android – bottom sheet dialog or full screen for new task

The most important thing is that Retention of the context for the given sub-task. They have one main task and one subtask, sometimes interacting with both is necessary at the same time. The lower sheet shows the subtask while the main context is still visible to support the mental flow of the user.

Here are two examples.


cards

The best example is Google Maps (or similar). Imagine, you have to constantly switch between the screens. The advantage here is the simultaneous interaction with two screens.

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Google Drive

In this case, the user remembers where he wants to upload his new file. Maybe he made a mistake and chose the wrong folder so that he can still recognize him during the process.

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Her example of Todoist is definitely controversial because it seems tight and too small. We can only guess why they used it, maybe they wanted to go with "cool" new technology? Who knows.

The point is, however, that the bottom sheet definitely has its UX benefits for certain types of tasks.

dialog – AppleScript exits if no action is taken

I want my script to quit automatically unless I press a button.

display dialog "Continue" with icon caution buttons {"Exit", "Continue"} default button 1 giving up after 2
if the button returned of the result is "Exit" then
    return
end if

Since the script is shown below, I have selected my default answer. I have timed out, but at the end of the timeout, "Quit" is not automatically pressed and the script continues.

The only way to do this is to swap the script as follows:

if the button returned of the result is "Continue" then
    -- add the "continue script"
end if
Return 

c ++ – How best to implement the story functionality (dialog and cutscene management, etc.) in a role play?

I would like to know how to best implement the story functionality of a roleplaying game. I'm writing the game in C ++ using the SFML graphics library, and I've implemented drawing tiles, layer loading, and moving players. However, I am not sure how to implement the story exactly. How would I implement when to create cut-scenes, what to do in cut-scenes, change in dialogue and dialogue options affect the game? I plan to have the dialog in JSON files in a similar format

"dialogue" :[
        {"type" : "dialogue", "character" : "player", "text" : "dialogue here", "result" : "next"},
        {"type" : "dialogue", "character" : "character", "text" : "more dialogue", "result" : "next"},
        {"type" : "option", "options" : [{"text" : "option 1", "result" : "goto 4"}, {"text" : "option2", "result" : "goto 5"}]},
        {"type" : "dialogue", "character" : "character", "text" : "from option 1", "result" : "next"},
        {"type" : "dialogue", "character" : "character", "text" : "from option 2", "result" : "next"}
]

Is this a good way to do this?
Should I also consider embedding a scripting language like Lua for cutscenes and other superordinate tasks?

android – How do I use the default smartphone dialog via FireMonkey?

If I use that Unit FMX.DialogService and the method TDialogService.MessageDialog or the TDialogService.ShowMessage The result is different from the dialog boxes that I usually see on Android.

Does Firemonkey not use the "System Preferences"? Or am I confusing and my Android is customized (I know that it is not 100% pure because the manufacturer made its modifications, but this is influential)?

How do I use it? And if not, is there another way?

forms – Undo in a modal dialog

We have a debate on how "undo" should work, especially in a modal dialog box (on a desktop platform).

What I generally see in applications is that every single control (text field in general) has its own "undo". So, if you enter a change in a text box, press Ctrl-Z to undo the change in that text box.

What I've never seen before is an undo chain that spans multiple input fields in the dialog box. So to explain:

  • The user makes changes in field A.
  • The user changes to another field. B
  • User presses Ctrl-Z. Change to field B is reversed.
  • The user again presses Ctrl-Z. The focus changes to field A and the change there is undone.

This might be what you expect in an "editor" (the "Project Properties" editor of a C # project in Visual Studio does this, for example), something that does not feel like a "memory" model, as I would have expected within a modal dialogue with an "ok" / "cancel" model. However, I can not find any UX guidelines that support (or even contradict) my feeling.

It may depend on how complex the dialogue is. For a simple dialog, it's clear that you simply have to quit the dialog to stop having problems or to use a reset button, for example.

Is there a good principle here, a "normal" behavior?
Are there any documented UX design principles that I can refer to to cover this?

Many thanks.

finder – How do I check the type filter in the Open File dialog box?

The forefather of the macOS modifications, DefaultFolderX, which exists since "classic" Mac OS, does not even offer this option. I think that's not available.

And after more than 20 years on Macs, I have not seen anything like it. I would generally think that end users have no mechanism to do this.

It can It must be possible to add specific apps to the database of programs that can open a particular file, but this is usually done by an app during installation.

I would say you are unlikely to be lucky in such situations.

However, it is known that I drag and drop a file onto a program icon that opens just about any file (I look at BBEdit), and that, I've noticed, is a useful workaround for me at least.

GUI design – Arrange option buttons and text area in a dialog box

I have a dialog box where I have to design option buttons and the corresponding text and symbols as well as a text area. This is my current dialog layout, in which the colors denote the symbols. Note that the last element has no icon.

The dialog should be used in a desktop app. The purpose is to enter the selected item. I selected option buttons because a dropdown would result in an extra click. The last element deletes the type from the element, so no icon (should I perhaps add one?).

Is this the best that widgets of this kind can represent? Other options that you would recommend?

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