アプリ関連ニュース

[Flutter] BottomNavigationBar を使用したナビゲーションメニューの作成

FlutterのUIの勉強のために、
Amazonのアプリのような画面下部のナビゲーションメニューで
画面を切り替えるアプリを作成しました。

続きを読む

Codespaces

We might heard about the news of codespace from github recently. If you don’t , it’s ok. I will briefly introduce about codespace today.

Credit: Github

GitHub has announced its product, Codespaces recently for its daily development flow. Codespaces provides a full-featured cloud-hosted development environment that can be very useful for day to day development or short interval period development for overall cases. Codespaces now supports Emacs, Vim and Visual Studio Code as code editors.

After Microsoft bought Github, I knew this is probably coming as a service and here it is. They said

Local development environments are fragile. And even when functioning perfectly, a single-context, bespoke local development environment felt increasingly out of step with the instant-on, access-from-anywhere world in which we now operate.

The Codespaces can run directly within GitHub, so developers can start contributing to their projects almost instantly.

According to GitHub, The target of Codespaces not only fixed the issue of vulnerabilities in the local environment, but also provided additional opportunities to improve the development experience. Much effort to run in a single developer local environment. Similarly, developer machines can be upgraded to higher specs very easily.

You can see the official announcement blog here and don’t forget to try it out as it’s exciting to do a development not at locally as we usually do, this time is at cloud.

Yuuma.



Flutter – Physical Model

All of the best app start with a square, squarely in the middle of the screen. But to turn this abstract idea into something more real we need to think outside the box.

All of the best app start with a square, squarely in the middle of the screen. But to turn this abstract idea into something more real we need to think outside the box.

If you look at the real physical box the only way you’re able to see it with some light, and that light casts a shadow. What if we want our abstract boxes to have a real shadow? Just like a real box. So that our users have a mental model for what the things in your app are.

Well, that’s what a Physical Model is for. Just take whatever widget you’re working with, wrap it inside of a Physical Model and give it a color.

PhysicalModel(
  child: BlueBox(),
  color: Colors.black,
)

Wait! There is no shadow. By default Physical Model’s elevation is zero, so we need to pick that box up to be able to see the shadow.

PhysicalModel(
  child: BlueBox(),
  color: Colors.black,
  elevation:  8.0
)

But unlike the real world we have additional options, for our Physical model’s shadows, like it’s color.

PhysicalModel(
  child: BlueBox(),
  color: Colors.black,
  shadowColor: Colors.pink,
  elevation:  8.0,
)

You can also change the roundness of the shadow’s corners.

PhysicalModel(
  child: BlueBox(),
  color: Colors.black,
  shadowColor: Colors.pink,
  elevation:  8.0,
  borderRadius: 
   BorderRadius: circular(45),
)

or simply update what shape it takes.

PhysicalModel(
  child: BlueBox(),
  color: Colors.black,
  shadowColor: Colors.pink,
  elevation:  8.0,
  shape: BoxShape.circle,
)

Physical Model is super useful, when you have ideas for custom shadow effects, it’s also used under the hood in widgets like Material to build material shadow.

Let’s create simple Physical model!! The result screenshoot is at the top.

    return Scaffold(
      body: Center(
        child: PhysicalModel(
          elevation: 20.0,
          shadowColor: Colors.red,
          color: Colors.red,
          child: Container(
            width: 200,
            height: 200,
            decoration: BoxDecoration(
              shape: BoxShape.circle,
              border: Border.all(
                color: Colors.red,
                width: 1.0,
              ),
            ),
          ),
        ),
      ),
    );

Hope you enjoyed this post!

By Ami



[Unity] カメラに追従するGameObjectと複製(2)

今回はカメラに追従するGameObjectと複製する方法をシェアしたいと思います。
本記事は前回の「[Unity] カメラに追従するGameObjectと複製(1)」の続きです。

続きを読む

[Unity] カメラに追従するGameObjectと複製(1)

今回はカメラに追従するGameObjectと任意のタイミングでGameObjectを複製する方法をシェアしたいと思います。

続きを読む

アプリ関連ニュース

お問い合わせはこちら

お問い合わせ・ご相談はお電話、またはお問い合わせフォームよりお受け付けいたしております。

tel. 06-6454-8833(平日 10:00~17:00)

お問い合わせフォーム