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  • Weird Animation when inserting a row in UITableView

    - by svveet
    I have tableview which holds a list of data, when users press "Edit" i add an extra row at the bottom saying "add new" - (void)setEditing:(BOOL)editing animated:(BOOL)animated { [super setEditing:editing animated:animated]; NSArray *paths = [NSArray arrayWithObject: [NSIndexPath indexPathForRow:1 inSection:0]]; if (editing) { [[self tableView] insertRowsAtIndexPaths:paths withRowAnimation:UITableViewRowAnimationTop]; } else { [[self tableView] deleteRowsAtIndexPaths:paths withRowAnimation:UITableViewRowAnimationTop]; } } and of course the UITableView transform with animation, but weird thing is the row before the row that i just added, has different animation than all others. all rows perform "slides in" animation, but that 2nd last one did a "fade in" animation. and i didnt set any animation on the 2nd last row (or any other row), and if i didnt add the new row in, the animation slides in as normal when i switch to editing mode. somehow i cant find an answer, i check with contact app on my phone, it didnt have that weird animation as i have, when they adding a new row on editing mode. Any help would be appreciated. Thanks

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  • Adobe edge animation fails to load first time in Opera, Crome but works in Firefox and Safari

    - by user3721777
    I have quite a serous problem here since I work on this animation for a while, I have a Adobe Edge Animation (done in CC) that fails to load the first time in Opera and Crome but does work in Firefox and Safari. It fail to load every time coming from another page. Only work if you reload. The problem persist both locally and online. It does work in preview every single time. I you can push me in the right direction, that would be great. Thanks! Here you can see the animation: http://tierraburritos.com/test/laCarta.html

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  • Website displays in chrome perfectly, but not in mozilla or IE

    - by Atharul Khan
    here are the code snippets for the html and css. It works finds in Google chrome, but when I try to display it in mozilla or IE, it shows something completely different. I cannot attach images as I do not have the required reputation. I really appreciate the help. Thank you! HTML <!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <meta http-equiv="Content-type" content="text/html; charset=utf-8" /> <meta name="viewport" content="width=device-width, initial-scale=1" /> <link rel="stylesheet" type="text/css" href="style.css"> <link rel="shortcut icon" href="ak.png"> <title>Home</title> </head> <body> <div class="Nav"> <nav> <ul class="navigation fade-in2"> <li><a href="#home">Home</a></li> <li><a href="#about">About</a></li> <li><a href="#portfolio">Portfolio</a></li> <li><a href="#shop">Shop</a></li> <li><a href="#blog">Blog</a></li> <li><a href="#contact">Contact</a></li> </ul> </nav> </div> <div class="logo"><a href="#home"><img class="ak fade-in2" src="ak.png"></a></div> <div class="background"><img class="beauty" src="beauty.jpg"></div> <div class="header"> <h1 class="headerName fade-in">DESIGN | DEVELOP | BRAND</h1> <h4 class="service fade-in3"><a href="#portfolio">VIEW PORTFOLIO</a></h4> <h4 class="service fade-in3"><a href="#services">VIEW SERVICES</a></h4> </div> <!--<div class="mainbody"><p>safsdaf</p></div>--> </body> </html> CSS @-webkit-keyframes fadeIn { from { opacity:0; } to { opacity:1; } } @-moz-keyframes fadeIn { from { opacity:0; } to { opacity:1; } } @keyframes fadeIn { from { opacity:0; } to { opacity:1; } } * { padding: 0; margin: 0; } li { display: inline; font-size: 15px; font-family: verdana; } nav { width: 100%; text-align: right; background-color: #222222; padding: 0; margin: 0px; line-height: 47px; position: fixed; z-index: 100; } .ak{ width: 90px; height: 55px; z-index: 101; position: fixed; background: transparent; color: transparent; background-color: transparent; } .Nav a{ text-decoration: none; padding: 15px; } .Nav a:link{ color: #A7A7A7; } .Nav a:visited{ color: #A7A7A7; } .Nav a:hover{ color: #DBDBDB; transition: all 0.3s ease-out 0s; transition-property: all; transition-duration: 0.3s; transition-timing-function: ease-out; transition-delay: 0s; } .header { background-color: rgba(0,0,0, 0.25); width: 100%; height: 626px; text-align: center; position: fixed; z-index: 10; } .background { position: fixed; z-index: 8; } .beauty { width: 100%; height: 626px; } .headerName { font-size: 2.5em; text-align: center; color: #D3D3D3; padding: 180px; padding-bottom: 50px; margin: 0px; letter-spacing: 4px; font-weight: 100; font-family: 'Lato', sans-serif; } .fade-in { opacity:0; /* make things invisible upon start */ -webkit-animation:fadeIn ease-in 1; /* call our keyframe named fadeIn, use animation ease-in and repeat it only 1 time */ -moz-animation:fadeIn ease-in 1; animation:fadeIn ease-in 1; -webkit-animation-fill-mode:forwards; /* this makes sure that after animation is done we remain at the last keyframe value (opacity: 1)*/ -moz-animation-fill-mode:forwards; animation-fill-mode:forwards; -webkit-animation-duration:1s; -moz-animation-duration:1s; animation-duration:1s; -webkit-animation-delay: 0.3s; -moz-animation-delay:0.3s; animation-delay: 0.3s; } .fade-in2 { opacity:0; /* make things invisible upon start */ -webkit-animation:fadeIn ease-in 1; /* call our keyframe named fadeIn, use animation ease-in and repeat it only 1 time */ -moz-animation:fadeIn ease-in 1; animation:fadeIn ease-in 1; -webkit-animation-fill-mode:forwards; /* this makes sure that after animation is done we remain at the last keyframe value (opacity: 1)*/ -moz-animation-fill-mode:forwards; animation-fill-mode:forwards; -webkit-animation-duration:1s; -moz-animation-duration:1s; animation-duration:1s; -webkit-animation-delay: 0.6s; -moz-animation-delay:0.6s; animation-delay: 0.6s; } .fade-in3 { opacity:0; /* make things invisible upon start */ -webkit-animation:fadeIn ease-in 1; /* call our keyframe named fadeIn, use animation ease-in and repeat it only 1 time */ -moz-animation:fadeIn ease-in 1; animation:fadeIn ease-in 1; -webkit-animation-fill-mode:forwards; /* this makes sure that after animation is done we remain at the last keyframe value (opacity: 1)*/ -moz-animation-fill-mode:forwards; animation-fill-mode:forwards; -webkit-animation-duration:1s; -moz-animation-duration:1s; animation-duration:1s; -webkit-animation-delay: 0.9s; -moz-animation-delay:0.9s; animation-delay: 0.9s; } .service{ font-size: 14px; width: 190px; text-align: center; font-family: 'Lato', sans-serif; color: #D3D3D3; border: 2px #A7A7A7 solid; border-color: rgba(255, 255, 255, 0.5); display: inline-block; border-radius: 5px; background-color: transparent; letter-spacing: 2px; } .service a{ text-decoration: none; display: block; padding: 15px 20px; } .service a:link{ color: #D3D3D3; } .service a:visited{ color: #D3D3D3; } .service a:hover{ background-color: rgba(255, 255, 255, 0.15); transition: background-color .15s ease-in; -webkit-transition: background-color .15s ease-in; -moz-transition: background-color .15s ease-in; -o-transition: background-color .15s ease-in; } UPDATE 1: I updated both browsers and it seems the css3 animations work perfectly fine on both browsers. What seems to be the problem is the positioning of the pages UPDATE 2: Here are the links to the different browser screen shots Chrome: https://www.dropbox.com/s/jlpa4vu51kdnews/Chrome.JPG InternetExplorer: https://www.dropbox.com/s/zbchs3su9ahxr0n/IE.JPG Mozilla Firefox: dropbox(.)com/s/fyalnhsha9ktadz/Mozilla.JPG (I can't post the third link because I don't have enough reputation)

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  • RMI java doesn't create skeleton class

    - by pavithra
    I wrote a remote service MyremoteImpl.java and used following command after compiled it. rmic MyRemoteImpl I learned that this method suppose to create stub class and a skeleton class but I can only see the stub class, why is that? The other problem I faced after run rmiregistry I started the service but it gives following error, I doubt I get this error as I'm missing skeleton class? java.net.MalformedURLException: invalid URL String: Remote Hello at java.rmi.Naming.parseURL(Unknown Source) at java.rmi.Naming.rebind(Unknown Source) at RMIservice.MyRemoteImpl.main(MyRemoteImpl.java:22) Caused by: java.net.URISyntaxException: Illegal character in path at index 6: Remote Hello at java.net.URI$Parser.fail(Unknown Source) at java.net.URI$Parser.checkChars(Unknown Source) at java.net.URI$Parser.parseHierarchical(Unknown Source) at java.net.URI$Parser.parse(Unknown Source) at java.net.URI.<init>(Unknown Source) at java.rmi.Naming.intParseURL(Unknown Source) ... 3 more Please help me to solve this, Thanx in advance!!!

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  • libgdx draw issue and animation

    - by johnny-b
    it seems as though i cannot get the draw method to work??? it seems as though the bullet.draw(batcher) does not work and i cannot understand why as the bullet is a sprite. i have made a Sprite[] and added them as animation. could that be it? i tried batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY(), bullet.getOriginX() / 2, bullet.getOriginY() / 2, bullet.getWidth(), bullet.getHeight(), 1, 1, bullet.getRotation()); but that dont work, the only way it draws is this batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); below is the code. // this is in a Asset Class texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, bullets); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); // this is the GameRender class public class GameRender() { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); // The ball needs transparency, so we enable that again. batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); // End SpriteBatch batcher.end(); } } // this is the gameworld class public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } is there anyway so make the sprite work?

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  • Flash like animation editing and container format for OpenGL environment?

    - by tbarbe
    Are there ANY tools that lets an animator / designer create scripted animations that can export to an OpenGL compatible format -- that are similar to the timeline editing in Flash or After Effects? Does OpenGL ES have some kind of animation playback or container format? ( is there something similar to .swf for OpenGL? ) Im looking for something that lets a designer / animator do his work with a timeline and in a traditional animation environment... meanwhile still having integration with OpenGL.

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  • Is Core Animation causing my subviews to call -drawRect for every single frame?

    - by mystify
    I made a nice UIView subclass which paints all its stuff in -drawRect:, because people said that's good. That view is a subview of another. This another view is beeing animated with Core Animation: It's scaled down, rotated and moved. However, I encountered this: -drawRect seems to get called trillion of times during animation, and performance sucks. Is that normal or did I do something wrong, probably?

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  • Bone creation in XNA Content Pipeline

    - by cod3monk3y
    I'm trying to manually create a ModelContent instance that includes custom Bone data in a custom ContentProcessor in the XNA Content Pipeline. I can't seem to create or assign manually created bone data due to either private constructors or read-only collections (at every turn). The code I have right now that creates a single triangle ModelContent that I'd like to create a bone for is: MeshContent mc = new MeshContent(); mc.Positions.Add(new Vector3(-10, 0, 0)); mc.Positions.Add(new Vector3(0, 10, 0)); mc.Positions.Add(new Vector3(10, 0, 0)); GeometryContent gc = new GeometryContent(); gc.Indices.AddRange(new int[] { 0, 1, 2 }); gc.Vertices.AddRange(new int[] { 0, 1, 2 }); mc.Geometry.Add(gc); // Create normals MeshHelper.CalculateNormals(mc, true); // finally, convert it to a model ModelContent model = context.Convert<MeshContent, ModelContent>(mc, "ModelProcessor"); The documentation on XNA is amazingly sparse. I've been referencing the class diagrams created by DigitalRune and Sean Hargreaves blog, but I haven't found anything on creating bone content. Once the ModelContent is created, it's not possible to add bones because the Bones collection is read-only. And it seems the only way to create the ModelContent instance is to call the standard ModelProcessor via ContentProcessorContext.Convert. So it's a bit of a catch-22. The BoneContent class has a constructor but no methods except those inherited from NodeContent... though now (true to form) maybe I've realized the solution by asking the question. Should I create a root NodeContent with two children: one MeshContent and one BoneContent as the root of my skeleton; then pass the root NodeContent to ContentProcessorContext.Convert? Off to try that now...

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  • Fastest approach to 3D animation

    - by HappyFerret
    I'm currently tasked with designing a small HTML5 game. Having done everything by myself so far (3D models, codebase, game design, etc) I'm now at a point where I'm running out of time. I've less than a day to animate and bind everything together. However, that's exactly my problem. I was under the naive impression that everything would be easier if I went with pre-rendered 3D models. However, I didn't consider the most difficult part. Animation. After having spent over an hour trying to figure out messiahStudio, I figured it's time to ask for outside help. Is there any easier solution to 3D animation than 3D rigging? What I'm basically looking for is some sort of tool that allows me to simply grab and move/deform select polygons. It doesn't have to be as life-like and accurate as rigging, just efficient enough. Were the circumstances any different, I might just learn how to rig. But that's sorely out of scope right now. PS:The models were created in Sculptris but are fairly low-poly.

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  • Calculate an AABB for bone animated model

    - by Byte56
    I have a model that has its initial bounding box calculated by finding the maximum and minimum on the x, y and z axes. Producing a correct result like so: The vertices are then stored in a VBO and only altered with matrices for rotation and bone animation. Currently the bounds are not updated when the model is altered. So the animated and rotated model has bounds like so: (Maybe it's hard to tell, but the bounds are the same as before, and don't accurately represent the rotated/animated model) So my question is, how can I calculate the bounding box using the armature matrices and rotation/translation matrices for each model? Keep in mind the modified vertex data is not available because those calculations are performed on the GPU in the shader. The end result I want is to have an accurate AABB the represents the animated model for picking/basic collision checks.

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  • Maya Animated Character export for XNA 4.0 problem

    - by FahidK
    To begin with, I'm trying to export an animated character in .fbx format from Maya 2013 to XNA 4.0 In Maya, The Model has a basic rig and the animations are in clips made in the Trax editor. so the issue i'm having is after selecting the model and the root joint and then hitting export in .fbx format, for some reason when i open the exported .fbx file the joint system is detached from the model with no animation. Btw, i have the animations in clips so that they can be called in code, for example "run","walk","attack". So, what can i do to solve this problem? Thank you.

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  • Keyboard Animation Issues When Calling becomeFirstResponder within a Modal View Controller

    - by LucasTizma
    I've been having some issues with calling -becomeFirstResponder on a UITextField contained with a view controller that is presented modally. I call this method in the modal view controller's -viewDidLoad method so that the keyboard is immediately displayed. What I expected is for both the keyboard and the modal view controller to animate from up the bottom of the screen at the same time. However, what I'm observing is the following: There is a ~0.2 second UI lag between clicking the button that calls the -presentModalViewController:animated: method on the parent view controller and when the child view controller begins to animate modally. The keyboard is immediately presented with absolutely no animation about half-way through the modal view controller's animation. Once the modal view controller's animation is complete, everything else seems to operate smoothly. Dismissing the modal view controller results in it being smoothly animated off screen (along with the keyboard, coincidentally). It's as if the keyboard's animation and the modal view controller's animation are both competing for some lower-level Core Animation resource at the same time, but I don't see why this should be happening. What further seems to corroborate this hunch is if I don't ask the UITextField to become the first responder (i.e., if I don't ask the keyboard to present itself), then there is absolutely no UI lag, and the modal view controller animates instantly. Interestingly, if I do something like [self.textField performSelector:@selector(becomeFirstResponder) withObject:nil afterDelay:0.0001]; then the animation of the keyboard happens nearly at the same time as the modal view controller's animation -- it's extremely difficult to tell that they aren't both being animated at the exact same time. Furthermore, there's no more UI lag. Has anyone experienced anything similar to this?

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  • I would like to flip my app's splash screen - how can I mimic the flipside controller's animation?

    - by Andy
    I've finally gotten a working "alpha" version of my first app installed and (mostly) working on my iPhone 3G. So excited I came into the house and danced a little jig while my wife rolled her eyes at me. Don't care - totally stoked that I figured it out on my own (with lots of help here - thanks again, guys). I've never really dabbled with or cared about animation; I'm more into utility-type apps. However, I've decided that I'd like to animate my app's opening image / default.png / splash screen similar to the flipside view controller animation - where the image spins from a view on the front to a different view on the back. I've found code for animating between views using the flipside animation, but how would I go about animating from a static *.png image to my navigation-based table view? I'm just not even sure where to start with this one - literally the first time I've ever even searched for anything graphics-related in the documentation. Any help will be appreciated. As usual, thanks in advance!

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  • SVG Animation in Python? - Any options other than Things! 0.4?

    - by ThantiK
    I recently gave my daughter some time on the computer, and she really likes a program called 'BabySmash!', and I also have another program that came with a keyboard attachment called 'Laugh, Smile & Learn' from playschool I think. I'm not a python guru by any stretch of the imagination and I kind of have it in my head that I want to create some sort of program in the spirit of these two, with vector animation and sounds. Thing is, it doesn't look like there are many options for vector animation in python. I found a library called Things! 0.4, but it's lacking in-depth documentation and seems to be more of an experiment in vector animation rather than a full blown solution. Are there any options that I'm not immediately finding? What other animation-libraries do you recommend? Even if the library isn't vector-based, ease of use is probably the strongest factor in my use.

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  • How to Best Optimize up Model Transforms, Import 3DS Animations Into XNA 4.0?

    - by Jason R. Mick
    Relative beginner to XNA, but trying to build a multi-purpose (3D) game frameworking in XNA 4. Been using the Reed (O'Reilly) and Cawood/McGee (McGraw Hill) guides. My question is multi-faceted and involves how to most efficiently handle models. I'm using 3DS Max 2010 with kw-Xport to ship out my models as .X files. Solved an early problem by using my depth stencil state. My models are now loading properly (yay!) and I have basic bounding working, I just want to optimize transforming models and get animations working as a next step. My questions on models are: 1. Do you have any suggestions for good resources on exporting 3DS animations to XNA? I've seen some resources on how to handle animations in XNA, but most skimp on basic topics of how to convert multi-animation 3DS files. For example how do I take one big long string of keyframed animations (say running, frame 5-20, climbing frames 25-45, etc.) and turned them into named XNA animations. To my understanding every XNA animation has to have a name, but I haven't seen any tutorials on creating a new named animation from a subset of frames. 2. Is it faster to load a model once and animate/transform that base model on the fly @ draw time, or to load multiple models? My game will have multiple enemies, and I've already seen some lagginess in XNA, so II want to make my code efficient... 3. I've heard people on app hub talking about making custom content processors for models-- what is the benefit of this? Does it speed up transforming or animating the models? If so, can you point me towards any good (model-centric) tutorials? (I've built a custom height map content processor to generate terrain, following Cawood's examples, I'm just a bit confused as to how a model content processor would be implemented.)

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  • Loading images in XNA 4.0; "Cannot Open File" Problems

    - by user32623
    Okay, I'm writing a game in C#/XNA 4.0 and am utterly stumped at my current juncture: Sprite animation. I understand how it works and have all the code in place, but my ContentLoader won't open my file... Basically, my directory looks like this: //WindowsGame1 - "Game1.cs" - //Classes - "NPC.cs" - Content Reference - //Images - "Monster.png" Inside my NPC class, I have all the essential drawing functions, i.e. LoadContent, Draw, Update. And I can get the game to find the correct file and attempt to open it, but when it tries, it throws an exception and tells me it can't open the file. This is how my code in my NPC class looks: Texture2D NPCImage; Vector2 NPCPosition; Animation NPCAnimation = new Animation(); public void Initialize() { NPCAnimation.Initialize(NPCPosition, new Vector2(4, 4)); } public void LoadContent(ContentManager Content) { NPCImage = Content.Load<Texture2D>("_InsertImageFilePathHere_"); NPCAnimation.AnimationImage = NPCImage; } The rest of the code is irrelevant at this point because I can't even get the image to load. I think it might have to do with a directory problem, but I also know little to nothing about spriting or working with images or animations in my code. Any help is appreciated. Not sure if I provided enough information here, so let me know if more is needed! Also, what would be the correct way to direct that Content.Load to Monster.png given the current directory situation? Right now I just have it using the full path from the C:// drive. Thanks in advance!

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  • animated swap position of two buttons

    - by Jagat
    I am trying to swap the position of two buttons. my swapping code looks as below. private void exchangeButtons(Button btn1, Button btn2) { // Create the animation set AnimationSet exchangeAnimation = new AnimationSet(true); TranslateAnimation translate = new TranslateAnimation( Animation.RELATIVE_TO_SELF, btn2.getLeft(), Animation.RELATIVE_TO_SELF, btn1.getLeft(), Animation.RELATIVE_TO_SELF, btn2.getRight(), Animation.RELATIVE_TO_SELF, btn1.getRight() ); translate.setDuration(500); exchangeAnimation.addAnimation(translate); // int fromX = btn1.getLeft(); // int fromY = btn1.getRight(); // int toX = btn2.getLeft(); // int toY = btn2.getRight(); Log.d("ArrangeMe", "view1 pos:" + btn1.getLeft() + ", " +btn1.getRight() + "view2 pos:" + btn2.getLeft() + ", " + btn2.getRight()); AnimationSet exchangeAnimation1 = new AnimationSet(true); TranslateAnimation translate1 = new TranslateAnimation( Animation.RELATIVE_TO_SELF, btn1.getLeft(), Animation.RELATIVE_TO_SELF, btn2.getLeft(), Animation.RELATIVE_TO_SELF, btn1.getRight(), Animation.RELATIVE_TO_SELF, btn2.getRight() ); translate1.setDuration(500); exchangeAnimation1.addAnimation(translate1); // EXECUTE btn1.startAnimation(exchangeAnimation); btn2.startAnimation(exchangeAnimation1); } I call the code as below exchangeButtons(button1, button2); my layout looks as below what happens when i execute the code is, instead of the buttons exchanging their positions, they just disappear for sometime[may be 500 ms] and reappear as they were originally. how to resolve this problem ? will it work properly in device ? regards

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  • Rotating an ImageVIew along with its original position in android in below HoneyComb versions

    - by candy
    I am trying rotate an ImageView along with its original location (rotating the image aswell as the view). So that After rotation, when I click on the rotated Image in its current position, it should be able clicked in the rotated location only. For this solution I am trying the following code. However it is rotating is going fine. After the rotation end I need to place the ImageView and Image in the rotated Location to make it able click over there only. But it is not going successfully. I am unable to rotated Image location axis points to place correctly. Can any one please suggest a way to resolve this issue. fyi-It should work on Gingerbread version android-9 aniView1.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { Log.e("", "Clicked on IMAGE VIEW - 1"); } }); RotateAnimation rotate5 = new RotateAnimation(0, 150, Animation.INFINITE, 100, Animation.INFINITE, 250); //rotate5.setFillAfter(true); rotate5.setDuration(2000); rotate5.setInterpolator(new LinearInterpolator()); aniView1.setAnimation(rotate5); rotate5.setAnimationListener(new Animation.AnimationListener() { @Override public void onAnimationStart(Animation animation) { } @Override public void onAnimationRepeat(Animation animation) { } @Override public void onAnimationEnd(Animation animation) { int newTop = (int) (aniView1.getTop() + aniView1.getWidth()); aniView1.layout(aniView1.getLeft()-200, newTop, aniView1.getRight(), aniView1.getBottom() + aniView1.getMeasuredWidth()); // aniView1.setLayoutParams(new // RelativeLayout.LayoutParams(RelativeLayout.LayoutParams.WRAP_CONTENT,RelativeLayout.LayoutParams.WRAP_CONTENT)); } });

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  • Make a WPF circular progress indicator / loading animation

    how to make a WPF circular progress indicator that resembles Silverlights loading animation  read moreBy Michael DetrasDid you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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