【VISUAL VB.NET】Check Driver

【PYTHON OPENCV】Handwritten digits recognition using KNN and raw pixels as features

【FLUTTER ANDROID STUDIO and IOS】Appointment System with SQLite

【GAMEMAKER】Branching Dialogue

 Information about object: obj_diag_set_up_and_splash

Sprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code:

///set up array to hold data
// 1 question
// 2 answer a
// 3 answer b
// 4 answer a target [0 is none]
// 5 answer b target [0 is none]
global.diag[1,1]="Are you in a good mood?";
global.diag[1,2]="Yes, I'm in great mood.";
global.diag[1,3]="No, I'm sad.";
global.diag[1,4]=2;
global.diag[1,5]=3;

global.diag[2,1]="That's great!#Would you like#some cheese?";
global.diag[2,2]="Yyes, I love cheese.";
global.diag[2,3]="No. I'll pass.";
global.diag[2,4]=4;
global.diag[2,5]=5;

global.diag[3,1]="Too bad.#Can I sing#you a song?";
global.diag[3,2]="Yes. Sing me a#shanty song.";
global.diag[3,3]="No. I'd rather you didn't.";
global.diag[3,4]=6;
global.diag[3,5]=7;

global.diag[4,1]="Brie or stilton?";
global.diag[4,2]="Brie, please.";
global.diag[4,3]="Stilton, please.";
global.diag[4,4]=10;
global.diag[4,5]=8;

global.diag[5,1]="How about some gold?";
global.diag[5,2]="Yes, i'm after gold.";
global.diag[5,3]="No, i have enough already.";
global.diag[5,4]=11;
global.diag[5,5]=14;

global.diag[6,1]="Yo ho ho &#a bottle of rum.#Want some rum?";
global.diag[6,2]="Yes. Hmm rum.";
global.diag[6,3]="No. I don't drink.";
global.diag[6,4]=15;
global.diag[6,5]=12;

global.diag[7,1]="OK. Want to go fishing?";
global.diag[7,2]="Yes. Sounds good!";
global.diag[7,3]="No. Fishing is boring.";
global.diag[7,4]=9;
global.diag[7,5]=13;

global.diag[8,1]="Yuck! I prefer brie.##[r to restart]";
global.diag[8,2]="";
global.diag[8,3]="";
global.diag[8,4]=0;
global.diag[8,5]=0;

global.diag[9,1]="Awesome! I'll get my rod.##[r to restart]";
global.diag[9,2]="";
global.diag[9,3]="";
global.diag[9,4]=0;
global.diag[9,5]=0;

global.diag[10,1]="Great choice!##[r to restart]";
global.diag[10,2]="";
global.diag[10,3]="";
global.diag[10,4]=0;
global.diag[10,5]=0;

global.diag[11,1]="Here's 1,000 coins.##[r to restart]";
global.diag[11,2]="";
global.diag[11,3]="";
global.diag[11,4]=0;
global.diag[11,5]=0;

global.diag[12,1]="Probably for the best!##[r to restart]";
global.diag[12,2]="";
global.diag[12,3]="";
global.diag[12,4]=0;
global.diag[12,5]=0;

global.diag[13,1]="OK be boring then!##[r to restart]";
global.diag[13,2]="";
global.diag[13,3]="";
global.diag[13,4]=0;
global.diag[13,5]=0;

global.diag[14,1]="No gold! Your choice.##[r to restart]";
global.diag[14,2]="";
global.diag[14,3]="";
global.diag[14,4]=0;
global.diag[14,5]=0;

global.diag[15,1]="Don't drink too much!##[r to restart]";
global.diag[15,2]="Continue";
global.diag[15,3]="";
global.diag[15,4]=16;
global.diag[15,5]=0;

global.diag[16,1]="Maybe just have a coffee.##[r to restart]";
global.diag[16,2]="";
global.diag[16,3]="";
global.diag[16,4]=0;
global.diag[16,5]=0;




global.message=1;
global.gold=0;
room_goto(room_dialogue);
Information about object: obj_button_one
Sprite: spr_button
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Mouse Event for Left Released:
execute code:

///Example Do Something - ie choose yes to question 5
if global.message==5
{
global.gold+=1000;
}
//for every click
global.message=global.diag[global.message,4];

Draw Event:
execute code:

if global.diag[global.message,2]!=""
{
var width=string_width(global.diag[global.message,2]);
if width>50 // adjust image size if a long text option
{
var size=(250+(width-50))/250
image_xscale=size;
}
draw_self();
draw_set_font(font_message);
draw_set_halign(fa_center);
draw_set_valign(fa_middle);
draw_set_colour(c_black);
draw_text(x,y,global.diag[global.message,2]);
}
Information about object: obj_button_two
Sprite: spr_button
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Mouse Event for Left Pressed:
execute code:

global.message=global.diag[global.message,5];
Draw Event:
execute code:

if global.diag[global.message,3]!=""
{
var width=string_width(global.diag[global.message,3]);
if width>50 // adjust image size if a long text option
{
var size=(250+(width-50))/250
image_xscale=size;
}
draw_self();
draw_set_font(font_message);
draw_set_halign(fa_center);
draw_set_valign(fa_middle);
draw_set_colour(c_black);
draw_text(x,y,global.diag[global.message,3]);
}
Information about object: obj_show_message
Sprite: spr_message_bg
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Step Event:
execute code:

if keyboard_check_released(ord('R'))
{
game_restart();
}
Draw Event:
execute code:

draw_self();
draw_set_font(font_message_big);
draw_set_halign(fa_center);
draw_set_valign(fa_middle);
draw_set_colour(c_black);
draw_text(x,y,global.diag[global.message,1]);
Information about object: obj_gold_hud
Sprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Draw Event:
execute code:

draw_set_font(font_message_big);
draw_set_halign(fa_center);
draw_set_valign(fa_middle);
draw_set_colour(c_black);
draw_text(room_width/2,room_height-50,"Gold: "+string(global.gold));

【VISUAL VB.NET】Check .NET Frameworks

【FLUTTER ANDROID STUDIO and IOS】real-time object detection with bounding box using tensorflow lite

【PYTHON OPENCV】K-means clustering applied color quantization calculates the color distribution image

【GAMEMAKER】Boss Battle

 Information about object: obj_pirate

Sprite: spr_pirate_idle
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code:

slot=4;
alarm[0]=global.game_speed;
alarm[1]=room_speed*5; //scatter bombs
alarm[2]=room_speed*8; //throw sword
alarm[3]=room_speed*10; //jump up
dir=choose("left","right");
Alarm Event for alarm 0:
execute code:

///drop a bomb / fruit & increase speed
global.game_speed--;
if global.game_speed<2 global.game_speed=2;
alarm[0]=global.game_speed;
drop=choose("bomb","fruit","fruit");
if drop=="bomb"
{
var bomb=instance_create(slot*64,120,obj_bomb);
bomb.direction=270;
bomb.speed=2;
//audio_play_sound(choose(snd_ar_1,snd_ar_2),1,false);
}
if drop=="fruit"
{
var fruit=instance_create(slot*64,120,obj_fruit);
fruit.direction=270;
fruit.speed=2;
//audio_play_sound(snd_bonus_coming,1,false);
}
execute code:

///reset alarm
alarm[0]=global.game_speed;
execute code:

///move
//weigh it to move away from edge
if slot==11 dir="left";
if slot==1 dir="right";
//choose next direction - wieghed to move in same direction
dir=choose("left","right",dir,dir);
if dir=="left"
{
image_xscale=-1;
slot--;

}
if dir=="right"
{
image_xscale=1;
slot++;
}
//keep in range
if slot<1 slot=1;
if slot>11 slot=11;


Alarm Event for alarm 1:
execute code:

///send bomb scatter
alarm[1]=room_speed*5;

var loop;
for (loop = 210; loop < 350; loop += 15)
{
//audio_play_sound(choose(snd_ar_3,snd_ar_4),1,false);
var bomb=instance_create(x,y,obj_scatter_bomb);
bomb.direction=loop;
bomb.speed=3;
}


Alarm Event for alarm 2:
execute code:

alarm[2]=room_speed*8; //throw sword
var sword=instance_create(x,y,obj_enemy_sword);
sword.direction=point_direction(x,y,obj_player.x,obj_player.y);
sword.speed=5;
Alarm Event for alarm 3:
execute code:

///jump up
sprite_index=spr_pirate_jump;
image_speed=0.5;
image_index=0;
alarm[3]=room_speed*10;
Step Event:
execute code:

///move to position slot
move_towards_point(64*slot,y,4);
//stop
if x==64*slot
{
dir="idle";
speed=0;
}

execute code:

///sprite control
if sprite_index==spr_pirate_jump && image_index>=15
{
sprite_index=spr_pirate_idle;
image_index=0;
image_speed=1;
}
Collision Event with object obj_player_sword:
execute code:

if sprite_index==spr_pirate_jump
{
global.enemyhp-=5;
//audio_play_sound(choose(snd_pirate_ouch_1,snd_pirate_ouch_2),1,false);
}
with (other) instance_destroy();
Information about object: obj_player_sword
Sprite: spr_sword_player
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code:

motion_set(180,1);
ang=0;//initial angle
sw=0;//for sine wave
move_angle=40;

Step Event:
execute code:

///rotate && check if outside room
sw += pi/30;//for sine wave - ie speed
angle=sin(sw) * move_angle;//for sine wave
image_angle=angle+225;

if y<0 instance_destroy();
Information about object: obj_bomb
Sprite: spr_bomb
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Step Event:
execute code:

if y>room_height instance_destroy();
Information about object: obj_player
Sprite: spr_player_left
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code:

slot=4;
idle=0;
left=1;
right=2
dir=left;
can_shoot=true;
Alarm Event for alarm 0:
execute code:

can_shoot=true;
Step Event:
execute code:

///movement && shoot
if keyboard_check_pressed(vk_left) && slot>1
{
slot--;
dir=left;
move_towards_point(64*slot,y,4);
}
if keyboard_check_pressed(vk_right) && slot<11
{
slot++;
dir=right;
move_towards_point(64*slot,y,4);
}

//keep in range
if slot<1 slot=1;
if slot>11 slot=11;

//stop
if x==64*slot
{
dir=idle;
speed=0;
}


//make a sword
if keyboard_check_pressed(vk_up) && can_shoot
{
can_shoot=false;
alarm[0]=room_speed;
var sword=instance_create(x,y,obj_player_sword);
sword.direction=90;
sword.speed=5;
}
execute code:

///animation
if dir=left sprite_index=spr_player_left;
if dir=right sprite_index=spr_player_right;
Collision Event with object obj_bomb:
execute code:

global.p1hp-=1;
//audio_play_sound(choose(snd_laugh_1,snd_laugh_2),1,false);
with(other) instance_destroy();

Collision Event with object obj_fruit:
execute code:

global.enemyhp-=1;
//audio_play_sound(snd_bonus,1,false);
with(other) instance_destroy();

Collision Event with object obj_scatter_bomb:
execute code:

global.p1hp-=1;
//audio_play_sound(choose(snd_ouch,snd_ouch_2,snd_ouch_3),1,false);
with(other) instance_destroy();
Collision Event with object obj_enemy_sword:
execute code:

global.p1hp-=5;
//audio_play_sound(snd_ouch_4,1,false);
with (other) instance_destroy();
Information about object: obj_fruit
Sprite: spr_fruit
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code:

irandom(image_number-1);
image_speed=0;
Step Event:
execute code:

if y>room_height instance_destroy();
Information about object: obj_scatter_bomb
Sprite: spr_bomb_mini
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Step Event:
execute code:

///destroy off screen
if y>room_height instance_destroy();
Information about object: obj_enemy_sword
Sprite: spr_sword_enemy
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code:

motion_set(180,1);
ang=0;//initial angle
sw=0;//for sine wave
move_angle=40;

Step Event:
execute code:

///rotate && check if outside room
sw += pi/30;//for sine wave - ie speed
angle= sin(sw) * move_angle;//for sine wave
image_angle=angle+45;

if y>room_height instance_destroy();
Information about object: obj_hud
Sprite:
Solid: false
Visible: true
Depth: 20
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Step Event:
execute code:

if global.p1hp<0
{
global.message="Enemy Wins"; // for gameover screen
room_goto(room_game_over);
}
if global.enemyhp<0
{
global.message="Player Wins"; // for gameover screen
room_goto(room_game_over);
}
Draw Event:
execute code:

draw_rectangle_colour(0, 0, room_width, room_height, c_blue, c_blue, c_white, c_white, false);
Draw GUI Event:
execute code:

///draw hp
//hp player
draw_rectangle_colour(334,10,334-(global.p1hp*2),30,c_green,c_red,c_red,c_green,false);
draw_set_colour(c_red);
draw_rectangle(334,10,334-200,30,true);
//draw enemy
draw_rectangle_colour(434,10,434+(global.enemyhp*2),30,c_red,c_green,c_green,c_red,false);
draw_set_colour(c_red);
draw_rectangle(434,10,434+200,30,true);

//draw text
draw_set_font(font_mini);
draw_set_colour(c_black);
draw_set_halign(fa_center);
draw_set_valign(fa_middle);
draw_text(234,20,"Player HP");
draw_text(534,20,"Enemy HP");

draw_text(room_width/2,620,"Arrow Keys To Move And Fire - Shoot Enemy (when jumping)#Collect Fruit - Avoid Bombs");

Information about object: obj_splash
Sprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code:

///set up
global.p1hp=100;
global.enemyhp=100;
global.game_speed=150;
room_goto(room_game);

Keyboard Event for <Left> Key:
execute code:

global.p1hp-=1;
Keyboard Event for <Right> Key:
execute code:

global.p1hp+=1;
Information about object: obj_game_over
Sprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code:

alarm[0]=room_speed*5;
Alarm Event for alarm 0:
execute code:

game_restart();
Draw Event:
execute code:

draw_text(200,200,global.message);

【PYTHON OPENCV】snapchat augmented reality moustache

【GAMEMAKER】Frogger Game Remake

Information about object: obj_parent
Sprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children
obj_car_1
obj_car_2
obj_car_3
obj_car_4
obj_wood_parent
Mask:
No Physics Object
Step Event:
execute code:

//wrap around room
if x<-(sprite_width/2) x=(room_width+1)+(sprite_width/2);
if x>(room_width+1)+(sprite_width/2) x=-(sprite_width/2);

Information about object: obj_car_1
Sprite: spr_car_1
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_parent
Children:
Mask:
No Physics Object
Create Event:
execute code:

motion_set(180,2);


Information about object: obj_car_2
Sprite: spr_car_2
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_parent
Children:
Mask:
No Physics Object
Create Event:
execute code:

motion_set(0,2);

Information about object: obj_car_3
Sprite: spr_car_3
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_parent
Children:
Mask:
No Physics Object
Create Event:
execute code:

motion_set(0,2);

Information about object: obj_car_4
Sprite: spr_car_4
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_parent
Children:
Mask:
No Physics Object
Create Event:
execute code:

motion_set(180,2);

Information about object: obj_border
Sprite: spr_border
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object

Information about object: obj_water
Sprite: spr_water
Solid: false
Visible: true
Depth: 20
Persistent: false
Parent:
Children:
Mask:
No Physics Object

Information about object: obj_wood_left
Sprite: spr_wood
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_wood_parent
Children:
Mask:
No Physics Object
Create Event:
execute code:

motion_set(180,3);

Information about object: obj_wood_right
Sprite: spr_wood
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_wood_parent
Children:
Mask:
No Physics Object
Create Event:
execute code:

motion_set(0,3);

Information about object: obj_wood_parent
Sprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_parent
Children
obj_wood_left
obj_wood_right
Mask:
No Physics Object

Information about object: obj_frog
Sprite: spr_frog
Solid: false
Visible: true
Depth: -30
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Step Event:
execute code:

//movement
if (keyboard_check(vk_left))  {x-=5;} 
if (keyboard_check(vk_right))  {x+=5;} 
if (keyboard_check(vk_up))  {y-=5;} 
if (keyboard_check(vk_down))  {y+=5;}

//check if game won
if (place_meeting(x,y,obj_win) and not place_meeting(x,y,obj_croc))
{
show_message("You win");
game_restart();
}
//check if collision with croc
if (place_meeting(x,y,obj_croc))
{
show_message("You die");
game_restart();
}

//check if car collision, border, or water & not log
if (place_meeting(x,y,obj_car_1) or place_meeting(x,y,obj_car_2)
or place_meeting(x,y,obj_car_3) or place_meeting(x,y,obj_car_4)
or place_meeting(x,y,obj_border)) or (place_meeting(x,y,obj_water) and not place_meeting(x,y,obj_wood_parent))
{
show_message("You die");
game_restart();
}
//move left if collide with obj_wood_left

if (place_meeting(x,y,obj_wood_left))
{
x-=3;
}
//move right if collide with obj_wood_right
if (place_meeting(x,y,obj_wood_right))
{
x+=3;
}
Information about object: obj_win
Sprite: spr_win
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object

Information about object: obj_croc
Sprite: spr_croc
Solid: false
Visible: true
Depth: -25
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code:

alarm[0]=3*room_speed;
Alarm Event for alarm 0:
execute code:

x=choose(200,400,600);
alarm[0]=3*room_speed;

【FLUTTER ANDROID STUDIO and IOS】drag and drop widget

【FLUTTER ANDROID STUDIO and IOS】page route transition rotation fade scale size slide animation 40 presets

【FLUTTER ANDROID STUDIO and IOS】Speech Recognition

【Visual C sharp】 Color to Grayscale

【FLUTTER ANDROID STUDIO and IOS】Circle Layer Options

【PYTHON OPENCV】aruco detect markers augmented reality

【Visual C sharp】 Check .NET Frameworks

Visual Studio: Visual C# Ping Example

using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using System.Diagnostics; using System.Net.NetworkInformation; using System.Threading; namespace Ping_example { public partial class Form1 : Form { public Form1() { InitializeComponent(); } private void button1_Click_1(object sender, EventArgs e) { for (int i = 0; i < 4; ++i) { using (Ping p = new Ping()) { listView1.Items.Add(p.Send("www.google.com").RoundtripTime.ToString() + "ms\n"); } } } } } // make sure that using System.Runtime.InteropServices; is included // make sure that using System.Net.NetworkInformation; is included // make sure that using System.Threading; is included for method Sleep

【PYTHON】 reads and writes to modify the xlrd and xlwt and xlutils of Excel

【Vuejs】 export html to excel with name

【FLUTTER ANDROID STUDIO and IOS】Listview builder with refresh Indicator

【FLUTTER ANDROID STUDIO and IOS】json storage

【FLUTTER ANDROID STUDIO and IOS】leaflets map polyline drawing overlays on a map

【FLUTTER ANDROID STUDIO and IOS】 map interaction navigate to markers

【PYTHON OPENCV】generates some marker images ready to be printed using Aruco

【FLUTTER ANDROID STUDIO IOS】 Firebase Realtime Database CRUD Operation

【FLUTTER ANDROID STUDIO and IOS】partial refresh or timer button rxdart

【FLUTTER ANDROID STUDIO and IOS】compute function working on background

【PYTHON OPENCV】Contours shape recognition mainly based on cv2.approxPolyDP() function

【FLUTTER ANDROID STUDIO and IOS】SQflite and mobx with Cache log

【Vuejs】realtime geolocation tracking with leaflets and firebase database

【FLUTTER ANDROID STUDIO and IOS】convex bottom bar

【FLUTTER ANDROID STUDIO and IOS】lottie

【FLUTTER ANDROID STUDIO and IOS】Custom Pie Chart

【FLUTTER ANDROID STUDIO and IOS】Custom Radial Chart

【FLUTTER ANDROID STUDIO and IOS】Battery

【FLUTTER ANDROID STUDIO and IOS】RXdart remote http

【PYTHON OPENCV】 Matching contours using cv2.matchShapes() against a perfect circle

【FLUTTER ANDROID STUDIO and IOS】Hive Bloc CRUD

【FLUTTER ANDROID STUDIO and IOS】Hive Object CRUD

【FLUTTER ANDROID STUDIO and IOS】ListView items custom filter

【FLUTTER ANDROID STUDIO and IOS】dice knock out with flare integration

【PYTHON OPENCV】contours introduction

【FLUTTER ANDROID STUDIO and IOS】leaflets map Geolocation and Geotagging with camera

【Vuejs】Response speed test tool

【FLUTTER ANDROID STUDIO and IOS】CRUD Streams, BLoCs, and SQLite

【PYTHON OPENCV】Hu moments calculation and properties

【Vuejs】Drag and Drop Text Box

【FLUTTER ANDROID STUDIO and IOS】sqlite one to many relationship shopping flutter

【FLUTTER ANDROID STUDIO and IOS】 api integration movie searcher app

【FLUTTER ANDROID STUDIO and IOS】 Simple Pong game app

【FLUTTER ANDROID STUDIO and IOS】bloc design pattern

【FLUTTER ANDROID STUDIO and IOS】 productivity timer

【FLUTTER ANDROID STUDIO and IOS】Measures Converter

【FLUTTER ANDROID STUDIO and IOS】 Expenses App

【PYTHON OPENCV】Hu moments calculation

【FLUTTER ANDROID STUDIO and IOS】Simple Calculator

【FLUTTER ANDROID STUDIO and IOS】Shared Preference Storing Key-Value Data On Disk

【FLUTTER ANDROID STUDIO and IOS】Reading and Writing Files

【FLUTTER ANDROID STUDIO and IOS】CRUD Data Persistence Using SQLite

【FLUTTER ANDROID STUDIO and IOS】Working With WebSockets

【PYTHON OPENCV】OpenCV functionality related to contours

【FLUTTER ANDROID STUDIO and IOS】Parsin JSON In The Background

【FLUTTER ANDROID STUDIO and IOS】Fetch Data From The Internet

【FLUTTER ANDROID STUDIO and IOS】Call Android Java Code

【FLUTTER ANDROID STUDIO and IOS】Tween Animation

【FLUTTER ANDROID STUDIO and IOS】Staggered Animation

【FLUTTER ANDROID STUDIO and IOS】Reverse and Stop Animations

【FLUTTER ANDROID STUDIO and IOS】Stateful Send Data To A New Screen

【FLUTTER ANDROID STUDIO and IOS】Typehead autocompletion textfield library

【FLUTTER ANDROID STUDIO and IOS】Navigate With Named Routes

【FLUTTER ANDROID STUDIO and IOS】Multiple Files For Each Screen

【Vuejs】 bind the values ​​of parent and child components in two directions

【FLUTTER ANDROID STUDIO and IOS】Packing Widgets

【FLUTTER ANDROID STUDIO and IOS】Nesting Rows and Columns

【FLUTTER ANDROID STUDIO and IOS】CircularProgressIndicator

【FLUTTER ANDROID STUDIO and IOS】chip

【FLUTTER ANDROID STUDIO and IOS】 SimpleDialog

【FLUTTER ANDROID STUDIO and IOS】IconButton

【Vuejs】 book management (use directive and filter)

【FLUTTER ANDROID STUDIO and IOS】DropdownButton

【FLUTTER ANDROID STUDIO and IOS】 Cupertino TabScaffold

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