Book Image

Delphi GUI Programming with FireMonkey

By : Andrea Magni
4 (1)
Book Image

Delphi GUI Programming with FireMonkey

4 (1)
By: Andrea Magni

Overview of this book

FireMonkey (FMX) is a cross-platform application framework that allows developers to create exciting user interfaces and deliver applications on multiple operating systems (OS). This book will help you learn visual programming with Delphi and FMX. Starting with an overview of the FMX framework, including a general discussion of the underlying philosophy and approach, you’ll then move on to the fundamentals and architectural details of FMX. You’ll also cover a significant comparison between Delphi and the Visual Component Library (VCL). Next, you’ll focus on the main FMX components, data access/data binding, and style concepts, in addition to understanding how to deliver visually responsive UIs. To address modern application development, the book takes you through topics such as animations and effects, and provides you with a general introduction to parallel programming, specifically targeting UI-related aspects, including application responsiveness. Later, you’ll explore the most important cross-platform services in the FMX framework, which are essential for delivering your application on multiple platforms while retaining the single codebase approach. Finally, you’ll learn about FMX’s built-in 3D functionalities. By the end of this book, you’ll be familiar with the FMX framework and be able to build effective cross-platform apps.
Table of Contents (18 chapters)
1
Section 1: Delphi GUI Programming Frameworks
4
Section 2: The FMX Framework in Depth
13
Section 3: Pushing to The Top: Advanced Topics

Understanding non-linear interpolations

Given that interpolation occurs when you want to move from value A to value B, there are infinite ways to cover the path from A to B. In fact, some visual effects are implemented through non-linear animations. A number of real-world experiences are tied to quadratic equations  think about gravity or acceleration in general. Another huge set of cases are based on trigonometric functions such as sine and cosine – think about oscillations or springs.

A simple way to apply a modifier function to our interpolation is to transform its argument – time. We've already introduced the concept of normalized time over a duration period – N(t) – ranging from 0 to 1.

Now, think about what would happen if, instead of using a linearized interpolation of time, you substituted it with a non-linear one. The values of the interpolation will vary accordingly, without changing the interpolation...