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  • best way to update client site data in GWT application

    - by bmscomp
    When getting data from the server to the client side in GWT application we need to refresh every period of time to get updates for data, I think this is not a good method because if consume lot of time and resources, just thinking about another method is amazing :), any one get a good and effeciant idea ??

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  • WPF touch and slide/drag animation

    - by George
    I'm trying to create a pretty simple WPF interface, and from what I know this should be mostly possible using pure XAML. What I know I have a pretty basic understanding of WPF so far, however I have a decent grasp on XAML. I know or can work out how to put content in these panels. This isn't the topic of this question. What I don't know I don't know how to animate this interface. I'm not very proficient at binding, however again, that's not the topic of this question. The topic of this question is what would be the best way to animate panels 1-4 (images below) so that they may be dragged (via touch) into view. The number of panels here may be static for the purpose of this question. The panels (1-4) can be stack panels, grids or whatever; their content isnt important. What is important is the container that would contain all 4 panels. The complication in this animation is the other two containers here (Item One/TODO), as they're in the way of a smooth animation. If it makes this question simpler, the touch features can be ignored for now, and a simple button push can slide the containers across. One Two

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  • iPhone SDK : UIImageView - Collapsing animation

    - by chris.o.
    Hi All, I'm trying to animating across the screen a horizontal bar with a color gradient. For simplicity, I chose to make a png of the fully extended bar, assign it to a UIImageView, and (attempt to) animate resizing of it using a UIView animation. The problem is that in the "closed" state of the Image, the portion of the image showing is not the part that I want. The image is arranged so that from L to R, a white to red color gradient occurs. The right side (about 20 pixels) is solid red and is the part I want to show when the bar is "collapsed". I'm trying to extend the image out by about 100 pixels to its full width. I referenced the "Buy Now" button example for my code as it seemed relevant" http://stackoverflow.com/questions/1669804/uibutton-appstore-buy-button-animation My code: [UIView beginAnimations:@"barAnimation" context:nil]; [UIView setAnimationDuration:0.6]; CGRect barFrame = bookBar.bounds; if (fExtendBar) { barFrame.origin.x -= 100; barFrame.size.width += 100; } else { barFrame.origin.x += 100; barFrame.size.width -= 100; } bookBar.frame = barFrame; [UIView commitAnimations]; I feel like this should be possible, maybe by setting an "offsetOfImage" to display in the UIImageView, but I can't seem to make it work. Also, I've noticed that the behavior is kind of consistent with what happens in Interface Builder when you resize an image. Then again, I would think there would be a way to override this behavior programmatically. Any suggestions (including other approaches) are welcome. Thanks, chris.o.

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  • Jquery animation callback issues

    - by ChrisOPeterson
    I'm trying to build a simple carousel animation with jQuery. There are 3 viewable images at any one time with buttons to click on each side to go forward or backwards. The center image is raised up by 30px to be given prominence. When one of the buttons is pushed the center image should drop down then all three images move together left or right. The initial up and down animation works but on a callback none of the other animations will work. If I hard code the direction into them only one of them works. Is there something wrong with my current code or approach? ctr_right.click(function() { carouselAnimate("right") }); ctr_left.click(function() { carouselAnimate("left") }); function carouselAnimate(direction) { var offset = img_width + img_offset; img_focus.animate({"top": "+="+focus_offset}, "slow", function() { img_left.animate({direction: "-="+offset}, "slow"); img_focus.animate({direction: "-="+offset}, "slow"); img_right.animate({direction: "-="+offset}, "slow"); }); };

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  • Stop jQuery animation prematurely

    - by jcovert
    Hi, I'm trying to fadeIn and fadeOut a transparent png using JQuery. Of course, it looks slick in Firefox, but significantly less than acceptable in IE (7 and 8). It's a known bug with IE, and unfortunately there doesn't seem to be much of a workaround. Basically what I'm doing is place a semi-transparent white rectangle over an image to make the image appear 'in the background'. I want to do this smoothly, and that's where fadeIn comes in. Because of the IE bug, however, I've been forced to fadeIn a completely opaque white rectangle over the image instead, making it unfortunately disappear. While this looks significantly better and is ALMOST what I'm looking for, it's still not acceptable. The user needs to be able to see SOME image on the page, albeit in the background. So my question is this: Is there a way to stop the fadeIn function (or any jquery animation, really) after animating for 75% of its expected animation time? This would leave my image 75% mixed the white rectangle, and I wouldn't have to deal with IE's nasty transparent png bug. Thanks!

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  • when updating location.hash in Chrome the jQuery animation "freezes" for a second

    - by ubunut
    I'm trying to create a sort of "virtual gallery". I'm using Coda Slider 2.0 & jQuery v1.4.2 It behaves perfectly in IE, FF & Safari, but Chrome seems to reload/hang for a second when setting location.hash. This causes the jQuery animation to freeze for a second :S Example: http://hardyernst.dk/gallery.html try clicking on the navigation links above the pictures. The jQuery code that is being executed when clicking a navigation link: $('#coda-nav-' + sliderCount + ' a').each(function(z) { // What happens when a nav link is clicked $(this).bind("click", function() { offset = -(panelWidth*z); navClicks++; $(this).addClass('current').parents('ul').find('a').not($(this)).removeClass('current'); alterPanelHeight(z); currentPanel = z + 1; $('.panel-container', slider).stop().animate({ left: offset }, settings.slideEaseDuration, settings.slideEaseFunction, function(){ if (!settings.crossLinking) { return false; } // Don't change the URL hash unless cross-linking is specified }); }); }); if I add return false; at the end of the function. The animation will slide smoothly :)... BUT as you might have guessed the location.hash value remains unchanged :( I have tried setting the location.hash earlier in the function alas it did not change the behavior in Chrome Would be immensely grateful for any help :) Regards Ubunut

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  • WPF: Selecting the Target of an Animation

    - by Phil Sandler
    I am trying to create a simple (I think) animation effect based on a property change in my ViewModel. I would like the target to be a specific textblock in the control template of a custom control, which inherits from Window. From the article examples I've seen, a DataTrigger is the easiest way to accomplish this. It appears that Window.Triggers doesn't support DataTriggers, which led me to try to apply the trigger in the style. The problem I am currently having is that I can't seem to target the TextBlock (or any other child control)--what happens is which the code below is that the animation is applied to the background of the whole window. If I leave off StoryBoard.Target completely, the effect is exactly the same. Is this the right approach with the wrong syntax, or is there an easier way to accomplish this? <Style x:Key="MyWindowStyle" TargetType="{x:Type Window}"> <Setter Property="Template" Value="{StaticResource MyWindowTemplate}"/> <Style.Triggers> <DataTrigger Binding="{Binding ChangeOccurred}" Value="True"> <DataTrigger.EnterActions> <BeginStoryboard> <Storyboard BeginTime="00:00:00" Duration="0:0:2" Storyboard.Target="{Binding RelativeSource={RelativeSource AncestorType=TextBlock}}" Storyboard.TargetProperty="(Background).(SolidColorBrush.Color)"> <ColorAnimation FillBehavior="Stop" From="Black" To="Red" Duration="0:0:0.5" AutoReverse="True"/> </Storyboard> </BeginStoryboard> </DataTrigger.EnterActions> </DataTrigger> </Style.Triggers> </Style>

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  • Apply Storyboard Animation to DataGridTemplateColumn depending on Binding value change

    - by Neo
    I have a DataGridTemplateColumn on a WPF DataGrid which has a binding to a double type. I wish to apply a Storyboard Animation when the value goes down and another Storyboard Animation when the value goes up. I've got the following code to start with: <dg:DataGridTemplateColumn Header="My Double"> <dg:DataGridTemplateColumn.CellTemplate> <DataTemplate> <TextBlock Text="{Binding Path=MyDouble, NotifyOnTargetUpdated=True}" TargetUpdated="dgRates_TargetUpdated"> <TextBlock.Triggers> <EventTrigger RoutedEvent="Binding.TargetUpdated"> <BeginStoryboard> <Storyboard> <DoubleAnimation Storyboard.TargetProperty="Opacity" Duration="0:0:2" From="1.0" To="0.0" /> </Storyboard> </BeginStoryboard> </EventTrigger> </TextBlock.Triggers> </TextBlock> </DataTemplate> </dg:DataGridTemplateColumn.CellTemplate> </dg:DataGridTemplateColumn> How can I achieve this? Thanks.

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  • [Cocoa] Core Animation with an NSView and subviews

    - by ndg
    I've subclassed NSView to create a 'container' view (which I've called TRTransitionView) which is being used to house two subviews. At the click of a button, I want to transition one subview out of the parent view and transition the other in, using the Core Animation transition type: kCATransitionPush. For the most part, I have this working as you'd expect (here's a basic test project I threw together). The issue I'm seeing relates to resizing my window and then toggling between my two views. After resizing a window, my subviews will appear at seemingly random locations within my TRTransitionView. Additionally, it appears as if the TRTransitionView hasn't stretched correctly and is clipping the contents of its subviews. Ideally, I would like subviews anchored to the top-left of their parent view at all times, and to also grow to expand the size of the parent view. The second issue relates to an NSTableView I've placed in my first subview. When my window is resized, and my TRTransitionView resizes to match its new dimensions, my TableView seems to resize its content quite awkwardly (the entire table seems to jolt around) and the newly expanded space that the table now occupies seems to 'flash' (as if in the process of being animated). Extremely difficult to describe, but is there any way to stop this? Here's my TRTransitionView class: -(void) awakeFromNib { [self setWantsLayer:YES]; [self addSubview:[self currentView]]; transition = [CATransition animation]; [transition setType:kCATransitionPush]; [transition setSubtype:kCATransitionFromLeft]; [self setAnimations: [NSDictionary dictionaryWithObject:transition forKey:@"subviews"]]; } - (void)setCurrentView:(NSView*)newView { if (!currentView) { currentView = newView; return; } [[self animator] replaceSubview:currentView with:newView]; currentView = newView; } -(IBAction) switchToViewOne:(id)sender { [transition setSubtype:kCATransitionFromLeft]; [self setCurrentView:viewOne]; } -(IBAction) switchToViewTwo:(id)sender { [transition setSubtype:kCATransitionFromRight]; [self setCurrentView:viewTwo]; }

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  • UIView Animation Inconsistent Result

    - by Josh Kahane
    I am trying to make use of UIView animation to slide my views across the screen. I have a UIScrollView in my view controller, in which I have my UIViews. I alos have this method: -(void)translateView:(UIView *)view toRect:(CGRect)rect withDuration:(CGFloat)duration { [UIView animateWithDuration:duration animations:^ { view.frame = rect; } completion:^(BOOL finished) { //Finished }]; } I call this to move my UIView in an animated fashion to a CGRect of my choice over a certain time. I have a loop which creates and slides out 7 views. This works great, I call it like below, the loop of course calling this 7 times on different views: [self translateView:cell toRect:translationRect withDuration:0.7]; However, I can't then call this again immediately afterwards, just nothing happens. Although, lets say I call this again after a 2 second NSTimer, the animation does run, but then when i scroll my UIScrollView, the view I just animated jumps back to its previous CGRect. Hope you can help, its all feeling very un-explanetory, Ill post more code if it isn't making any sense, thanks.

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  • Alpha animation bug on button

    - by RaiderJ
    I have animations that fade in a Button (alpha from 0 to 1) and fade out a button (alpha from 1 to 0). This part is all working fine. Button A triggers the fade in of Button B. Button B triggers the fade out of itself. Button B totally covers up Button A. The idea is that Button B contains an image that is used like an information popup. Button A is touched and Button B fades in on top. When Button B is touched it fades itself out again. Initially, Button B's visibility is set INVISIBLE and when the fade in animation is complete, it is set to VISIBLE. When Button B is clicked it fades out and then I set the visibility to INVISIBLE. The problem is that after Button B has faded out, and it is set INVISIBLE, it is still clickable and even though it is not visible, and touches are not received by Button A. I have tried removing Button B from the parent and re-adding it after the animation is completed, and this allows for touches to reach Button A, but only once. After that button B is not longer touchable.

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  • Animation is slow on iPhone

    - by Anthony Chan
    I'm developing an app that would display images and change them according to the user's action. I've created a subclass of UIView to contain an image, an index number and an array of image names. The code is like this: @interface CustomPic : UIView { UIImageView *pic; NSInteger index; NSMutableArray *picNames; //<-- an array of NSString } And in the implementation part, it has a method to change the image using a dissolve effect. - (void)nextPic { index++; if (index >= [picNames count]) { index = 0; } UIImageView *temp = pic; pic.image = [UIImage imageNamed:[picNames objectAtIndex:index]]; temp.alpha = 0; [UIView beginAnimations:nil context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseOut]; [UIView setAnimationDuration:0.25]; pic.alpha = 0; temp.alpha = 1; [UIView commitAnimations]; } In the viewController, there are several CustomPic which would change the images depends on users' choice. The images would change as expected with the fade in/out effect, but the animation performance is really bad. I've tested it on an iPhone 3G, the Instruments shows that the animation is only 2-3FPS! I tried many methods to simplify and modify the codes but with no hope. Is there something wrong in my code or in my concept? Thanks for any help. P.S. all the images are 320*480 PNGs with a max size of 15KB.

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  • jQuery sliding animation not working

    - by Jake Zeitz
    I have three divs stacked on each other but offset so that a part of each div is visible. When one of the bottom divs is clicked I want the top div to animate out and back into the stack at the bottom, then the div that is clicked will appear at the top. So far I only have the code for when the middle div is clicked, but I cannot get it to work properly. What am I doing wrong? (I also realize that the code I wrote is probably terrible, this is the first jQuery code I have written.) The css is very very simple: .first { z-index: 3; } .second { z-index: 2; } .third { z-index: 1; } The basic html is this: <div class="first"></div> <div class="second"></div> <div class="third"></div> Here is my code: $("div.second").click(function () { $("div.first").animate({ left: "-=200px"}, {duration: "fast", complete: function () { $("div.first").removeClass("first").addClass("third").animate({left: "+=350px", top: "+=60px"}, "fast"); } }); $("div.second").animate({ left: "-=24px", top: "-=30px"}, {duration: "fast", complete: function () { $("div.second").removeClass("second").addClass("first"); } }); $("div.third").animate({ left: "-=24px", top: "-=30px"}, {duration: "fast", complete: function () { $("div.third").removeClass("third").addClass("second"); } }); }); I can get the div.first to move to the side and back. But now I can't get the classes to stay changed. What keeps happening is the div.second will remove it's class and add .first in the animation, but when the animation is complete, it acts like it still has a class of .second.

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  • Animation management in COCOS2D iphone.

    - by shreya
    Hi All, I have near about 255 image frames for background animation, 99 frames of enemy sprite and 125 frames of player sprite. All animations are running simultaneously on the screen. That is background animation is running and 4-5 enemies are on the screen are present at a time, also player is there at the same time. Take a look at the code below, CCAnimation *_enemyAnimation = [CCAnimation animationWithName:@"Enemy" delay:0.1f]; for (int i = 1; i<99; i++) { [_enemyAnimation addFrameWithFilename:[NSString stringWithFormat:@"enemy %02d.jpg",i]]; } id action1 = [CCAnimate actionWithAnimation: _enemyAnimation]; [_enemySprite runAction:[CCRepeatForever actionWithAction: action1]]; [self schedule:@selector(BackToGameLogic:) interval:5.0]; This makes my game too slower and consumes memory about 65MB in the allocations. How should I manage my animations so there will be improvement in speed and memory consumption will be reduced?. Please suggest me the way. Thanks.

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  • Subclassing ViewPager Breaks Animation

    - by Ryan Thomas
    In my Android application I have an activity which uses a view pager to display 4+ pages (Fragments). I implemented buttons on each screen that move between pages by calling: pager.setCurrentItem(position, true); The view pager and fragments are all working as I desired. I then began looking for a solution to disable user swiping between pages so that the transition between pages in handled by the buttons only. The solution I found was mentioned in a few stackoverflow articles as well as This Blog that suggest subclassing the view pager to intercept touch events to disable swiping. I followed those examples by subclassing the view pager class as follows: public class ViewPager extends android.support.v4.view.ViewPager { private boolean enabled; public ViewPager(Context context, AttributeSet attrs) { super(context, attrs); this.enabled = true; } @Override public boolean onTouchEvent(MotionEvent event) { if (this.enabled) { return super.onTouchEvent(event); } return false; } @Override public boolean onInterceptTouchEvent(MotionEvent event) { if (this.enabled) { return super.onInterceptTouchEvent(event); } return false; } public void setSwipingEnabled(boolean enabled) { this.enabled = enabled; } } Using the subclassed view pager and calling setSwipingEnabled(false) works as was desired. The user can no longer move between pages with swipe gestures and I can still move between pages via button clicks by calling setCurrentItem(int position, boolean smoothScroll). However using the subclass breaks the animation between pages. When I call setCurrentItem(position, true) with android.support.v4.view.ViewPager I get very clean scrolling animations between pages. When I make the same call using the subclass the screen has a very brief 'flash' and then automatically draws the new page. I would like to know how to fix the animation while retaining the ability to disable user swiping between pages. I greatly appreciate any help with this. Let me know if you need any additional information. So far I have tested using a Samsung device running 2.3.5 and an AVD emulator targeting Android 2.3.3.

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  • JQuery transition animation

    - by kk-dev11
    This program randomly selects two employees from a json-object Employees array, winnerPos is already defined. For better user experience I programmed these functions to change pictures one by one. The animation stops when the randomly selected person is shown on the screen. The slideThrough function will be triggered when the start button is pressed. function slideThrough() { counter = 0; start = true; clearInterval(picInterval); picInterval = setInterval(function () { changePicture(); }, 500); } function changePicture() { if (start) { if (counter > winnerPos) { setWinner(); start = false; killInterval(); } else { var employee = Employees[counter]; winnerPic.fadeOut(200, function () { this.src = 'img/' + employee.image; winnerName.html(employee.name); $(this).fadeIn(300); }); counter++; } } } The problem is the animation doesn't work smoothly. At first it works, but not perfect. The second time the transition happens in an irregular way, i.e. different speed and fadeIn/fadeOut differs from picture to picture. Could anyone help me to fine-tune the transition?

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  • jQuery fading in an element - not working exactly as i want it to...

    - by Nike
    Anybody see what's wrong? Doesn't seem to do anything. If i replace $(this, '.inner').stop(true, false).fadeIn(250); with $(.fadeInOnHover .inner').stop(true, false).fadeIn(250); then all the .inner elements on the page will fade in (which isn't really what i want, as i have ~10 of them). I know it's possible to achieve what i want to do, but i don't know how in this case. Thanks in advance :) <script type="text/javascript"> $(document).ready(function() { $('.fadeInOnHover .inner').css("display","none"); $('.fadeInOnHover').hover(function() { $(this, '.inner').stop(true, false).fadeIn(250); }).mouseout(function() { $(this, '.inner').stop(true, true).fadeOut(100); }); }); </script>

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  • Is there a way to change the default animation speed in PowerPoint?

    - by Tim
    I do a lot of PowerPoint (2007) presentations, and some of those involve some rather complex diagrams that I like to build step by step, using PowerPoint's animation feature. I prefer using the "fade in" style, but I find the default medium speed setting too low, so every time I'm adding an element to my animation, I have to go to the Speed dropdown box and select "Very fast". This is getting annoying, so I wonder if there is a way to tell PowerPoint that I'd like my standard animation speed (at least for fade-ins) to be "very fast"?

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  • Behavior Trees and Animations

    - by Tom
    I have started working on the AI for a game, but am confused how I should handle animations. I will be using a Behavior Tree for AI behavior and Cocos2D for my game engine. Should my "PlayAnimationWalk" just be another node in the tree? Something similar to this: [Approach Player] - Play Walk animation - Move Towards player - Stop Walk animation Or should the node just update an AnimationState in the blackboard and have some type of animation handler/component reference this for which animation should be playing? This has been driving me nuts :)

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  • Math for core animation?

    - by jasonbogd
    What is a good level of math required for, like, advanced core animation? Take this for example: http://cocoadex.com/2008/01/lemur-math.html And what's a good book/resource to learn it? -Jason

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  • Change cursor to loading animation

    - by superexsl
    Hey, I've got a few loading bars that appear during any postbacks. How can I use CSS to have the cursor change into a custom loading animation? In examples I've come across, I can only turn the cursor into other preset images (such as an hourglass). Is it possible for me to use a custom gif as the cursor? Thanks

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  • Apply an Animation on a Drawable in Android

    - by Casebash
    I am adding a glow animation effect to a logo. So far, I have managed to get the glow image behind the logo, using a LayeredDrawable, but I can't figure out how to animate it. I have found that AlphaAnimation would achieve the desired effect, but unfortunately I can only apply it on Views, not Drawables. How can I achieve this effect?

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