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  • Image animation over CGContextDrawPDFPage

    - by BittenApple
    I have a pdf page displayed with CGContextDrawPDFPage in QuartzDemo sample application. I want to keep this page shown and have an image slide in from top over this page, just as it can be seen in the iBooks application. It's a book, the sliding image is a bookmark that slides in when you are about to close the book. I added this code by DyingCactus (hint: im a newbie to obj c and iphone dev) as follows: In QuartzViewController.m, the animation starts to show but the view slides away before the animation is finished, in fact I think the animation goes on while the view is sliding away. -(void)viewWillDisappear:(BOOL)animated { [self.quartzView setFrame:CGRectMake(150, -200, 100, 200)]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:1.0]; [self.quartzView setFrame:CGRectMake(150, 0, 100, 200)]; [UIView commitAnimations]; } How can I keep the view visible and finish the animation before view disappears?

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  • Source of UIView Implicit Animation delay?

    - by iPhoneToucher
    I have a block of UIView animation code that looks like this: [UIView beginAnimations:@"pushView" context:nil]; [UIView setAnimationDelay:0]; [UIView setAnimationDuration:.5]; [UIView setAnimationDelegate:self]; [UIView setAnimationWillStartSelector:@selector(animationWillStart)]; view.frame = CGRectMake(0, 0, 320, 416); [UIView commitAnimations]; The code basically mimics the animation of a ModalView presentation and is tied to a button on my interface. When the button is pressed, I get a long (.5 sec) delay (on iPod Touch...twice as fast on iPhone 3GS) before the animationWillStart: actually gets called. My app has lots going on besides this, but I've timed various points of my code and the delay definitely occurs at this block. In other words, a timestamp immediately before this code block and a timestamp when animationWillStart: gets called shows a .5 sec difference. I'm not too experienced with Core Animation and I'm just trying to figure out what the cause of the delay is...Memory use is stable when the animation starts and CoreAnimation FPS seems to be fine in Instruments. The view that gets animated does have upwards of 20 total subviews, but if that were the issue wouldn't it cause choppiness after the animation starts, rather than before? Any ideas?

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  • Basic syntax for an animation loop?

    - by Moshe
    I know that jQuery, for example, can do animation of sorts. I also know that at the very core of the animation, there must me some sort of loop doing the animation. What is an example of such a loop? A complete answer should ideally answer the following questions: What is a basic syntax for an effective animation recursion that can animate a single property of a particular object at a time? The function should be able to vary its target object and property of the object. What arguments/parameters should it take? What is a good range of reiterating the loop? In milliseconds? (Should this be a parameter/argument to the function?) REMEMBER: The answer is NOT necessarily language specific, but if you are writing in a specific language, please specify which one. Error handling is a plus. {Nothing is more irritating (for our purposes) than an animation that does something strange, like stopping halfway through.} Thanks!

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  • Custom animation for pushing a UIViewController

    - by Heinrich
    Hi, I want to show a custom animation when pushing a view controller: I would like to achieve something like an "expand" animation, that means the new view expands from a given rectangle, lets say [100,100 220,380] during the animation to full screen. Any suggestions where to start, respectively any documents, tutorials, links? :) heinrich

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  • Touching an object in a tweened animation?

    - by Michael
    I'm having trouble porting a simple game I developed for the iPhone over to Android. The game has an animated ball which moves from Point A to Point B. The user must touch the ball before it reaches point B or lose the game. This was easy to implement on the iPhone using Core Animation since I could locate the current position of the ball by accessing its animation layer. In Android, I attempted to recreate the game using tweened animation and represented the ball as a Drawable. My issue is that I can't determine if the user is touching the spot because the Drawable apparently bounds do not update as the ball visually moves - making the program think the ball is always in its original position. While searching these forums I saw an Android team dev. confirm that you can't get the current location in a tweened animation but offered no solution for a workaround. Can I accomplish this on the Android using my current approach? If not, what approach should I use? Best regards, Michael

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  • Animation with Initial Velocity

    - by abustin
    I've been trying to solve this problem for a number of days now but I must be missing something. Known Variables: vi = Initial Velocity t = Animation Duration d = Distance The function I'm trying to create: D(t) = the current distance for a given time Using this information I want to be able to create a smooth animation curve with varying velocity (ease-in/ease-out). The animation must be able ease-in from an initial velocity. The animation must be exactly t seconds and must be travel exactly d units. The curve should lean towards the average velocity with acceleration occurring at the beginning and the end portions of the curve. I'm open to extra configuration variables. The best I've been able to come up with is something that doesn't factor in the initial velocity. I'm hoping someone smarter can help me out. ;) Thank you! p.s. I'm working with an ECMAScript variant

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  • Play Animation with specefic Time [iPhone Animation]

    - by Momeks
    Hi , iam trying play animation with xcode,in specefic Time for example after 3 minutes play an animation .. i don't know how coding with NSTimer ! here is my animation codes : NSArray *myImages = [NSArray arrayWithObjects: [UIImage imageNamed:@"myImage1.png"], [UIImage imageNamed:@"myImage2.png"], [UIImage imageNamed:@"myImage3.png"], [UIImage imageNamed:@"myImage4.gif"], nil]; UIImageView *myAnimatedView = [UIImageView alloc]; [myAnimatedView initWithFrame:[self bounds]]; myAnimatedView.animationImages = myImages; myAnimatedView.animationDuration = 0.25; myAnimatedView.animationRepeatCount = 0; [myAnimatedView startAnimating]; [self addSubview:myAnimatedView]; [myAnimatedView release];

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  • make jquery animation faster

    - by darkandcold
    Hello, while loading a page i am using a animation, wid=jQuery(window).width()+400; jQuery('#div').animate({'marginLeft' : '+='+wid+'px'},{queue:false, duration:20000 }) div, is being moved to left in 20 sec. I use this animation for loading page. when page is loaded <body onload=myfunction()> is called. when myfunction is called (page is loadad completly) i want to my animation faster. how to change an animation duration while it's animating?

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  • Recommended way to make animation in Android

    - by Alin
    I've searched around the web to learn more about animating a character in Android but didn't fully understood it. I ask here maybe you could give me some advices or hints on how to make it in the best possible way. Scenario Imagine 5 drawn characters (let's say 5 human heads). I need to animate them. By animation I mean make eyes blink, smile, laugh etc. Right now I am working on making bitmap resources on each animation. For example for the blink animation, basically I have 3 images, one with eyes open, one with eyes half closed, one with eyes closed. I need to animate the character to use all these 3 images. This is all the animation I need, nothing more fancier. Any suggestions from where to start ?

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  • Export Flash Animation to ActionScript

    - by user107715
    Hi I would like to make an animation using some tool (like e.g. Flash CS) and then export it for ActionScript. I thought this could be done in Flash CS but I just tried it by making an animation, converting it to a symbol and then selecting "Export for ActionScript". The problem: in the project folder there are no ActionScript classes generated. Am I doing it wrong or do I have to use a different tool to do the animation? Many many thanks for your help, Gloria

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  • Looping an animation made with script.aculo.us

    - by Dan T
    I've created an animation using script.aculo.us. However, when the animation is finished, I want to have it reset all the objects and perform the animation again. I plan to just reset the positions of the objects manually, but how can I make the animations loop? If I put the effect declarations inside a for or while loop, it just crashes the browser. Any ideas?

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  • Canvas Animation

    - by Aidia
    I'm making a graph script using canvas, i'm adding animation to a chart but i don't like the way that it's look, i use setInterval for X function adding height to a rectangle to make a bar chart for example, but i wanna an animation more fluid, is another way to do an animation?

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  • Layout resize animation

    - by Marcin Sosna
    I have layout: <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:orientation="vertical" > <LinearLayout android:id="@+id/main_fragment_container" android:layout_width="fill_parent" android:layout_height="fill_parent"> <RelativeLayout android:id="@+id/left_fragments_layout" android:layout_width="0dip" android:layout_height="fill_parent" android:layout_weight="1" android:background="#00F"> </RelativeLayout> <RelativeLayout android:id="@+id/graph_fragment_container" android:layout_width="0dip" android:layout_height="fill_parent" android:layout_weight="2.2" android:background="#666"> </RelativeLayout> <RelativeLayout android:id="@+id/right_fragments_layout" android:layout_width="0dip" android:layout_height="fill_parent" android:layout_weight="1" android:background="#00F"> </RelativeLayout> When I set visibility to GONE on left and right fragment container then they are animated to left and right. I try to set scale animation on resize center graph_fragment_container, my code: <scale android:fromXScale="100%" android:toXScale="50%" android:fillAfter="true" android:fillEnabled="true" android:duration="7000" /> Java code: Animation toLeftOut = AnimationUtils.loadAnimation( MainActivity.this, R.anim.to_left_out ); Animation toRightOut = AnimationUtils.loadAnimation( MainActivity.this, R.anim.to_right_out ); Animation scale = AnimationUtils.loadAnimation( MainActivity.this, R.anim.scal ); graphContainer.startAnimation( scale ); leftFragmentsLayout.startAnimation( toLeftOut ); rightFragmentsLayout.startAnimation( toRightOut ); Now graphContainer was resize after right and left layout animation end, and user see a grey backgound before center layout was resize.

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  • JQuery. Layout is shaking during animation

    - by Andrew Florko
    Hello everybody, JQuery accordion animation (as well as simple hides / shows) looks weird with some browsers (IE, Opera). But Fire Fox and Chrome renders animation perfectly without artifacts. Html layout tends to shake with IE / Opera during animation as if surrounding paddings / margins are changed for small random value. How can I minimize this effect. Is it jquery bug or browsers issue?

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  • iPhone animation with stretchable image

    - by ryyst
    I got a UIView subclass that draws a UIImage as its background. The image is created using the stretchableImageWithLeftCapWidth:topCapHeight: method, it has round edges. I also use an animation block inside of which I resize my view. I had hoped that during animation, the drawRect:method would get called sometimes, which would result in the background image getting drawn correctly. Unfortunately, the animation seems to render the image and then just rescale it during the animation, which obviously makes the formerly round edges getting nastily stretched. The only workaround I can imagine is put three separate UIImageViews (top cap, middle fill, bottom cap) above my original background image and then reposition the caps images and scaling the fill image. However, this seems quite complicated... Is there any better way I can prevent this from happening?

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  • New to animation in Iphone

    - by mindfreak
    Hello guys , I am fairly new to transition and animation methods in Iphone. Can somebody pl. guide me the basics of transition and Animation in Iphone. This is needed frequently in my Apps. Can anybody tell me any link where i can Understand ABC of animation ?

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  • What are the common character animation techniques used in tile based hack&slash games?

    - by Gorky
    I wonder what kind of animation techniques are used for creature and character animation in modern hack&slash type tile based games? Keyframing for different actions may be one option. Skeletal framing may be another. But how about the physics? Or do they use a totally hybrid system of inverse kinematics supported with a skeleton,physics and mixed with interpolated keyframing for more realistic animations? If so, how and for what reasons? I can think of many different solutions for the issues below but I wonder what's used and best suited for issues like: Walking or moving on an uneven terrain Combat interaction, combat physics and collisions Attaching rigid items to character and their iteractions ih physics world Soft body dynamics like hair, vegetation, clothes and fabric in line with animations and iteractions.

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  • How can a load and play an .x model using vertex animation in XNA?

    - by Christian
    From a game I developed years ago, I still have character models that my former 3D engine designer created and that I'd like to reuse in a Windows Phone project now. However, the files are in DirectX format (.x) containing keyframe animation only. No bones. No skeleton. There are a lot of animation keys defined on several frames to animate the characters. I don't quite understand how that works, to be frankly. However, I did a lot of research regarding a possible way of getting the characters animated via XNA on Windows Phone and all I found are hints that it is generally possible but not supported. Possibly by implementing own Content Importers and Processors. I didn't find anyone who successfully did something like that yet. How should I go about loading and displaying these models in XNA?

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  • Problem playing repeat animation/action?

    - by Beast
    I'm calling this function on multiple sprites after checking numberOfRunningActions()"to play same animation but it's not working only the first tagged sprite plays the animation. What am I doing wrong? void CGame::playAnimation(const char* filename, int tag, CCLayer* target) { CCAnimation* animation = CCAnimation::animation(); CCSprite* spriteSheet = CCSprite::spriteWithFile(filename); for(int i = 0; i < spriteSheet->getTexture()->getPixelsWide()/SIZE; i++) // SIZE is an int value { animation->addFrameWithTexture(spriteSheet->getTexture(), CCRect(SIZE * i, 0, SIZE, SIZE)); } CCActionInterval* action = CCAnimate::actionWithDuration(1, animation, true); CCRepeatForever* repeatAction = CCRepeatForever::actionWithAction(action); target->getChildByTag(tag)->runAction(repeatAction); }

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  • How to set the location of a WPF window?

    - by Ashish Ashu
    I have a List View in which I have defined a custom cell as a user control. In the custom cell I given user hyperlink, I am showing a WPF dialog when user clicks on a hyperlink. I want WPF dialog comes just above the hyperlink.. Please let me know how can I acheive this or how to set the location of the dialog so that it just comes above the hyperlink.

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  • Is there a way to display formatted rich text in WPF datagrid?

    - by Greg R
    I'm trying to display rich text inside of a column of a WPF DataGrid (from WPF Toolkit). Something like this: Name: Bob Title: Doctor I am creating a data object programmatically in code with the string property. And I want this string to contain the rich text and than bind it to the column contents. Is that possible? Would really appreciate any help!

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  • Creating a Custom Design-Time Environment

    - by Charlie
    Hello all, My question is related to the design-time support of WPF. From MSDN I read, The WPF Designer provides a framework and a public API which you can use to implement custom adorners, tools, property editors, and designers. But the vast majority of the examples I have found are trivial, and do not illustrate much concerning the creation of a customized designer in an existing WPF application. We have migrated our application from Windows Forms to WPF over the past year, and the next step will be to take an existing WinForms Panel designer, and rewrite it in WPF. Suffice it to say that this will be a huge project. But I don't even know where to begin. I am wondering if any of you have had similar experiences writing a customized designer for a WPF application, and what it was like. Even better, if you could compare and contrast the functionality between the WinForms designer and the WPF designer, or explain the transition from the former to the latter, that would be helpful. If you know of any simple examples that demonstrate a customized design environment (with custom controls, etc.) that would be extremely beneficial. All in all, I am just wondering if many people have undertaken this yet, and what their results have been. EDIT: To clarify, yes, I am talking about hosting a WPF designer. It appears that this may not even be possible, which is a huge setback. Here is a screenshot of our current WinForms designer. As you can see, it is used to create customized user interfaces. You can drag custom controls onto it and design them, then put the panel into a "run mode" in which all of the controls become functional. Short of spending months writing our designer, would this be possible in WPF? What about .NET 4.0 and VS2010? Will those add any designer functionality?

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