send tab layout on top

I want my tab layout to appear on top of my screen. Currently it is on the bottom on the screen. Tried a few ways didn’t work. How can I make it go on top of my screen. Code for the xml file <?xml version="1.0" encoding="utf-8"?> <FrameLayout xmlns:android="http://schemas.android.com/apk/res/android&quot; xmlns:tools="http://schemas.android.com/tools&quot; android:layout_width="match_parent" android:layout_height="match_parent" tools:context=".kanbanManagement"> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android&quot; xmlns:app="http://schemas.android.com/apk/res-auto"&hellip; Read More send tab layout on top

How can I set a key rendering a list in react when two items should be rendered per map iteration?

So I’ve been struggeling with the following issue: I have a function that returns me a number of years (4 years). These years need to each be mapped with two options in a select ( term 1 and term 2 for example). <select> {getSemesterSelection().map((el, key) => { return ( <> <option value={`${el}1`} key={`${el}1`}>{`${el}1`}</option> <option value={`${el}2`}… Read More How can I set a key rendering a list in react when two items should be rendered per map iteration?

Avoid unnecessary component rendering with memo in nextjs

I’am trying to understand react’s behaviour throught nextjs. I have an index.js page with one component Homecard displayed three times and one button that increment a value. Each time I click on button all Homecard components are re-render. index.js import { Homecard } from ‘../components/Homecard’ import { useState } from ‘react’ export default function Home()… Read More Avoid unnecessary component rendering with memo in nextjs

opengl won't overlap more than 1 texture

I’m trying to create an opengl program that creates a 2d square, and applies 2 textures on it. I followed this tutorial: https://learnopengl.com/Getting-started/Textures This is my fragment shader: #version 330 core //in vec3 Color; in vec2 TexCoord; out vec4 FragColor; uniform sampler2D Texture1; uniform sampler2D Texture2; void main() { FragColor = mix(texture(Texture1, TexCoord), texture(Texture2, TexCoord),… Read More opengl won't overlap more than 1 texture