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  • Windows 7 black screen after boot animation

    - by t_virus
    This is happening with my windows 7 64-bit install frequently. Today i was trying to install an icon pack. There was already a restore point prior to it so i didn't feel like create one. I replaced the following system files in both system32 and sysWOW64 imageres.dll imagesp1.dll zipfldr.dll and shell32.dll After a reboot i see windows boot animation and then a black screen (with no mouse) I let it like that for 10 minutes and the laptop automatically went to sleep mode. I wake it up and see an error box this error "interactive logon failed to initialize" I close it and i'm left with a black screen again, this time with a mouse though. I tried using automatic system repair. It just tells me to remove any extra hardware (i have none attached atm) System restore finishes successfully but doesn't fix the problem. Safe mode doesn't work either. same black screen after boot animation Can someone help me with this? Also, I'll be grateful anyone can upload those default files (listed above) for both system32 and sysWOW64 from a windows 7 64bit install (no service pack)

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  • jquery animation headache

    - by OneNerd
    Doing some jquery animation. I have certain divs set up with an attribute of ani_seq='x' where x is 1 to 9, and then have a class assigned of 'animate'. I am using the following code, which works fine, and fades in each item in sequence: function my_animate( in_wrapper_id ) { $j("#" + in_wrapper_id + " .animate").hide(); // hide all items to be animated // animate all seq1 items -- $j("#" + in_wrapper_id + " [ani_seq='1']").fadeIn( 1000, function() { $j("#" + in_wrapper_id + " [ani_seq='2']").fadeIn( 1000, function() { $j("#" + in_wrapper_id + " [ani_seq='3']").fadeIn( 1000, function() { $j("#" + in_wrapper_id + " [ani_seq='4']").fadeIn( 1000, function() { $j("#" + in_wrapper_id + " [ani_seq='5']").fadeIn( 1000, function() { $j("#" + in_wrapper_id + " [ani_seq='6']").fadeIn( 1000, function() { $j("#" + in_wrapper_id + " [ani_seq='7']").fadeIn( 1000, function() { $j("#" + in_wrapper_id + " [ani_seq='8']").fadeIn( 1000, function() { $j("#" + in_wrapper_id + " [ani_seq='9']").fadeIn( 1000 ); }); }); }); }); }); }); }); }); } The problem I have is, some items are not just fade-in. Some should slide in from the left or right. So, I can certainly write a custom function to do that. What I do not know how to do is set up the custom function so it works like the fadeIn() function in that it accepts a callback function that will be executed when the animation is done. For example, lets say I i have a function like this (not sure this is the proper format): function custom_animate ( in_time_in_ms, in_callback_function ) { // get class of element, and based on class perform either // a fade-in, or a slide-in from left, or a slide-in from right // then after animation is done, return control back to calling // function so it can resume } I would want to replace all of the fadeIn() calls in the first piece of code with custom_animate(), and then inside that function, determine what kind of animation to perform. Can anyone help? Thanks -

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  • Getting "Using two-stage rotation animation" warning with UIImagePickerController

    - by Kay
    Hi, I wrote simple code to test UIImagePickerController: @implementation ProfileEditViewController - (void)viewDidLoad { [super viewDidLoad]; photoTaker_ = [[UIImagePickerController alloc] init]; photoTaker_.delegate = self; photoTaker_.sourceType = UIImagePickerControllerSourceTypeCamera; photoTaker_.showsCameraControls = NO; } - (void)viewDidAppear: (BOOL)animated { [self presentModalViewController: photoTaker_ animated: NO]; } @end And I'm getting strange warnings like the following: 2010-05-20 17:53:13.838 TestProj[2814:307] Using two-stage rotation animation. To use the smoother single-stage animation, this application must remove two-stage method implementations. 2010-05-20 17:53:13.849 TestProj[2814:307] Using two-stage rotation animation is not supported when rotating more than one view controller or view controllers not the window delegate Got any idea what this is about? Thanks a lot in advance!

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  • WPF: Animating TranslateTransform from code

    - by ghostskunks
    I have a WPF canvas on which I'm dynamically creating objects from code. These objects are being transformed by setting the RenderTransform property, and an animation needs to be applied one of those transforms. Currently, I can't get properties of any transform to animate (although no exception gets raised and the animation appears to run - the completed event gets raised). In addition, if the animation system is stressed, sometimes the Storyboard.Completed event is never raised. All the examples I've come accross animate the transforms from XAML. MSDN documentation suggests that the x:Name property of a transform must be set for it to be animatable, but I haven't found a working way to set it from code. Any ideas? Here's the full code listing that reproduces the problem: using System; using System.Diagnostics; using System.Windows; using System.Windows.Controls; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Animation; using System.Windows.Shapes; namespace AnimationCompletedTest { /// <summary> /// Interaction logic for MainWindow.xaml /// </summary> public partial class MainWindow : Window { Canvas panel; public MainWindow() { InitializeComponent(); MouseDown += DoDynamicAnimation; Content = panel = new Canvas(); } void DoDynamicAnimation(object sender, MouseButtonEventArgs args) { for (int i = 0; i < 12; ++i) { var e = new Ellipse { Width = 16, Height = 16, Fill = SystemColors.HighlightBrush }; Canvas.SetLeft(e, Mouse.GetPosition(this).X); Canvas.SetTop(e, Mouse.GetPosition(this).Y); var tg = new TransformGroup(); var translation = new TranslateTransform(30, 0); tg.Children.Add(translation); tg.Children.Add(new RotateTransform(i * 30)); e.RenderTransform = tg; panel.Children.Add(e); var s = new Storyboard(); Storyboard.SetTarget(s, translation); Storyboard.SetTargetProperty(s, new PropertyPath(TranslateTransform.XProperty)); s.Children.Add( new DoubleAnimation(3, 100, new Duration(new TimeSpan(0, 0, 0, 1, 0))) { EasingFunction = new PowerEase {EasingMode = EasingMode.EaseOut} }); s.Completed += (sndr, evtArgs) => { Debug.WriteLine("Animation {0} completed {1}", s.GetHashCode(), Stopwatch.GetTimestamp()); panel.Children.Remove(e); }; Debug.WriteLine("Animation {0} started {1}", s.GetHashCode(), Stopwatch.GetTimestamp()); s.Begin(); } } [STAThread] public static void Main() { var app = new Application(); app.Run(new MainWindow()); } } }

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  • Animate View gone

    - by MrSnowflake
    I want to make an Animation for when a View gets it's visibility set to GONE. Instead of just dissapearing, the View should 'collapse'. I tried this with a ScaleAnimation but then the View is collapse, but the layout will only resize it's space after (or before) the Animation stops (or starts). How can I make the Animation so that, while animating, the lower Views will move up?

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  • Animating sprites in Cocos2d

    - by Christian Budtz
    How do I avoid unneccesary deallocation? I'm running this code: CCSpriteFrameCache * cache = [CCSpriteFrameCache sharedSpriteFrameCache]; [cache addSpriteFramesWithFile:@"boosttexture.plist"]; CCAnimation * animation = [[CCAnimation alloc] initWithName:@"boosting" delay:1/24.0f]; [animation addFrame:[cache spriteFrameByName:@"ship.png"]]; [animation addFrame:[cache spriteFrameByName:@"ship_boost_l_r.png"]]; id action = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:animation]]; [spaceShipSprite runAction:action]; When the animaton is running (granted - its an ugly one), I get this in the console: 2010-04-14 13:40:16.311 Booster2K10Beta[521:20b] cocos2d: deallocing CCSpriteFrame = 00EBA620 | TextureName=4, Rect = (1.00,32.00,32.00,32.00) 2010-04-14 13:40:16.411 Booster2K10Beta[521:20b] cocos2d: deallocing CCSpriteFrame = 00EBA620 | TextureName=4, Rect = (1.00,32.00,32.00,32.00) 2010-04-14 13:40:16.496 Booster2K10Beta[521:20b] cocos2d: deallocing CCSpriteFrame = 00EBA620 | TextureName=4, Rect = (1.00,32.00,32.00,32.00) It seems unneccesary that the same SpriteFrame gets dealloc'ed 24 times per second - how do I avoid that?

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  • Cocos2D Director Pause/Resume Issue

    - by Aditya
    I am trying to play a .gif animation in cocos2D. For this i am using the library glgif. Now, to display the animation i am pausing the Director, adding a subview to show the animation and after the animation is done i am resuming the Director. However, I am not able to resume the state of the Director and it shows blank. So I tried this without pausing and resuming this Director and it still did not work.I also tried detaching the director before tha animation and adding it back afterwards and even that did not work. So is there a way to pause/suspend the Director in the application and properly restore is back? Thanks. Code sample: [[Director sharedDirector] pause]; [[Director sharedDirector] detach]; AppDelegate *del = [[UIApplication sharedApplication] delegate]; [del.window addSubview:del.viewController.view]; [del.window makeKeyAndVisible]; // this is code to call glgif class and start anim. //code to resume the director AppDelegate *del = [[UIApplication sharedApplication] delegate]; [[Director sharedDirector] resume]; [[Director sharedDirector] attachInView:del.window]; MScene *m = [MScene node]; [[Director sharedDirector] replaceScene:m];

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  • Problem with animating the deletion of table rows in jQuery

    - by Victor
    Hey guys, I have written some jQuery code to use the "slideUp" animation when deleting rows from a table. In order for the animation to appear smooth, I wrapped the contents of each TD in the row with DIV tags, and called the slideUp function on the DIVs, removing the actual TDs upon completion of the animation. The code for that is as follows: $("tr[id$=" + rowID + "]").children("td").each(function() { $(this).children("div").slideUp(function() { $(this).parent().remove(); }); }); So far, so good. However, I noticed that this code does not remove the actual TR, only its contents, so I added the following line to remove the TR: $("tr[id$=" + rowID + "]").remove(); The problem is that after I added the line above, the animation quit working. In other words, the row simply disappears without the nice sliding effect. Does anybody know why this is so and how to get around it? Thanks in advance for your insights! Victor

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  • XAML C# WPF Best efficient way to do an ordered sequence of animations

    - by toni
    Hi everybody! I would like to do a sequence of animations on a label, for example, first do opacity animations from values 0 to 1 and vice versa and just at the end of opacity animation and not before a foreground animation. I would like to do it in XAML code and then start and finish de animation from C# code. Which is the best and efficient way to do it? All replies are welcome! Thanks in advance.

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  • What is the behavior of a WPF 4 ControlStoryboardAction trigger?

    - by jonathan_ou
    Hi all! I have a question that's been bugging me for a while: I have a lengthy IO operation which I invoke asynchronously, and I want my UI to show a blinking text to tell the users that the data is loading. I have an IsLoading boolean property in my ViewModel, and I used a ControlStoryboardAction to kickoff the blinking animation, which is set to repeat forever. For my ControlStoryboardAction trigger, I configured a data trigger to see if IsLoading is true, and start my storyboard if true. My problem is, when my IO operation returns, and I set IsLoading back to false, the animation continues to play. I thought once the trigger condition evaluated to false, it would stop the animation? I then added a second ControlStoryboardAction to stop the animation if IsLoading evaluted to false, but this didn't have any effect. The animation continued to play after IsLoading was false. Can anyone explain to me how trigger works in ControlStoryboardAction? In normal data triggers in WPF, once the condition evaluated to false, the property would be set back to its original state. It seems triggers in WPF actions don't work the same way? Thanks in advance for your help!

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  • Character Movement Animation

    - by Kartik Kolluri
    Hi Guys! I've read a lot around everywhere, but wasn't able to make a simple character movement animation. What I have is a PNG file and an associated PLIST file with all the frames for a "walking" animation of a character that I want to run when the user touches the screen. I want to loop that animation and also at the same time, move the character to the right or left. I want to use Cocos2D in doing this. Does anyone have any code pieces or suggestions on how to do that? Thanks in advance!

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  • jQuery .animate chains, callbacks, and .stop(true, true)

    - by JKS
    So I have a animation chain (.animate().animate().animate()), and on the last .animate(), there is a callback to do some clean-up. The animation is triggered by the hash in the address changing (#page1, #page2, etc.) -- so when the user changes the history state rapidly, if there is a currently executing animation, it needs to stop so they don't queue up. The problem is, if I add a .stop(true, true), it appears only to jump to end of the currently running animation -- and executes only its callback, if there is one. What I need is for it to jump to the end of all of the chained animations, and fire all of the callbacks (well, really just the last one). Is this possible somehow? Huge thanks.

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  • Retrieve the CAKeyframeAnimationKey's key in AnimationDidStop

    - by JacktheSparrow
    I have multiple CAKeyframeAnimation objects, each with a unique key like the following: ..... [myAnimation setValues:images]; [myAnimation setDuration:1]; .... [myLayer addAnimation:myAnimation forKey:@"unique key"]; My question is, if I have multiple animation like this and each with a unique key, how do I retrieve their keys in the method AnimationDidStop? I want to be able to do something like this: -(void)animationDidStop:(CAAnimation*)animation finished:(BOOL)flag{ if(..... ==@"uniquekey1"){ //code to handle this specific animation here: }else if(.... ==@"uiquekey2"){ //code to handle this specific animation here: } }

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  • Call method with parameters after animation completion

    - by Jean
    I want to call a method with certain parameters once an animation is done. The flow is something like this: -(void) myMethod:(int)val { [self performAnimation]; [self doSomethingElse:val]; // This should be done after animation completion } I presume the 'doSomethingElse' method needs to be called from the method defined in 'setAnimationDidStopSelector' - or is there a way to have the animation block until done? What is the best way to let the method called on 'setAnimationDidStopSelector' know about the method it needs to call and its parameter? Can this be done with selectors? Or is the only way of doing this by storing the methods and its params in class temp variables and access them when needed?

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  • Set start opacity then animate

    - by Joelbitar
    I have two ImageView's in a FrameLayout of which one (the one on top) is to be animated. I want it to fade in and continuously rotate, the animation works fine and looks like this: http://code.google.com/p/switchctrl/source/browse/trunk/android/res/anim/device_loading_fadein.xml ImageView loading = (ImageView) v.findViewById(R.id.loading_anim); Animation loading_animation = AnimationUtils.loadAnimation(getContext(), loading_animation_id); loading.startAnimation(loading_animation); I can not setAlpha on the loading image, if I do the animation does not quite work.

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  • Generate xml containing animation information from ms ppt 2003/07 file

    - by Ravisha
    I am planning to write an application which has UI from MS ppt.Here is where all the animation will be configured. My application will just read xmls containing animation configuration and run it on a target device(Cannot mention details w.r.t device right now ,apologies for that) Not necessary that i want xmls it self but if there is a way to get animation details directly from the ppt file i will be more than happy. I will be going ahead with C#.Net 3.0 with windows XP as my OS.MY office will be either 2003 or 07.Can switch to any of these versions Please give suggestions as what will be the starting point for the same.Thanks in advance Please Let me know if any more details are needed

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  • frame by frame animation not running

    - by abc
    well,i am a newbie to android..and i dont know whats wrong in my code.. this is my xml file <?xml version="1.0" encoding="utf-8"?> <animation-list xmlns:android="http://schemas.android.com/apk/res/android" id="selected" android:oneshot="false"> <item android:drawable="@drawable/w1" android:duration="50" /> <item android:drawable="@drawable/w2" android:duration="50" /> </animation-list> my java file ImageView img = (ImageView)findViewById(R.id.s); img.setBackgroundResource(R.anim.shape_animation); // Get the background, which has been compiled to an AnimationDrawable object. AnimationDrawable frameAnimation = (AnimationDrawable) img.getBackground(); // Start the animation (looped playback by default). frameAnimation.start();

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  • How do I animate View.setVisibility(GONE)

    - by MrSnowflake
    I want to make an Animation for when a View gets it's visibility set to GONE. Instead of just dissapearing, the View should 'collapse'. I tried this with a ScaleAnimation but then the View is collapse, but the layout will only resize it's space after (or before) the Animation stops (or starts). How can I make the Animation so that, while animating, the lower Views will stay directly below the content, instead of having a blank space?

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  • iPhone Wait For Animation Ending

    - by paul simmons
    Hi, In an iPhone application, I try to catch animation endings using setAnimationDidStopSelector. I try to suspend code execution until animation ends. I have tried this; set a global BOOL variable, set it to TRUE before commiting animation and after commiting animations waited using a while loop. In the setAnimationDidStopSelector, set the BOOL variable to FALSE and hope while loop to break. But unluckily this did not work, the code did not even fall into setAnimationDidStopSelector (I check that with some trace outputs). What do you suggest?

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  • (iphone) Does it make difference to provide more images when the object is moving in a straight line?

    - by Eugene
    Hi. Among many animation scenarios, there are times when I want an object to move a straight line then change direction, move another straight line and so forth. Assuming I would use either UIImageView or CABasicAnimation with image arrays. Does it make difference to provide more images when the object is moving in a straight line? For example, point1 ---------point2 ------- point3 (all points are in a straight line) Providing an image at point2 to UIImageView or CABasicAnimation, gives any better animation result, assuming I don't need to change the animation speed along the course? If I were flashing each image myself, yes it would make the animation look smooth, but I'm giving the images to UIImageView/CABasicAnimation, and wonder what they do. Thank you

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  • Learning resource for 3d modeling

    - by Maik Klein
    I want to start learning 3d modeling. I already have experience with maya and 3dsmax but I made a long pause (2 years) Now I have free access to maya, 3dsmax and blender (I am a student). I know that all tools are very powerful so I thought I just pick the one with the best learning materials. The best site that I found is http://www.digitaltutors.com/11/index.php and it has over 7600 videos for maya. Maybe you can recommend me some other learning sites that are as good as digitaltutors?

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  • Making a full-screen animation on Android? Should I use OPENGL?

    - by Roger Travis
    Say I need to make several full-screen animation that would consist of about 500+ frames each, similar to the TalkingTom app ( https://play.google.com/store/apps/details?id=com.outfit7.talkingtom2free ). Animation should be playing at a reasonable speed - supposedly not less, then 20fps - and pictures should be of a reasonable quality, not overly compressed. What method do you think should I use? So far I tried: storing each frame as a compressed JPEG before animation starts, loading each frame into a byteArray as the animation plays, decode corresponding byteArray into a bitmap and draw it on a surface view. Problem - speed is too low, usually about 5-10 FPS. I have thought of two other options. turning all animations into one movie file... but I guess there might be problems with starting, pausing and seeking to the exactly right frame... what do you think? another option I thought about was using OPENGL ( while I never worked with it before ), to play animation frame by frame. What do you think, would opengl be able to handle it? Thanks!

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