If you’re looking for a way to build interface elements that don’t keep track of previous interactions, Stateless Cards Demo is the perfect solution. With this cross-platform application, you can create beautiful cards that align vertically and feature other interface elements like buttons and input fields. Best of all, it’s built using a single code base and single UI, so you can use it on any platform, including Android, iOS, macOS, Windows, and Linux. Give Stateless Cards Demo a try today and see how easy and fun it is to create stunning interface elements that work perfectly on any device.
Download the full cross-platform Hello World source code on Github.
This demo is part of over 100 cross-platform demos with everything from camera demos to emoji demos and painting demos.
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What does stateless mean in software development?
Stateless software development is a term used to describe a method of programming in which the state of an application is not maintained between sessions. In stateless software development, each interaction with the application is treated as a new and independent action, and no information from previous interactions is carried over. This approach has several advantages, including improved security and scalability. However, stateless software development can also be more complex and difficult to manage than stateful software development. As a result, it is important to carefully consider the needs of an application before deciding whether stateless or stateful programming is more appropriate.
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What does the stateless card demo source code look like?
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unit Unit1; interface uses System.SysUtils, System.Types, System.UITypes, System.Aulas, System.Variants, FMX.Types, FMX.Controls, FMX.Forms, FMX.Graphics, FMX.Dialogs, FMX.Controls.Presentation, FMX.StdCtrls, FMX.Layouts, FMX.Filter.Effects, FMX.Objects, FMX.Effects; type TForm1 = classe(TForm) MaterialOxfordBlueSB: TStyleBook; VertScrollBox1: TVertScrollBox; <strong> Rectangle1: TRectangle; Label1: TLabel; InvertEffect1: TInvertEffect; ShadowEffect1: TShadowEffect; Image1: TImage; Rectangle2: TRectangle; Label2: TLabel; InvertEffect2: TInvertEffect; ShadowEffect2: TShadowEffect; Image2: TImage; Rectangle3: TRectangle; Label3: TLabel; InvertEffect3: TInvertEffect; ShadowEffect3: TShadowEffect; Image3: TImage; FillRGBEffect1: TFillRGBEffect; FillRGBEffect2: TFillRGBEffect; FillRGBEffect3: TFillRGBEffect;</strong> ToolBar1: TToolBar; Label4: TLabel; ShadowEffect4: TShadowEffect; private { Private declarations } public { Public declarations } end; var Form1: TForm1; implementation {$R *.fmx} end. |
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