![]() For information about the OnPlatform markup extension, see Customize UI appearance based on the platform. Label.FontFamily = DeviceInfo.Platform = DevicePlatform.iOS ? "MarkerFelt-Thin" :ĭeviceInfo.Platform = DevicePlatform.Android ? "Lobster-Regular" : "ArimaMadurai-Black" įor more information about providing platform-specific values, see Device information. Label.FontSize = DeviceInfo.Platform = DevicePlatform.iOS ? 20 :ĭeviceInfo.Platform = DevicePlatform.Android ? 22 : 24 Text = "Different font properties on different platforms" The DeviceInfo.Platform property can be used in code to set font properties per platform: Label label = new Label The example below sets different font families and sizes: The OnPlatform and On classes can be used in XAML to set font properties per platform. For more information, see Display font icons. The equivalent C# code is: Label label = new Labelįont auto scaling also works with font icons. The FontSize property can be set to a double value: The equivalent C# code is: Label label1 = new LabelįontAttributes = FontAttributes.Bold | FontAttributes.ItalicĬontrols that display text can set the FontSize property to specify the font size. The equivalent C# code is: // Use font nameĬontrols that display text can set the FontAttributes property to specify font attributes: Registered fonts can be consumed by setting the FontFamily property of a control that displays text to the font name, without the file extension: Īlternatively, it can be consumed by referencing its alias: In addition, if you want to include files from sub-folders too, then configure it using additional wildcard characters, for example, Resources\Fonts\**\*. The * wildcard character indicates that all the files within the folder will be treated as being font files. However, in this scenario their build action must be manually set to MauiFont in the Properties window.Īt build time, fonts are copied to your app package. Alternatively, all fonts in the app can be registered by using a wildcard in your project file: įonts can also be added to other folders of your app project. This creates a corresponding entry in your project file. In the example above, the first argument to the AddFont method is the font filename, while the second argument represents an optional alias by which the font can be referenced when consuming it.Ī font can be added to your app project by dragging it into the Resources\Fonts folder of the project, where its build action will automatically be set to MauiFont. Then, on the IFontCollection object, call the AddFont method to add the required font to your app: namespace MyMauiAppįonts.AddFont("Lobster-Regular.ttf", "Lobster") This is accomplished by invoking the ConfigureFonts method on the MauiAppBuilder object. True type format (TTF) and open type font (OTF) fonts can be added to your app and referenced by filename or alias, with registration being performed in the CreateMauiApp method in the MauiProgram class. ![]() These properties are backed by BindableProperty objects, which means that they can be targets of data bindings, and styled.Īll controls that display text automatically use font scaling, which means that an app's UI reflects text scaling preferences set in the operating system. ![]() The default value of this property is true. FontAutoScalingEnabled, of type bool, which defines whether an app's UI reflects text scaling preferences set in the operating system.The default value of this property is None. FontAttributes, of type FontAttributes, which is an enumeration with three members: None, Bold, and Italic.However, this default can be changed, and additional fonts can be registered for use in an app.Īll controls that display text define properties that can be set to change font appearance: NET Multi-platform App UI (.NET MAUI) apps use the Open Sans font on each platform.
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![]() As travel restrictions ease-out, more people will be traveling to meet their families and to satiate their travel quest. We always love to explore and book cheap flights to our favorite destination and 2023 is no different and with CheapOair you can explore numerous cheap flights to thousands of destinations. Please see Terms and Conditions for full details.Ĭlose Call us 24/7 at to Get Cheap Flights! The PMP does not apply to "opaque" tickets (where the airline booking details are unknown until after purchase) or tickets issued under a 'bidding' or 'auction' model. Military, student, government, tour operator, bulk, vacation package or 'Web Only' fares are excluded. The PMP does not apply to fares offered on membership program websites, corporate discounts or rates group, charter, rewards program, incentive, meeting, convention, or consolidator fares or fares available only by using a coupon or other promotion not offered to the general public. For purposes of the PMP, a 'Major OTA Competitor' means the U.S. 'Offered and available for booking' means that the itinerary you found is actually live on a Major OTA Competitor's site and available to be booked by the general public at the time you contact us, as determined by our customer service representatives. Now here's the fine print: The same itinerary means that each and every element of each offer matches airline(s), flight number(s), itinerary, date(s), number of customers and seat type. That's why, if you see a lower price (including taxes and fees) for the same flight itinerary offered and available for booking on a Major OTA Competitor's site within twenty-four (24) hours of booking, we will match that lower price by refunding the difference in price, or if you prefer, we will cancel your booking with us for a full refund. When booking with CheapOair, we want you to be confident that you have found a great deal. Or view the complete list of international airports and find cheap flight tickets at an airport or airline.Book Cheap Flights from Over 500 Airlines! Price Match Promise Flight tickets to and from Barcelona Airport.Flight tickets to and from Munich Airport.Flight tickets to and from Dublin Airport. ![]()
![]() Use a template to keep your prints even and help keep your print margins clean. Include 2 color print variations of your block. Here is a video demo on using the tools and carving safely.Īfter creating your wood block carving, you will create an EDITION of prints, a set number of prints all the same. Always turn the block around to carve and carve away from your hand. You will carve out the blank areas, and this makes your carving easier to keep track of. MAKE A WOOD CARVING! Start with a design for your wood block project that uses dramatic lighting effects to highlight your black and white design.ĭraw your design with a Sharpie on your block. All signing is under the plate image or impression- to be visible once matted and framed! See above: edition number on left, signature or initials and the date on the right. Signing your work is a personal thing and some artists develop a signature style in this as in other aspects of their work. NOTE: There are several other methods used for signing your print, but due to the size, this is the best to use on our projects in ART 151. The year- 2018 or ’18- that the print was made is on the right side- under the plate image. Keep space for the matte framing your impression.Ĥ. Leave room just for the date, but do not go past the edge of the plate. Signature- your name or your initials are on the right side of center. Normally the title of the print-even if the title is “untitled”- is in the center area underneath the image- the most prominent place usually. Because this class has such small images, it is not necessary to title your prints. Instead of numbering this print- you use the shorthand of A/P.Ģ. *If your print is a variable- a print where you changed your inking, wiping, or added or subtracted plate-work- anything that changed from your edition- will be a variable print or variee. Thus, an edition of 4 prints and the second print of that edition would be 2/4 ( 2 over 4). It indicates the number in the edition and the number of the print- the order it was printed in the edition. This information will look like a “fraction”. Step by step: Remember to keep everything underneath the plate impression.ġ. Starting from left to right at the bottom edge of the plate impression, underneath your plate mark or the bottom edge of your paper (since these plates are very small), you will put the following information for your print- on the left is the edition number and to the right of center, your signature or initial and date/year. Leave an 1/8 to 1/4 inch around your print for matting since the traditional way to present your finished print is in a frame.Ĭ. Use a sharpened pencil to sign your prints, preferably an H or HB.ĭo not use a B, soft graphite or charcoal pencil and never use a pen!ī. Signing Your Prints- A basic how-to-guideĪ. The collagraph plate below was quickly created using string and sandpaper and then covered tin foil, run through the press, to create a plate that will be easy to ink:Ĭheck out the variety of imagery in this collection of collagraph samples Here is a Youtube Video showing the use of intaglio and relief inking here.Īnd this one on using viscosity inking on a collagraph plate here. NOTE: Check out this demo on the basics of wiping your collagraph plate. Using good wiping skills and less ink is always recommended. Excess ink trapped in your collaged designs can present a challenge to getting a good print. ![]() A Pin Press also works well with collagraphs. Set a light pressure and use lots of newsprint. Make sure to use older blankets or use foam or carpet padding to protect your press and your plate and give you the best impression. Use dampened 100% cotton rag paper- soak it in the paper bath for 20 minutes and remove carefully onto the blotters. ![]() Make use of the plate tone and watch out for areas on your plate holding pockets of ink, which might ruin you impression in the press.ġ. Ink your plate using either the intaglio method or relief or a mix of both, as seen in the example below. Watch your plate depths and edges as a common problem is tearing the paper in the printing or creating areas that hold too much ink. Things that create tone and hold ink are sandpaper of different grits, netting, cutting into board, and glue with carborundum or sand. Start with the substrate such as the illustration board, and either mount a photo copy or draw directly onto the board- remember you can cut up and collage shapes to make tones as well. Once this is done, your collagraph plate is sealed with an acrylic medium to allow inking and cleaning. Basically created by making a collage of shapes and textures that are glued to a simple substrate such as cardboard or illustration board. A collagraph (or collograph) is a straight forward way to create a printmaking plate. ![]() After four years of development with no budget, Nexuiz 1.0 was released on May 31, 2005, completely under the GNU GPL, and by the end of June had over a quarter million downloads. The original design called for a simple deathmatch project with a few levels and one character model to be released the next summer. Soon afterward the project moved to the DarkPlaces engine created by Forest Hale, who later also joined the project. Nexuiz development started as a Quake modification in the summer of 2001 by Lee Vermeulen. Currently there are a few custom mods and maps used. Nexuiz supports most Quake modifications (although with varying functionality). It can also support new gametypes, or whole conversions quickly applied to it (much like Quake). ![]() Nexuiz is primarily multiplayer (though it includes a full single-player campaign, which allows one to play through the various multiplayer game types and maps with bots), and allows for hosting and joining of games. All these effects can be turned off to make the game run on older hardware. The graphics in Nexuiz use coronas, the bloom shader effect, Realtime World and Dynamic Lighting and shadowing, shaders (with OpenGL 2.0), offset mapping, and High dynamic range rendering. ![]() It includes thirteen weapons, 24 official maps and over 240 community created maps, as well as 15 player models. It is a completely different game, independent in its own right and only very loosely resembles the original.Nexuiz is a first-person shooter game, heavily inspired by the original Quake games, running on a modified Quake engine known as the DarkPlaces engine. Nexuiz, created 2010 by IllFonic, is a proprietary game.This game is also sometimes called “Nexuiz Classic” nowadays. Nexuiz, created 2005 by AlienTrap, is the original libre game.The original libre Nexuiz is distributed as “Nexuiz Classic” on. When people in the free software community talk about “Nexuiz”, they usually mean the libre game, not IllFonic's remake. It does not share any source code, artwork or maps of the original Nexuiz, only the name is the same, and otherwise the both games couldn't be more different. This game just loosely resembles some elements of the libre Nexuiz. IllFonic's Nexuiz is proprietary and a completely different game written from scratch in CryENGINE3. There's another game that is called “Nexuiz”, created by the company IllFonic in 2010. Naming confusion and the IllFonic remake See the Xonotic article for the full story. Xonotic is regarded as the spiritual successor to the (libre) Nexuiz. ![]() The latest version is 2.5.2, after which no more updates came.įollowing a 2010 controversy, the game has been forked under a new name Xonotic, which is now actively developed. Version 2.5 was released in October 2009. The “real” game happens in online multiplayer. The game features a simple singleplayer campaign which is mostly meant for practice. Your health could theoretically go very hight, but it will be hard to maintain for long. The health/armor system in this game is a bit different than in other games: Your health will tend towards 100 with a higher rate of change the further away your health is from 100. Special pick ups are Strength (which increase the damage dealt), Shield (you take less damage) and Speed (increases walking speed). In the arenas, you find collectible weapons, ammo, health and armor. The weapons have a primary and secondary fire mode and include the shotgun, machinegun, various unique energy weapons, sniper rifles, rocket launchers, and more. The game can be customized further by so-called mutators, little rule changes like low gravity or a grappling hook. It's a classic arena shooter with a science-fiction theme and many game modes known from other FPSes like classic deathmatch, team deathmatch, capture the flag, domination, but it also features the unique key hunt mode in which your team must collect all keys to score. 2.1 Naming confusion and the IllFonic remake. |