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  • 256 Worker Role 3D Rendering Demo is now a Lab on my Azure Course

    - by Alan Smith
    Ever since I came up with the crazy idea of creating an Azure application that would spin up 256 worker roles (please vote if you like it ) to render a 3D animation created using the Kinect depth camera I have been trying to think of something useful to do with it. I have also been busy working on developing training materials for a Windows Azure course that I will be delivering through a training partner in Stockholm, and for customers wanting to learn Windows Azure. I hit on the idea of combining the render demo and a course lab and creating a lab where the students would create and deploy their own mini render farms, which would participate in a single render job, consisting of 2,000 frames. The architecture of the solution is shown below. As students would be creating and deploying their own applications, I thought it would be fun to introduce some competitiveness into the lab. In the 256 worker role demo I capture the rendering statistics for each role, so it was fairly simple to include the students name in these statistics. This allowed the process monitor application to capture the number of frames each student had rendered and display a high-score table. When I demoed the application I deployed one instance that started rendering a frame every few minutes, and the challenge for the students was to deploy and scale their applications, and then overtake my single role instance by the end of the lab time. I had the process monitor running on the projector during the lab so the class could see the progress of their deployments, and how they were performing against my implementation and their classmates. When I tested the lab for the first time in Oslo last week it was a great success, the students were keen to be the first to build and deploy their solution and then watch the frames appear. As the students mostly had MSDN suspicions they were able to scale to the full 20 worker role instances and before long we had over 100 worker roles working on the animation. There were, however, a few issues who the couple of issues caused by the competitive nature of the lab. The first student to scale the application to 20 instances would render the most frames and win; there was no way for others to catch up. Also, as they were competing against each other, there was no incentive to help others on the course get their application up and running. I have now re-written the lab to divide the student into teams that will compete to render the most frames. This means that if one developer on the team can deploy and scale quickly, the other team still has a chance to catch up. It also means that if a student finishes quickly and puts their team in the lead they will have an incentive to help the other developers on their team get up and running. As I was using “Sharks with Lasers” for a lot of my demos, and reserved the sharkswithfreakinlasers namespaces for some of the Azure services (well somebody had to do it), the students came up with some creative alternatives, like “Camels with Cannons” and “Honey Badgers with Homing Missiles”. That gave me the idea for the teams having to choose a creative name involving animals and weapons. The team rendering architecture diagram is shown below.   Render Challenge Rules In order to ensure fair play a number of rules are imposed on the lab. ·         The class will be divided into teams, each team choses a name. ·         The team name must consist of a ferocious animal combined with a hazardous weapon. ·         Teams can allocate as many worker roles as they can muster to the render job. ·         Frame processing statistics and rendered frames will be vigilantly monitored; any cheating, tampering, and other foul play will result in penalties. The screenshot below shows an example of the team render farm in action, Badgers with Bombs have taken a lead over Camels with Cannons, and both are  leaving the Sharks with Lasers standing. If you are interested in attending a scheduled delivery of my Windows Azure or Windows Azure Service bus courses, or would like on-site training, more details are here.

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  • Silverlight Cream for June 01, 2010 -- #874

    - by Dave Campbell
    In this Issue: Michael Washington, Alan Beasley and Michael Washington, Miroslav Miroslavov, Max Paulousky, Teresa and Ronald Burger, Laurent Duveau, Tim Heuer, Jeff Brand, Mike Snow, and John Papa. Shoutouts: To pay homage to the Advanced Options button in Expression Blend, Adam Kinney posted: Expression Blend Advanced Options square wallpaper SilverLaw stood his drag and drop ripple on it's head for this one: Silver Soccer - A Case Study for the Flexible Surface Effect (Silverlight 4) From SilverlightCream.com: Expression Blend DataStore - A Powerful Tool For Designers Michael Washington dug into the documentation and with some Microsoft assistance has figured out how to use the SetDataStoreAction in SketchFlow... good tutorial and a game to demonstrate it's use. Windows Phone 7 View Model Style Video Player Alan Beasley and Michael Washington teamed up again to produce a ViewModel-Style Video Player for WP7 ... very nice interface I might add... very detailed tutorial and all the code... oh, and did you notice it uses MVVMLight... on WP7? ... just thought I'd mention that :) Navigation in 3D world of 2D objects In part 7 of the CompleteIT code explenation, Miroslav Miroslavov is discussing some of the very cool animation they did... 3D, moving camera... cool stuff! Search Engine Optimization (SEO) for Silverlight Applications. Part 2 Max Paulousky has part 2 of his Silverlight 4 and SEO series up. In part 2 he's discussing sitemaps and html content providing. He also has good links showing where to submit your sitemaps and information. Mousin’ down the PathListBox Teresa and Ronald Burger (not sure which) has a post up about the PathListBox and how they drew the path that they ended up using, and the code used to enable animation. Dynamically apply and change Theme with the Silverlight Toolkit We've all had fun playing with themes, but Laurent Duveau has an example up of letting your users change the theme at run-time. Microsoft Translator client library for Silverlight Tim Heuer has been playing with the Microsoft Translator for Silverlight and he has a "Works on My Machine" license on what he's making available .. but considering his access to resources... I'd say go for it :) Custom Per-Page Transitions in Windows Phone 7 Jeff Brand has a follow-on to his other WP7 post about page transitions and is now discussing per-page transitions Silverlight Tip of the Day #26 – Changing the Startup Class Mike Snow's latest 'tip' is a little more involved than a tip ... changing the startup class and actually removing (in his example), the page and app classes... code and xaml! I've seen this before but never explained as clean... fun stuff. Behaviors in Blend 4 (Silverlight TV #30) Episode 30 of Silverlight TV (now a tag at Silverlight Cream) finds John Papa talking to Adam Kinney about Behaviors in Blend 4... not only using them but creating a custom one. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Games development with a game loop that's abstracted away

    - by Davy8
    Most game development happens with a main game loop. Are there any good articles/blog posts/discussions about games without a game loop? I imagine they'd mostly be web games, but I'd be interested in hearing otherwise. (As a side note, I think it's really interesting that the concept is almost exclusively used in gaming as far as I'm aware, perhaps that may be another question.) Edit: I realize there's probably a redraw loop somewhere. I guess what I really mean is a loop that is hidden to you. Frames are something you as the developer are not concerned with as you're working on a higher level of abstraction. E.g. someLootItem.moveTo(inventory, someAnimatationType) and that will move from the loot box to your inventory using the specified animation type without the game developer having to worry about the implementation details of that animation. Maybe that's how "real" games end up working, but from reading most tutorials they seem to imply a much more granular level of control is used, but that might just be an artifact of being a tutorial. Edit2: I think most people are misunderstanding what I'm trying to ask, likely because I'm having trouble describing exactly what I'm trying to ask. After some more thinking perhaps what I'm referring to is more along the lines of what I believe is referred to as "scripting" where you're working at a very high level and having some game engine take care of the low level details. For example, take custom maps in Starcraft II or Warcraft III. Many of the "maps" have gameplay that deviates enough from the primary game that they could be considered a separate game written on the same engine. What I'm referring to then is along those lines. I may be wrong because I only dabbed in the Warcraft III editor, but as far as I remember no where in the map editor do you control the game loop, and yet you can create many different games out of it. In my mind, these are games in their own right. If you're playing DotA you don't say you're playing Warcraft III, you say you're playing DotA because that's the actual game you're playing. Such a system may impose limitations that don't exist if you're creating a game from scratch, but it greatly reduces development time because much of the "hard" work has already been done for you. Hopefully that clarifies what I'm asking. Another example of what is I mean, is when you write a web app, of course it communicates through sockets and TCP. But does the average web developer doesn't explicitly write code for connecting sockets. They just need to know about receiving a request and sending a response. There are unique scenarios where you do occasionally need to use raw sockets, but it's generally rare in web development. In a similar fashion, it's very possible to write a game without directly using the game loop, even though one is used behind the scenes. Probably not a AAA title, but there must be hundreds of smaller scale games that can and possibly are written this way. Are there any good resources on writing these "simpler" games?

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  • Problem with boundary collision

    - by James Century
    The problem: When the player hits the left boundary he stops (this is exactly what I want), when he hits the right boundary. He continues until his rectangle's left boundary meets with the right boundary. Outcome: https://www.youtube.com/watch?v=yuJfIWZ_LL0&feature=youtu.be My Code public class Player extends GameObject{ BufferedImageLoader loader; Texture tex = Game.getInstance(); BufferedImage image; Animation playerWalkLeft; private HealthBarManager healthBar; private String username; private int width; private ManaBarManager manaBar; public Player(float x, float y, ObjectID ID) { super(x, y, ID, null); loader = new BufferedImageLoader(); playerWalkLeft = new Animation(5,tex.player[10],tex.player[11],tex.player[12],tex.player[13],tex.player[14],tex.player[15],tex.player[17],tex.player[18]); } public void tick(LinkedList<GameObject> object) { setX(getX()+velX); setY(getY()+velY); playerWalkLeft.runAnimation(); } public void render(Graphics g) { g.setColor(Color.BLACK); FontMetrics fm = g.getFontMetrics(g.getFont()); if(username != null) width = fm.stringWidth(username); if(username != null){ g.drawString(username,(int) x-width/2+15,(int) y); } if(velX != 0){ playerWalkLeft.drawAnimation(g, (int)x, (int)y); }else{ g.drawImage(tex.player[16], (int)x, (int)y, null); } g.setColor(Color.PINK); g.drawRect((int)x,(int)y,33,48); g.drawRect(0,0,(int)Game.getWalkableBounds().getWidth(), (int)Game.getWalkableBounds().getHeight()); } @SuppressWarnings("unused") private Image getCurrentImage() { return image; } public float getX() { return x; } public float getY() { return y; } public void setX(float x) { Rectangle gameBoundry = Game.getWalkableBounds(); if(x >= gameBoundry.getMinX() && x <= gameBoundry.getMaxX()){ this.x = x; } } public void setY(float y) { //IGNORE THE SetY please. this.y = y; } public float getVelX() { return velX; } public void setHealthBar(HealthBarManager healthBar){ this.healthBar = healthBar; } public HealthBarManager getHealthBar(){ return healthBar; } public float getVelY() { return velY; } public void setVelX(float velX) { this.velX = velX; } public void setVelY(float velY) { this.velY = velY; } public ObjectID getID() { return ID; } public void setUsername(String playerName) { this.username = playerName; } public String getUsername(){ return this.username; } public void setManaBar(ManaBarManager manaBar) { this.manaBar = manaBar; } public ManaBarManager getManaBar(){ return manaBar; } public int getLevel(){ return 1; } public boolean isPlayerInsideBoundry(float x, float y){ Rectangle boundry = Game.getWalkableBounds(); if(boundry.contains(x,y)){ return true; } return false; } } What I've tried: - Using a method that checks if the game boundary contains player boundary rectangle. This gave me the same result as what the check statement in my setX did.

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  • How to delete row in TTTableViewController (Three20)

    - by Dmitry
    Hi, The Three20 is great library. It's making the work with tables very easy. But one gap that I noticed - is deletion of rows, with animation. I spent many hours trying to do this, and this is what I'm doing: // get current index patch UITableView* table = [super tableView]; NSIndexPath *indexPath = [table indexPathForSelectedRow]; //delete row in data source TTListDataSource * source = (TTListDataSource *)self.dataSource; [source.items removeObjectAtIndex:indexPath.row]; // delete row from the table, with animation [table deleteRowsAtIndexPaths:[NSArray arrayWithObject:indexPath] withRowAnimation:UITableViewRowAnimationFade]; After this code runs the error appears: [NSCFArray objectAtIndex:]: index (0) beyond bounds (0) I'm using the class inherited from the TTTableViewController. And I doesn't implement the DataSourceDelegate or TableViewDelegate because I'm using the Three20 as much as possible. So, this is how I create datasource: for(NSDictionary *album in (NSArray *)albums){ TTTableRightImageItem *item = [TTTableRightImageItem itemWithText:@"name" imageURL:@"image url" defaultImage:nil imageStyle:TTSTYLE(rounded) URL:@"url of selector where I actually catch the tap on a row"]; [tableItems addObject:item]; } self.dataSource = [TTListDataSource dataSourceWithItems:tableItems]; I read this article (article) but it doesn't help :( So, I know that this is very simple for gurus from this site. Can you just give me advanced sample of how to do this Thanks

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  • UISearchBar and UINavigationItem

    - by tbehunin
    I can't seem to get a UISearchBar to position itself from the far left to the far right in the navigation bar. In the -(void)viewDidLoad method, I have the following code: `UISearchBar *sb = [[UISearchBar alloc] initWithFrame:self.tableView.tableHeaderView.frame]; sb.delegate = self; self.navigationItem.titleView = sb; [sb sizeToFit]; [sb release];` When you build and run, it looks just fine at first glance. However, looking more closely, you can tell there is a margin/space on the left. This wouldn't be a big deal in the grand scheme of things, but when I tap the search bar to start a search, I animate the cancel button into view. Because the search bar is positioned slightly to the right, the animation is jerky and the cancel button falls off the end like so: link text It seems as if the UINavigationItem is like a table with three cells, where there is a padding on the first and last which I can't remove - nor does there seem to be a way to 'merge' it all together and then place the search bar there. I know this look is possible, because the AppStore search has a search bar in the navigation bar and it goes all the way to the edges. Anyone know how to get the search bar to go all the way to the edges so my slide-in cancel button animation will work properly?

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  • Getting an Error Trying to Create an Object in Python

    - by Nick Rogers
    I am trying to create an object from a class in python but I am getting an Error, "e_tank = EnemyTank() TypeError: 'Group' object is not callable" I am not sure what this means, I have tried Google but I couldn't get a clear answer on what is causing this error. Does anyone understand why I am unable to create an object from my EnemyTank Class? Here is my code: #Image Variables bg = 'bg.jpg' bunk = 'bunker.png' enemytank = 'enemy-tank.png' #Import Pygame Modules import pygame, sys from pygame.locals import * #Initializing the Screen pygame.init() screen = pygame.display.set_mode((640,360), 0, 32) background = pygame.image.load(bg).convert() bunker_x, bunker_y = (160,0) class EnemyTank(pygame.sprite.Sprite): e_tank = pygame.image.load(enemytank).convert_alpha() def __init__(self, startpos): pygame.sprite.Sprite.__init__(self, self.groups) self.pos = startpos self.image = EnemyTank.image self.rect = self.image.get_rect() def update(self): self.rect.center = self.pos class Bunker(pygame.sprite.Sprite): bunker = pygame.image.load(bunk).convert_alpha() def __init__(self, startpos): pygame.spriter.Sprite.__init__(self, self.groups) self.pos = startpos self.image = Bunker.image self.rect = self.image.get_rect() def getCollisionObjects(self, EnemyTank): if (EnemyTank not in self._allgroup, False): return False self._allgroup.remove(EnemyTank) result = pygame.sprite.spritecollide(EnemyTank, self._allgroup, False) self._allgroup.add(EnemyTank) def update(self): self.rect.center = self.pos #Setting Up The Animation x = 0 clock = pygame.time.Clock() speed = 250 allgroup = pygame.sprite.Group() EnemyTank = allgroup Bunker = allgroup e_tank = EnemyTank() bunker = Bunker()5 #Main Loop while True: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() screen.blit(background, (0,0)) screen.blit(bunker, (bunker_x, bunker_y)) screen.blit(e_tank, (x, 0)) pygame.display.flip() #Animation milli = clock.tick() seconds = milli/1000. dm = seconds*speed x += dm if x>640: x=0 #Update the Screen pygame.display.update()

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  • Ipad MPMovieplayerController video loads but automatically pauses when played

    - by slayerIQ
    Hello I am trying to get the MPMovieplayerController to work. I load a video everything goes wel i even see the first frame but then it automatically pauses, if i press play it pauses again. In the simulator it works perfectly but on the ipad device it gives the problem. I can even seek through the video and i see the frame i seeked to but nothing plays. This is some output from the console: 2010-06-08 22:16:13.145 app[3089:207] Using two-stage rotation animation. To use the smoother single-stage animation, this application must remove two-stage method implementations. [Switching to thread 12803] warning: Unable to read symbols for "/Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.2 (7B367)/Symbols/System/Library/VideoDecoders/VCH263.videodecoder" (file not found). warning: Unable to read symbols for "/Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.2 (7B367)/Symbols/System/Library/VideoDecoders/H264H2.videodecoder" (file not found). warning: Unable to read symbols for "/Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.2 (7B367)/Symbols/System/Library/VideoDecoders/MP4VH2.videodecoder" (file not found). warning: Unable to read symbols for "/Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.2 (7B367)/Symbols/System/Library/VideoDecoders/JPEGH1.videodecoder" (file not found). 2010-06-08 22:16:15.145 app[3089:207] setting file:///private/var/mobile/Applications/46CE5456-6338-4BBF-A560-DCEFF700ACE0/tmp/MediaCache/ I dont get those warning when using the simulator BTW. Does anyone know how to fix this ?

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  • CCSprite: setTexture doesn't work when the sprite is rendered using a CCSpriteSheet

    - by srikanth rongali
    My code is in cocos2d. I am getting this error in my code. To get the fast animation I used CCSpriteSheet CCSpriteSheet *danceSheet = [CCSpriteSheet spriteSheetWithFile:@"new1.png"]; [self addChild:danceSheet]; CCSprite *danceSprite = [CCSprite spriteWithTexture:danceSheet.texture rect:CGRectMake(0, 0, 119, 320)]; [danceSheet addChild:danceSprite]; danceSprite.position = ccp(danceSprite.contentSize.width/2,danceSprite.contentSize.height/2); CCAnimation *danceAnimation = [CCAnimation animationWithName:@"dance" delay:0.1f]; int frameCount = 0; for (int x = 0; x < 13; x++) { // create an animation frame CCSpriteFrame *frame = [CCSpriteFrame frameWithTexture:danceSheet.texture rect:CGRectMake(x*119,0,119,320) offset:ccp(0,0)]; [danceAnimation addFrame:frame]; frameCount++; NSLog(@"frameCount value: %d", frameCount); if (frameCount == 13) break; } CCAnimate *danceAction = [CCAnimate actionWithAnimation:danceAnimation restoreOriginalFrame:NO ]; [danceSprite runAction:danceAction]; But when I touched the screen it is giving the error CCSprite: setTexture doesn't work when the sprite is rendered using a CCSpriteSheet

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  • Can't write the SysWow64 value to registry with vbscript for Screensaver

    - by Valentein
    Scripts, registries, screen-savers, oh my! I'm trying to use a screen-saver on a Windows XP 64 bit machine which uses a .NET app which makes an interop call which relies on some x86 Shockwave Dlls (some Shockwave animation). Everything should be in the %systemroot%\WINNT\SysWOW64 directory. When the timeout for the screensaver occurs, the process should looks like this: Screensaver.scr - .NET app - shockwave animation. During installation I want a vbscript to my screen-saver file to copy the Screensaver.scr to the SysWow64 directory and then set the proper registry key to this file for Windows to launch the screen-saver. The code is something like this: Dim sScreenSaver, tScreenSaver sScreenSaver = "C:\SourceFiles\bin\ScreenSaver.scr" 'screensaver tScreenSaver = "C:\winnt\SysWOW64\" Set WshShell = WScript.CreateObject("WScript.Shell") 'script shell to run objects Set FSO = createobject("scripting.filesystemobject") 'file system object 'copy screensaver FSO.CopyFile sScreenSaver, tScreenSaver, True 'set screen saver Dim p1 p1 = "HKEY_CURRENT_USER\Control Panel\Desktop\" WshShell.RegWrite p1 & "SCRNSAVE.EXE", (tScreenSaver & "ScreenSaver.scr") After installation, I can verify the the Screensaver exists in the correct directory. (It actually seems to be in both the system32 and the sysWOW64 directories---whether that's the install script or something I did post-install I'm in the process of verifying.) However, the registry entry is not correct. In both the 32 and 64 bit regedit I see the HKCU\ControlPanel\Desktop\SCRNSAVE.EX is set to: C:\WINNT\system32\Screensaver.scr This isn't right. The screen-saver won't run from this directory. It only runs from SysWOW64. If I manually edit the registry with regedit to the correct SysWOW64 path everything works fine. Is this a problem with using the script or is this a Windows registry redirection, or filesystem redirection problem? You'd think this would be simple...

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  • Making Firefox render canvas text the same as CSS text

    - by Dan Forys
    I've been experimenting with the canvas tag and Javascript. I've made a page that takes Tweets from the Twitter public timeline and animates them into view. It works by using a canvas element in the background for the animation. When the animation is complete, it creates a div element with the same text over the top. I do this so that the tweet text is selectable and links are clickable. Now, in Safari, Chrome and even Opera, the canvas text and div text look almost exactly the same. Yet in Firefox, the size of the text is different enough to make it 'jump' at the point it changes into the div. Does anyone know how to make Firefox render the text the same on the canvas element and the div using CSS? Or is this a rendering inconsistency with the engine. I have put the page on my website if you want to see what I mean. Now for the code: The CSS I'm using for rendering the div contains: line-height: 21px; font-weight: 100; font-family: Georgia, "New Century Schoolbook", "Nimbus Roman No9 L", serif; font-size: 20px; For rendering on the canvas I'm using: this.context.font = this.scale + 'px Georgia'; this.context.fillStyle = "white"; this.context.strokeStyle = 'white'; this.context.fillText(this.text, 0, 0); this.context.strokeText(this.text, 0, 0); where this.scale is an animated scale factor that finishes at 20px exactly. So, to recap, I'm using the same font and ending up at the same px size, yet Firefox renders the text differently between Canvas and CSS. (edit) Here's a screenshot example: First line is the text animating in using canvas, second line is the resulting div.

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  • jQuery and XHTML layout problems in ie7

    - by abysslogic
    Hi there, I am back again with more layout problems on my up and coming website. I am able to achieve the proper animation, positioning and results with my layout / splash on every modern browser (excluding ie7 or older). I have an image in the center of the page, that is text-align: center'd, and pushed to a vertical center by having a div (#SPLASH_HEAD) set to 50% on the top half of the page. The loading animation changes the height of #SPLASH_HEAD to 0px, to drag the image to the top (and then do other things). In ie7 (or compatability mode), it appears that there is an error in jquery-1.4.2.min.js, line 116 char 165 (which I dont think has anything to do with the actual jQuery file itself). The splash is not centered either vertically (#SPLASH_HEAD does not register at 50% of window height) and is not centered properly with margin-left. Also, none of the other elements are hidden properly (with .hide()) as ie7 does not appear to be loading all of my jQuery / javascript. heres a link: www.voidsync.com/test (it would be easier to view the source on there) thanks!

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  • UINavigationController flashes white when I add it to a superview

    - by Chris Stamper
    Hey guys, I'm adding a NavigationController as a subview of my main view, with the flip animation (like a utility app/flipview thing). Here's how I'm doing it: [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:.7]; [UIView setAnimationTransition:([self.tableController.view superview] ? UIViewAnimationTransitionFlipFromLeft : UIViewAnimationTransitionFlipFromRight) forView:self.tableHostView cache:YES]; [self.tableController.view removeFromSuperview]; settingsView* backView1 = [[settingsView alloc] initWithNibName:@"settingsView" bundle:nil]; backView1.delegate = self; UINavigationController* settingsNavStack = [[UINavigationController alloc]initWithRootViewController:backView1]; [backView1 release]; settingsNavStack.view.frame = CGRectMake(0, 0, 320, 460); settingsNavStack.navigationItem.title = @"Settings"; [self setBackView:settingsNavStack]; [settingsNavStack release]; [self.tableHostView addSubview:self.backView.view]; [[self backView]setDelegate: self]; When it loads, the view comes in very nicely. However, the navigation bar stays white until like .2 secs after the animation finishes. Anyone know why the navigation bar wouldn't display right away?

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  • Removing a view from it's superview causes memory error - why?

    - by mystify
    Xcode is throwing an error at me: malloc: * error for object 0x103f000: pointer being freed was not allocated * set a breakpoint in malloc_error_break to debug I tracked down the code until a line where I do this: - (void)inputValueCommitted:(NSString *)animationID finished:(BOOL)finished context:(void *)context { // retainCount of myView is 2! (one for the retain-property, one for beeing a subview) [self.myView removeFromSuperview]; // ERROR-LINE !! self.myView = nil; } When I remove that errorful line, the error is gone. So in conclusion: I can't get rid of my view! It's an UIImageView with nothing else inside, just showing an image. What I do is this: I create an UIView Animation Block, create that UIImageView, assign it to an retain-property with self.myView = ..., and after the animation is done, I just want to get rid of that view. So I remove it from it's superview and then set my property to nil, which lets it go away - in theory. Did anyone else encounter such issues? iPhone SDK 3.0.

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  • How to detect when video is buffering?

    - by Leon
    Hi guys, my question today deals with Flash AS3 video buffering. (Streaming or Progressive) I want to be able to detect when the video is being buffered, so I can display some sort of animation letting the user know to wait just a little longer. Currently my video will start up, hold on frame 1 for 3-4 secs then play. Kinda giving the impression that the video is paused or broken :( Update Thanks to iandisme I believe I'm faced in the right direction now. NetStatusEvent from livedocs. It seems to me that the key status to be working in is "NetStream.Buffer.Empty" so I added some code in there to see if this would trigger my animation or a trace statement. No luck yet, however when the Buffer is full it will trigger my code :/ Maybe my video is always somewhere between Buffer.Empty and Buffer.Full that's why it won't trigger any code when I test case for Buffer.Empty? Current Code public function netStatusHandler(event:NetStatusEvent):void { // handles net status events switch (event.info.code) { case "NetStream.Buffer.Empty": trace("¤¤¤ Buffering!"); //<- never traces addChild(bufferLoop); //<- doesn't execute break; case "NetStream.Buffer.Full": trace("¤¤¤ FULL!"); //<- trace works here removeChild(bufferLoop); //<- so does any other code break; case "NetStream.Buffer.Flush": trace("¤¤¤ FLUSH!"); //Not sure if this is important break } }

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  • Why does presentModalViewController not always work?

    - by E-Madd
    My application requires data from a server in order to run. The first thing it does is displays a view controller (LoadingViewController) that is responsible for checking if the data is saved to my PersistentStoreCoordinator. If the data isn't cached locally, it gets it from my server and caches it, and posts a notification that the LoadingViewController is listening for. When that notification comes through, LoadingViewController presents the application's MainViewController using the presentModalViewController with a flip animation. So far, so good... no errors. However, if the application loads and determines the data IS cached - the presentModalViewController does not work and the main application view never appears. No errors. I've even gone as far as adding a button to the Loading view that executes the same code when pressed and the damn thing works. I'm suspicious it has something to do with the timing of it all but I'm clueless as to what I can do to ensure the view is displayed with that flipping animation if the data is already cached locally. Any suggestions?

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  • Jquery animate bottom problem

    - by andrea
    It's strange. I have an animation that start when i .hover on a DIV. Into this div i have another in position absolute that i want to move up until the mouse stay on main div and go down in your position when i go out of main div. A simple hover effect. I have write down this function that work well apart a strange bug. var inside = $('.inside') inside.hover(function() { $(this).children(".coll_base").stop().animate({ bottom:'+=30px' },"slow") }, function() { $(this).children(".coll_base").stop().animate({ bottom:'-=30px' },"slow"); }); i need +=30 and -=30 because i have to apply this function to a range of div with different bottom. The problem is that if i hover on and out of div the DIV animate right but when go down he decrease the value of bottom every animation. If i go up and down from the main div i see that the animated div go down even beyond the main div. I think that i miss something to resolve this bug. Thanks for any help

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  • How to make a big switch control structure with variable check values?

    - by mystify
    For example, I have a huge switch control structure with a few hundred checks. They're an animation sequence, which is numbered from 0 to n. Someone said I can't use variables with switch. What I need is something like: NSInteger step = 0; NSInteger i = 0; switch (step) { case i++: // do stuff break; case i++: // do stuff break; case i++: // do stuff break; case i++: // do stuff break; } The point of this is, that the animation system calls a method with this big switch structure, giving it a step number. I want to be able to simply cut-copy-paste large blocks and put them in a different position inside the switch. for example, the first 50 blocks to the end. I could do that easily with a huge if-else structure, but it would look ugly and something tells me switch is much faster. How to?

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  • Jquery - binding click event to a variable

    - by Kayote
    All, I am really stuck/ confused at this point. I have an array with 6 items in it. Each item in the array is dynamically filled with elements using jquery '.html' method. However, I cannot seem to be able to attach/ bind an event to this dynamically created variable. As soon as the browser gets to the problem line (see the area labeled 'PROBLEM AREA'), I get a 'undefined' error, which is really confusing as all the previous code on the very same variable works just fine. var eCreditSystem = document.getElementById("creditSystem"); var i = 0; var eCreditT = new Array(6); // 6 members created which will be recycled function createCreditTransaction () // func called when a transaction occurs, at the mo, attached to onclick() { if (i < 6) { eCreditT[i] = undefined; // to delete the existing data in the index of array addElements (i); } else if (i > 5 || eCreditT[i] != undefined) { ... } } function addElements (arrayIndex) // func called from within the 'createCreditTransaction()' func { eCreditT[i] = $(document.createElement('div')).addClass("cCreditTransaction").appendTo(eCreditSystem); $(eCreditT[i]).attr ('id', ('trans' + i)); $(eCreditT[i]).html ('<div class="cCreditContainer"><span class="cCreditsNo">-50</span>&nbsp;<img class="cCurrency" src="" alt="" /></div><span class="cCloseMsg">Click box to close.</span><div class="dots"></div><div class="dots"></div><div class="dots"></div>'); creditTransactionSlideOut (eCreditT[i], 666); // calling slideOut animation console.log(eCreditT[i]); // this confirms that the variable is not undefined /* ***** THE PROBLEM AREA ***** */ $(eCreditT[i]).on ('click', function () // if user clicks on the transaction box { creditTransactionSlideBackIn (eCreditT[i], 150); // slide back in animation }); return i++; }

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  • jQuery: Stop browser scrolling on event update beyond the fold?

    - by neezer
    I have several links at the bottom of my page that update content at the top of my page (more than a viewport away). Here's the gist of what the update looks like: $('#private-photo div').fadeOut(function() { $(this).html('<%= escape_javascript(image_tag current_user.private_photo.image.url(:profile)) %>'); }).fadeIn(); Basically it's just fading out the old content and fading in the new content. My problem is that when this happens, the browser window automatically scrolls up just far enough so that the bottom of the updated content (#private-photo div) appears at the top of the browser viewport. I do not want this to happen. I want the content to be updated (still fading in and out), but without the browser viewport realigning its focus. I want to keep the animation because if the user has a big enough screen, or if they are using a link closer to the top of the page, I still want them to see the animation. Any ideas about how to prevent the browser from scrolling as described? If not, any suggestions for workarounds? FYI, I have this same problem in Safari 4, Chrome (for Mac), & Firefox 3.5. EDIT: Here's the link that calls the update action, which is itself inside a Colorbox: $('a.edit-photo').colorbox({ title: function() { return 'Edit Photo in ' + $(this).attr('rel'); }, overlayClose: false, onComplete: function() { $('#edit-photo-modal').submit(function(e) { $('#photo_submit').after('<span id="saving">Saving...</span>'); e.preventDefault(); $.post($(this).attr('action'), $(this).serialize(), function() { $('#edit-photo-modal #saving').text('Saved!'); }, "script"); }); } }); The lightbox opens, presents a form fetched through an AJAX request, then (on submit) triggers the update action mentioned above. I had these links outside of the Colorbox in an earlier design revision, and they exhibited the same problem, so I've ruled out Colorbox itself as a cause. If you need anymore info, let me know!

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  • CSS3 transition on table row using height property

    - by Alexis Leclerc
    I have an HTML table displaying some information with a few rows. On each row, the user can click to reveal some additional rows that contains information related to the clicked row. Something like this: While the additional rows are being created with an AJAX request, a loading row is inserted right after the clicked row : Currently, everything works perfectly (drill down style), but I would like to add some animation to the loading row. I found a question ( this one ) that has a JSFiddle showing kind of what I want ( this fiddle ). I tried to implement something similar with CSS3 transitions, but I can't get it to work. Here's my simulated attempt ( fiddle only for deployment of the loading row ) using these transitions : -webkit-transition: height 0.1s ease-in-out; -moz-transition: height 0.1s ease-in-out; -ms-transition: height 0.1s ease-in-out; -o-transition: height 0.1s ease-in-out; transition: height 0.1s ease-in-out; Any thought on why my fiddle doesn't do any animation? Any other methods you would propose? Thanks!

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  • Jquery / PHP - pre-loading next page before navigating to it.

    - by Tim
    Hey all Using jQuery, is there a way to prevent going to the next page until the animation has finished AND the next page has completely loaded (including images)? The code below works but it is a bit clunky. You can see what I am trying to achieve here: http://bit.ly/aOeYgE The first three or so pages work. But when you click to go to the homepage a few times (after it's cached) you will see that it jumps, and the animation isn't very smooth. As you can see with the code below, the height is immediately set to 0, then when the page has loaded the height is set to 500px. When users navigate to a new page, the height should go back to 0, the next page content should load, and then upon loading the new window, the first bit of code will run again to set the width back to 500px. $(".content-center").css({"height": "0px"}); $(window).load(function() { if($('.content-center').is(':not(:animated)')) { $('.content-center').animate({height: "500px"}, 450); } }); $("a").click(function(event){ $(".content-center").animate({height: "0px"}, 500); if($('.content-center').is(':not(:animated)')) { navigate($(this).attr('href')); event.preventDefault(); } }); If anyone has any suggestions or alternative ideas to this code then it would be hugely appreciated. Many thanks Tim

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  • How accurately (in terms of time) does Windows play audio?

    - by MusiGenesis
    Let's say I play a stereo WAV file with 317,520,000 samples, which is theoretically 1 hour long. Assuming no interruptions of the playback, will the file finish playing in exactly one hour, or is there some occasional tiny variation in the playback speed such that it would be slightly more or slightly less (by some number of milliseconds) than one hour? I am trying to synchronize animation with audio, and I am using a System.Diagnostics.Stopwatch to keep the frames matching the audio. But if the playback speed of WAV audio in Windows can vary slightly over time, then the audio will drift out of sync with the Stopwatch-driven animation. Which leads to a second question: it appears that a Stopwatch - while highly granular and accurate for short durations - runs slightly fast. On my laptop, a Stopwatch run for exactly 24 hours (as measured by the computer's system time and a real stopwatch) shows an elapsed time of 24 hours plus about 5 seconds (not milliseconds). Is this a known problem with Stopwatch? (A related question would be "am I crazy?", but you can try it for yourself.) Given its usage as a diagnostics tool, I can see where a discrepancy like this would only show up when measuring long durations, for which most people would use something other than a Stopwatch. If I'm really lucky, then both Stopwatch and audio playback are driven by the same underlying mechanism, and thus will stay in sync with each other for days on end. Any chance this is true?

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  • In a Tab Bar based app a controller release data of the other ! !

    - by Flodev03
    Hi all ! I've made a ViewBased app, in the app delegate i've set a UITabBarCotntroller, in the app i have different view Controller two of them displays text in a UITextView and labels, the other one is my "ShakeController" a UIViewController in which i've set a UIAcelerometerDelegate, in it i create a instance of UIAccelerometer, in the method which manages the shake everything works fine, in this controller i have also set a UIImageView to make a simple animation, in the view Did Load method i set my imageView.animation to an array of UIImage. My problem is : when the app is launched i use the ViewControllers and everything work fine, but when i tap the ShakeController item in the tab bar and then when i come back to the other controllers the label looks like : label and textView like : Lorem ipsum..... the text of UItextView in IB. I have noticed thaht if i comment the initialisation of my imageView to the array of image i can navigate the items (from a view controller to another) without the label change and stay what i want them to be. Notice that the two controllers are in a UINavigationController. (i use @proprety (nonnatomic, retain) then @synthesize ... then releqse in the dealloc for the labels textview and my uiimageView) Do not know what to do thanks to all

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  • jCarousel - achieving an active state AND wrap:circular

    - by swisstony
    Hey folks A while back I implemented the jCarousel image solution for a client that required a numbered active state. After a bit of googling a found the answer but noticed that the preferred circular option would not work. What would happen is that once the carousel had cycled through all its (5) images, upon the return to the first, the active state would be lost, because, according to jcarousel it was actually the 6th (the index just keeps on incrementing). I just went ahead and instead used wrap:'both' which at least had a correctly functioning active state. However now the client says they dont like this effect and simply want the animation to return to position 1 after the final image. This means I need to get'wrap: 'both' working somehow. Below is my current code. Can someone please solve this one, as its a little above my head! function highlight(carousel, obejctli,liindex,listate){ jQuery('.jcarousel-control a:nth-child('+ liindex +')').attr("class","active"); }; function removehighlight(carousel, obejctli,liindex,listate){ jQuery('.jcarousel-control a:nth-child('+ liindex +')').removeAttr("class","active"); }; jQuery('#mycarousel').jcarousel({ initCallback: mycarousel_initCallback, auto: 5, wrap: 'both', vertical: true, scroll: 1, buttonNextHTML: null, buttonPrevHTML: null, animation: 1000, itemVisibleInCallback: highlight, itemVisibleOutCallback: removehighlight }); }); Thanks in advance

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