Custom navigation Titanium - menu

I need do a very special nav or tab bar for a app, I looked this but I not have idea how to make some similar, I work with Titanium mobile, someone with experience could tell me how to make some similar with Titanium, or if someone have other navigation bar more complex that the examples on the kitchensink.

This is where I'd start. Understand that that video is obviously a complex interface and will definitely take work on your part.
This (http://softlywired.com/ticustommenu/) piece of code will get you started, but you will need to go way beyond it writing that interface control. I'd then move on to creating the boxes that pop up, without animation, down the center. After that was working, I'd look at animating them and adding the event listeners to it.
You'd be a star in the Titanium community if you got it working and released the source code to it.

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When switching Layouts in Android-studio, how to go back if there was no layout when app started? Or how to un-set a new layout?

I‘ve developed a game in Love2d (Lua), and used love-android as the tool to make it run on android-studio. The game works perfectly in Android devices, so now I’m trying to add billingclient.
My problem is, the Project created by love-android has only 1 activity (gameActivity) that extends SdlActivity. Somehow it runs the zipped game .love, but it has no layouts.
So, when I create a button so players can buy in-apps, I set a layout. But after the onClick, I cannot get rid of this button layout, because I have no layout to setContentView back. I’ve also tried to hide the billing layout with “GONE”, “INVISIBLE”, button.enable(false), but it just goes to a black screen. Since I’m new to Android Studio and still haven’t found how the game runs after the android tool is used, I’m not sure even if it is still running after I call this button. Any suggestion on how can I implement a full working button in such case?
If you need more info, I’d be happy to provide it.

Adding a text box in Android Studo

Trying to use AndroidStudio (3.4.2) for the first time and it appers to be substantially different to the tutorial at
https://developer.android.com/training/basics/firstapp/building-ui
For example:
There is no layout editor toolbar let alone a show button.
There is no autoconnect button
It doesn't show any wiggly lines from the middle of the blue square to its edges.
When adding a text box it goes to the top left and can't be moved.
WTF is going on? This is awful!
So I know this may sound like the hard answer, but in the long run it will make life 1000x easier.
You need to learn XML to design the activities. It's fairly simple and really easy to research. The reason the textbox can't be moved is because the default layout is ConstraintLayout. In order to fix this, go to the xml file and change the Constraint layout to either Relative layout or Linear Layout. In the end, its more simple to learn straight xml.
I suggest you learn Android programming from here or somewhere else because the Android documentation can be confusing especially for a beginner like yourself and trust me, I've been there.

Green square on game canvas using Phaser

Can someone please tell me why I'm getting a green square on my Phaser game canvas as below?
Without seeing any code I can tell you that you'll see that when an image can't be loaded by the Phaser framework.
Open developer tools in your browser of choice and refresh after opening the Network tab. You should see a 404 for one of your images.
I believe if you look at the standard browser console you may also see messages about the name of the asset that it failed to load.
I had a slightly different case. Images were being loaded in the init function, which apparently doesn't work. I renamed that function to preload and suddenly the green squares are gone and the images show up.
My case was also a little different too; it appeared that all my image resources were loaded, but I think I was trying to create the sprites a little too quickly - in order words, I was trying to create and add sprites to my scene before the scene was properly loaded.
I'm going to try waiting until 'scene.scene.isActive(key);' returns a boolean of true.....maybe that's what will solve my issue. Failing that, I might just put in some sort of sleep/await promise of 1 second or something (not ideal, but might work)
ALSO NOTE: Part of the reason I was able to create my sprites too quickly was because I was doing so in my own custom function, not the typical create() function. Actually, the best solution is probably to create my sprites in the create() function and not a custom function...

Hiding the Hamburger while in shell using template10

Sorry if my query's a bit noobish, a uwp beginner here.
I'm trying to morph the hamburger template from template10 and an existing project of mine. Basically, I'd like to have a certain page with the hamburger menu being invisible, and display my own navigation buttons on the page (an intro page). Upon navigation away to any other page the menu will be visible again.
I tried changing Hamburger's visibility state as an experiment, but it seems to be affecting the content as well. Is what I'm talking about possible with this control and I'm missing something obvious? Or I'd have to manage shell usage in app.xaml and load my intro page without the shell?
Many thanks for the creation of the t10 btw (Jerry, Daren and everyone else), me being confused in this thing doesn't at all diminish my appreciation
There are a few options for you here. IsPaneOpen will only work for you depending on the DisplayMode you choose. But if I were to guess, it's HamburgerMenu,.IsFullScreen that you are really wanting to use here.
You can change the SplitView mode to Inline and set IsPaneOpen to false. That will hide the Pane.

Trouble with the javafx 8 sample 3D application

Since the release of javafx 8 is coming up right around the corner, I figured now would be a good time to get better acquainted with a few of the new features. First on my list: enhanced (true) 3D shapes and rendering! Working for an engineering company, being able to integrate a rich 3d environment into some of our visualizations will be great!
In any case, I was working through the 'getting started' here and all was well. Able to compile everything, getting familiar with how they structure all of their layouts in 3d, etc. etc. It was great! After familiarizing myself with some of the more advanced translations, I decided to take a look at their final 'sample 3d application' that had things like mouse and keyboard listeners to set the angle and orientation of the camera, which was the only thing I hadn't done yet. (you can find a link to the source code I downloaded for it, complete with a nbproject here It's called MoleculeSampleApp.zip and it's in the top right corner of the page).
So I go to compile it, everything shows up just fine, the molecule, the axis, and then I try to initiate any action at all, a mouse click, drag, a recognized keyboard input, etc. Everything on the scene simply vanishes.
Well that's strange, I think to myself, so I take a look at the code. Everything looks to be in order, and a few print lines later, I find out that the contents of the graph aren't disappearing until the very END of the listener, whenever that happens to be. Nothing inside of the listener is actually causing the disappearing (unless of course it's the hide/show keyboard shortcuts).
To be honest, I'm a bit baffled by this. There are no exceptions being thrown, no errors printing out. It just disappears, and that's the end of it.
If anyone has any idea why this is happening I would be immensely grateful. It's worth noting, I'm using the javafx 8 developer preview b132.
(if you would like me to post the entire source here, let me know, it's only about 600 lines altogether, but that's pretty heavy for a SO question so I'm just going to leave the links for now).
tl;dr
The moleculesimpleapp.zip located here makes everything disappear on any action it knows to listen for, with no clear reason, why?
-Will

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