Release 48 Now Available

JOHNSON CITY, TN (September 5, 2022) — GraffitiSuite is pleased to announce Release 48 for Xojo Desktop and Web!

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From Anthony: How Did I Not Know This?

I’ve been using Xojo for almost 20 years now. In that time I’ve seen many features come and go. I’ve built hundreds of types of apps. I’ve tried so many different things just to see if they’ll work that it makes my head spin to think about. Xojo still surprises me from time to time.

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Release 47 Now Available

JOHNSON CITY, TN (July 26, 2022) — GraffitiSuite is pleased to announce Release 47 for Xojo Desktop and Web!

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Release 46 Now Available

JOHNSON CITY, TN (July 13, 2022) — GraffitiSuite is pleased to announce Release 46 for Xojo Desktop and Web!

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GraffitiSuite and Xojo Desktop 2.0: Part 2

Yesterday I talked about Xojo Desktop 2.0 and how GraffitiSuite fits in to that picture. At the time I was really frustrated and didn’t know how I was going to proceed. Thanks to that post, however, some of my users reached out to offer their support and discuss. At the end of these discussions, I had a path forward.

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GraffitiSuite and Xojo Desktop 2.0: Part 1

We’ve all known this was coming for a while. Today, with the release of Xojo 2021R3, it became a reality. Xojo has created a new set of controls for Desktop to replace the legacy controls which will modernize the API for the user interface as well as bring the APIs for Desktop, Web, and Mobile closer together.

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Looking Forward: GraffitiSuite for Web 2.0

One of the most commonly asked questions we’re getting right now is

What will GraffitiSuite for Xojo Web 2.0 look like?

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From Anthony: Let’s Talk API 2.0, Part 2

They did it! Xojo reverted the event renaming in API 2.0 for Release 2019R2.1!

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From Anthony: Animating Xojo, Part 4

In Part 1 we covered the history of animating UI effects in Xojo. Part 2 we dug in to linear interpolation. Part 3 saw the addition of support for concurrent animations and color changes. In Part 4 we’ll cover easing, which can make the most drab User Interface interactions beautiful.

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From Anthony: Animating Xojo, Part 3

In Part 1 we covered the basic history of animating in Xojo using pre-calculated chunks to modify the width of our component. In Part 2 we went a bit further by using linear interpolation(lerp) to calculate our current width at each step of the animation process, and setup for concurrent animation.

In this part we’ll be covering a few different things, chiefly concurrent animations. But that’s not all, as I’ve added a lerpColor function to show you how to animate color changes.

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