As an Object Oriented Programming language (OOP), Xojo’s data types, especially the non-primitive ones, use or can use a Class hierarchy. This means that one class, either included by default in the Xojo Framework or created from scratch, can act as a base or root class for other classes based upon them.
tutorials, longer instructional posts, how to’s
In this final part in his 4 part series on Animating Xojo, Anthony Cyphers covers easing, which can make the most drab User Interface interactions beautiful.
In Part 1 we covered the basic history of animating in Xojo using pre-calculated chunks to modify the width of our component. In Part 2…
Continuing with what we previously learned in Animating Xojo, Part 1, this version introduces the use of linear interpolation to calculate the current stage of the animation at each step, plus switching to a Dictionary object for variable storage to setup for future parts in this series.
One of the fun things I get to do regularly is build animations into Xojo desktop components. While incredibly rewarding when you get it right, it can be a long road.
In computer programming, unit testing is a software testing method by which individual units of source code, sets of one or more computer program modules…