoming proficient. Take Advantage of Live Projects: Participate in live projects offered by the training program. Real-world experience is invaluable in the tech industry and will help you apply your knowledge to practical situations. Prepare for Interviews: DOCC Kolkata, Lake Gardens, Kolkata 700045 offers placements, so be sure to prepare for technical interviews and practice your coding skills. Showcase your projects and portfolio during interviews. Stay Updated. For any queries contact DOCC Kolkata @ 9433526196
Visit www.docckolkata.com
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lizclipse · 6 months ago
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aw man when i actually get work done i can feel it. i’m so much happier than 2 hours ago when id gotten fuck all done all day
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precisiotech · 2 years ago
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React vs Angular vs Vue.js – Which JS Framework is Best - Precisio
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The choice between React, Angular, and Vue.js depends on your specific project requirements and development preferences. React, known for its flexibility and large community, is great for building interactive user interfaces and offers a wide range of libraries. Angular, backed by Google, provides a comprehensive framework with strong support for large-scale applications. Vue.js, on the other hand, is highly approachable and offers a gentle learning curve, making it an excellent choice for small to medium-sized projects. Ultimately, the best framework for your project will depend on factors like complexity, team expertise, and scalability needs. Each of these frameworks has its strengths, so it's important to carefully assess your project's unique needs before making a decision.
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krishna99667 · 2 years ago
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Web Design and Development Courses in Hyderabad | Careerpedia
Careerpedia offers Web Design and Development Courses in Hyderabad. Learn the fundamentals and advanced techniques from industry experts and launch your career in tech. Join now
Visit:
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aibafiles · 2 months ago
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Deciphering the invaders' language in the Hundred Line demo
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After playing the hundred line demo recently, I gathered up any screenshots I could of the script the invaders use and I believe I've managed to decode all of it so far, so I wanted to share my findings here! I'll put the rest under the cut for anyone who wants to avoid it—I don't think anything I've translated so far would reveal any huge plot twists, but the game certainly doesn't expect you to be able to understand it.
Note: I'm aware that the demo has been datamined and there is plaintext of these lines, but I do not want corrections or confirmation based on this. I like piecing this together based on what the game has presented, nothing more!
Below the cut: translations of dialogue and UI text, character charts and other observations, and an analysis of the spoken language as well! (warning: long)
First things first, this language is a very straightforward kana-only Japanese in a different script. I started with the text under each main menu option, so let's look at these:
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"Press any button" はじめる Hajimeru Start
The : mark next to the second character functions just like dakuten—the base character is し (shi), which becomes voiced to make じ (ji).
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"New Game" はじめから Hajime kara From start
"Continue" つづきから Tsuzuki kara From next
"Load" きろくから Kiroku kara From
Pretty straightforward—I got stuck here for way too long because I thought these were -masu verbs and then nothing else made sense, oops.
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"Gallery" せってい Settei Settings
"Settings" がろう Garou Gallery
"End Game" しゅうりょう Shuuryou End
Another sticking point here—the text on settings and gallery are actually switched. One danger of putting a fake language in your game is that you risk not being able to read it and messing it up in places (hi Metaphor), and though it's not really critical, this is not the only goof so far. (EDIT: This has been patched!)
Note that the smaller characters here are are reflected in the script as well, like the っ in せってい.
Cutscene dialogue
The subtitles for our commander's transformation cutscene, and a rough translation:
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いだいなほしのかみよ… Idai na hoshi no kami yo... God of a great star(/planet)...
われにちからをあたえよ…! Ware ni chikara wo atae yo...! Grant me power...!
むげんたい…!! Mugentai...!! Eternal body...!!
ぼくは…「ちつじょのけしん」���ゔゔむ… Boku wa... [Chitsujo no Keshin] Muvuvumu... I am... the [Avatar of Order] Muvuvumu... (MVVM?)
This was the section I struggled the most with, so there could be inaccuracies, but I'm reasonably confident in most of it.
Post-Battle Dialogue
Here's the very straightforward part:
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こ、ころさないで… Ko-korosanaide... D-Don't kill me...
ゆるしてください Yurushite kudasai... Please forgive me...
おねがい…たすけて… Onegai... tasukete... Please... spare me... (or help me, but spare felt most fitting in this context)
And that's about everything we have so far! Here are my very janky kana charts, one for the script and one for the spoken language:
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The most obvious observation is that the general shape seems to indicate the vowel sound, and the extra swoopy bits indicate the consonant, though some vowels are more consistent than others.
There's a general pattern among each consonants as well—N-shapes have loops or curls, S-shapes have angular lines that hook over the vowel shape, pure vowels have tiny loops, etc, but there aren't clear-cut enough patterns to extrapolate the rest of the language yet. Luckily I think there's enough so far that any remaining characters won't be too hard to place.
Let's talk about the spoken component as well! Notably, the commander is dubbed differently in English and Japanese, but both voice actors seem to be reading the same set of syllables, which gave me more sample data to work with, because they inflect their vowels a little differently. Like the written language, each kana has a 1:1 replacement syllable, but the nature of these syllables changes the cadence of the sentences when spoken.
The above chart is transcribed to the best of my ability, but it's possible I got a few sounds wrong, and I can't quite make out what the tsu in chitsujo is through the voice filter. I'm considering replaying the demo with the music and sound effects off to pick these voice lines out, and if I do, I'll edit this post and drop a reply noting it! There are also some unsubbed battle voice lines I'm curious about.
What's really interesting to me is how these new syllables interact with dakuten. Plenty of unvoiced consonants are replaced with voiced ones, or the other way around—but there are a few, like ta (now tu) and te (now se). When the Japanese script uses dakuten, the new syllables get voiced too, becoming du and ze. This tripped me up a bit, and it does cause some confusing duplicates (ku is already pronounced du), but it's fascinating that it bleeds through into the new pronunciation.
One other thing I noticed when analyzing these voice lines is that the English dub of the transformation cutscene straight up uses the wrong audio clip for the final line. The Japanese audio matches the syllable count, and those syllables match up with the ones we've heard in the other voice lines, but the English line seems to have too many syllables, and doesn't match at all. JP starts with "diduwa..." and EN starts with something like "mozoku en." I'm wondering if it's possible to reverse engineer this to figure out the original line, but that's another thing that would need scrutiny from a voice-only recording.
Misc. Observations
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These little guys have the character for "o" on their faces! Also pronounced "ga" in the invaders' language.
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I'm really intrigued by this graffiti on the walls when Takumi chases Karua into the abandoned school district, because this game is full of Japanese graphic text in the environments, so this can't be a case of generic unreadable background text—but it doesn't quite fit the invader script, either. A few shapes sort of match the characters if you rotate or invert them different ways, but I can't parse anything readable out of this. There are repeated shapes, like the topmost "word" in the first two images that appears to be the same, but written with slightly different strokes, so I have to assume there's meaning to it. Not sure what that is, but I wanted to include it in this post just in case.
Thanks for reading! this game is going to drive me insane
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rubblerousers · 13 days ago
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RubbleRousers Kickstarter Postmortem
As you may have seen, the RubbleRousers Kickstarter unfortunately failed at around 50% of our goal. Let me start by saying thank you, from the bottom of my heart, to each and every person who made a pledge. It is amazing that we made it as far as we did.
I also want to assure you that this is not the end of the project, just a setback. More details below.
The goal of raising funds has always been for two reasons:
To pay the wonderful artists in the community who are working on the project
To pay for server hosting costs
At this point, since the game isn't live, the second point is largely irrelevant.
In the future, there will be another Kickstarter, potentially with a lower goal. For right now, I will continue working on the game in my own free time, just as I have been.
You might be wondering how you can help with the project, and help bring RubbleRousers to reality. If that is you, thank you! You're what's keeping this project alive.
Here's the main ways you can help with the project:
Volunteer your time and skills. If you are willing to volunteer some time on the project, I'd love to hear from you. Please contact me if you have any of the following skills: Character (cat) art, item art, environment art, apparel art, graphic design, UI/UX design, frontend web dev (Angular-Bootstrap tech stack). This is a very low-obligation position, and you will never be pushed to contribute more time than you are able or willing to.
Donate. Any donations received will be used to pay artists for asset creation. You are welcome to ask where your donation goes, and I can tell you exactly what asset(s) were made with your donation. Find us on Kofi.
Offer your thoughts and opinions. We have a Discord server where I frequently post updates and, more importantly, seek feedback. We've had great discussions on things like how to best include gender and sexuality in the game in a respectful manner, and what kind of combat system to include. Note that members must be 16+ to encourage mature discussion.
Thank you all for reading. Now, I have to get back to coding :3
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jovial-thunder · 1 year ago
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Pre-alpha Lancer Tactics changelog
(cross-posting the full gif changelog here because folks seemed to like it last time I did)
We're aiming for getting the first public alpha for backers by the end of this month! Carpenter and I scoped out mechanics that can wait until after the alpha (e.g. grappling, hiding) in favor of tying up the hundred loose threads that are needed for something that approaches a playable game. So this is mostly a big ol changelog of an update from doing that.
But I also gave a talent talk at a local Portland Indie Game Squad event about engine architecture! It'll sound familiar if you've been reading these updates; I laid out the basic idea for this talk almost a year ago, back in the June 2023 update.
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We've also signed contracts & had a kickoff meeting with our writers to start on the campaigns. While I've enjoyed like a year of engine-work, it'll be so so nice to start getting to tell stories. Data structures don't mean anything beyond how they affect humans & other life.
New Content
Implemented flying as a status; unit counts as +3 spaces above the current ground level and ignores terrain and elevation extra movement costs. Added hover + takeoff/land animations.
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Gave deployables the ability to have 3D meshes instead of 2D sprites; we'll probably use this mostly when the deployable in question is climbable.
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Related, I fixed a bug where after terrain destruction, all units recheck the ground height under them so they'll move down if the ground is shot out from under them. When the Jerichos do that, they say "oh heck, the ground is taller! I better move up to stand on it!" — not realizing that the taller ground they're seeing came from themselves.
Fixed by locking some units' rendering to the ground level; this means no stacking climbable things, which is a call I'm comfortable making. We ain't making minecraft here (I whisper to myself, gazing at the bottom of my tea mug). 
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Block sizes are currently 1x1x0.5 — half as tall as they are wide. Since that was a size I pulled out of nowhere for convenience, we did some art tests for different block heights and camera angles. TLDR that size works great and we're leaving it.
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Added Cone AOE pattern, courtesy of an algorithm NMcCoy sent me that guarantees the correct number of tiles are picked at the correct distance from the origin.
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pick your aim angle
for each distance step N of your cone, make a list ("ring") of all the cells at that distance from your origin
sort those cells by angular distance from your aim angle, and include the N closest cells in that ring in the cone's area
Here's a gif they made of it in Bitsy:
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Units face where you're planning on moving/targeting them.
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Got Walking Armory's Shock option working. Added subtle (too subtle, now that I look at it) electricity effect.
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Other things we've added but I don't have gifs for or failed to upload. You'll have to trust me. :)
disengage action
overcharge action
Improved Armament core bonus
basic mine explosion fx
explosion fx on character dying
Increase map elevation cap to 10. It's nice but definitely is risky with increasing the voxel space, gonna have to keep an eye on performance.
Added Structured + Stress event and the associated popups. Also added meltdown status (and hidden countdown), but there's not animation for this yet so your guy just abruptly disappears and leaves huge crater.
UI Improvements
Rearranged the portrait maker. Auto-expand the color picker so you don't have to keep clicking into a submenu.
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Added topdown camera mode by pressing R for handling getting mechs out of tight spaces.
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The action tooltips have been bothering me for a while; they extend up and cover prime play-area real estate in the center of the screen. So I redesigned them to be shorter and have a max height by putting long descriptions in a scrollable box. This sounds simple, but the redesign, pulling in all the correct data for the tags, and wiring up the tooltips took like seven hours. Game dev is hard, yo.
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Put the unit inspect popups in lockable tooltips + added a bunch of tooltips to them.
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Implemented the rest of Carpenter's cool hex-y action and end turn readout. I'm a big fan of whenever we can make the game look more like a game and less like a website (though he balances out my impulse for that for the sake of legibility).
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Added a JANKY talent/frame picker. I swear we have designs for a better one, but sometimes you gotta just get it working. Also seen briefly here are basic level up/down and HASE buttons.
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Other no-picture things:
Negated the map-scaling effect that happens when the window resizes to prevent bad pixel scaling of mechs at different resolutions; making the window bigger now just lets you see more play area instead of making things bigger.
WIP Objectives Bullets panel to give the current sitrep info
Wired up a buncha tooltips throughout the character sheet.
Under the Hood
Serialization: can save/load games! This is the payoff for sticking with that engine architecture I've been going on about. I had to add a serialization function to everything in the center layer which took a while, but it was fairly straightforward work with few curveballs.
Finished replacement of the kit/unit/reinforcement group/sitrep pickers with a new standardized system that can pull from stock data and user-saved data.
Updated to Godot 4.2.2; the game (and editor) has been crashing on exit for a LONG time and for the life of me I couldn't track down why, but this minor update in Godot completely fixed the bug. I still have no idea what was happening, but it's so cool to be working in an engine that's this active bugfixing-wise! 
Other Bugfixes
Pulled straight from the internal changelog, no edits for public parseability:
calculate cover for fliers correctly
no overwatch when outside of vertical threat
fixed skirmisher triggering for each attack in an AOE
fixed jumpjets boost-available detection
fixed mines not triggering when you step right on top of them // at a different elevation but still adjacent
weapon mods not a valid target for destruction
made camera pan less jumpy and adjust to the terrain height
better Buff name/desc localization
Fixed compcon planner letting you both boost and attack with one quick action.
Fix displayed movement points not updating
Prevent wrecks from going prone
fix berserkers not moving if they were exactly one tile away
hex mine uses deployer's save target instead of 0
restrict weapon mod selection if you don't have the SP to pay
fix deployable previews not going away
fix impaired not showing up in the unit inspector (its status code is 0 so there was a check that was like "looks like there's no status here")
fix skirmisher letting you move to a tile that should cost two movement if it's only one space away
fix hit percent calculation
fix rangefinder grid shader corner issues (this was like a full day to rewrite the shader to be better)
Teleporting costs the max(spaces traveled, elevation change) instead of always 1
So um, yeah, that's my talk, any questions? (I had a professor once tell us to never end a talk like this, so now of course it's the phrase that first comes to mind whenever I end a talk)
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