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  • Increase animation speed according to the swipe speed in unity for Android

    - by rohit
    I have the animation done through Maya and brought the FBX file to unity. Here is my code to calculate the speed of the swipe: Vector2 speedMeasuredInScreenWidthsPerSecond =(Input.touches[0].deltaPosition / Screen.width) * Input.touches[0].deltaTime; Now I wanted to take speedMeasuredInScreenWidthsPerSecond and use it to increase the animation speed accordingly like this: animation["gmeChaAnimMiddle"].speed=Mathf.Round(speedMeasuredInScreenWidthsPerSecond); However, this results in an error that I need to convert Vector2 to float. So how do I overcome it?

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  • How do I do JavaScript Array Animation

    - by Henry
    I'm making a game but don't know how to do Array Animation with the png Array and game Surface that I made below. I'm trying to make it so that when the Right arrow key is pressed, the character animates as if it is walking to the right and when the Left arrow key is pressed it animates as if it is walking to the left (kind of like Mario). I put everything on a surface instead of the canvas. Everything is explained in the code below. I couldn't find help on this anywhere. I hope what I got below makes sense. I'm basically a beginner with JavaScript. I'll be back if more is needed: <!doctype html5> <html> <head></head> <script src="graphics.js"></script> <script src="object.js"></script> <body onkeydown ="keyDown(event)" onkeyup ="keyUp(event)" ></body> <script> //"Surface" is where I want to display my animation. It's like the HTML // canvas but it's not that. It's just the surface to where everything in the //game and the game itself will be displayed. var Surface = new Graphics(600, 400, "skyblue"); //here's the array that I want to use for animation var player = new Array("StandsRight.png", "WalksRight.png", "StandsLeft.png","WalksLeft.png" ); //Here is the X coordinate, Y coordinate, the beginning png for the animation, //and the object's name "player." I also turned the array into an object (but //I don't know if I was supposed to do that or not). var player = new Object(50, 100, 40, 115, "StandsRight.png","player"); //When doing animation I know that it requires a "loop", but I don't // know how to connect it so that it works with the arrays so that //it could animate. var loop = 0; //this actually puts "player" on screen. It makes player visible and //it is where I would like the animation to occur. Surface.drawObject(player); //this would be the key that makes "player" animation in the righward direction function keyDown(e) { if (e.keyCode == 39); } //this would be the key that makes "player" animation in the leftward direction function keyUp(e){ if (e.keyCode == 39); } //this is the Mainloop where the game will function MainLoop(); //the mainloop functionized function MainLoop(){ //this is how fast or slow I could want the entire game to go setTimeout(MainLoop, 10); } </script> </html> From here, are the "graphic.js" and the "object.js" files below. In this section is the graphics.js file. This graphics.js part below is linked to the: script src="graphics.js" html script section that I wrote above. Basically, below is a seperate file that I used for Graphics, and to run the code above, make this graphics.js code that I post below here, a separate filed called: graphics.js function Graphics(w,h,c) { document.body.innerHTML += "<table style='position:absolute;font- size:0;top:0;left:0;border-spacing:0;border- width:0;width:"+w+";height:"+h+";background-color:"+c+";' border=1><tr><td> </table>\n"; this.drawRectangle = function(x,y,w,h,c,n) { document.body.innerHTML += "<div style='position:absolute;font-size:0;left:" + x + ";top:" + y + ";width:" + w + ";height:" + h + ";background-color:" + c + ";' id='" + n + "'></div>\n"; } this.drawTexture = function(x,y,w,h,t,n) { document.body.innerHTML += "<img style='position:absolute;font-size:0;left:" + x + ";top:" + y + ";width:" + w + ";height:" + h + ";' id='" + n + "' src='" + t + "'> </img>\n"; } this.drawObject = function(o) { document.body.innerHTML += "<img style='position:absolute;font-size:0;left:" + o.X + ";top:" + o.Y + ";width:" + o.Width + ";height:" + o.Height + ";' id='" + o.Name + "' src='" + o.Sprite + "'></img>\n"; } this.moveGraphic = function(x,y,n) { document.getElementById(n).style.left = x; document.getElementById(n).style.top = y; } this.removeGraphic = function(n){ document.getElementById(n).parentNode.removeChild(document.getElementById(n)); } } Finally, is the object.js file linked to the script src="object.js"" in the html game file above the graphics.js part I just wrote. Basically, this is a separate file too, so thus, in order to run or test the html game code in the very first section I wrote, a person has to also make this code below a separate file called: object.js I hope this helps: function Object(x,y,w,h,t,n) { this.X = x; this.Y = y; this.Velocity_X = 0; this.Velocity_Y = 0; this.Previous_X = 0; this.Previous_Y = 0; this.Width = w; this.Height = h; this.Sprite = t; this.Name = n; this.Exists = true; } In all, this game is made based on a tutorial on youtube at: http://www.youtube.com/watch?v=t2kUzgFM4lY&feature=relmfu I'm just trying to learn how to add animations with it now. I hope the above helps. If not, let me know. Thanks

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  • WPF: Reloading app parts to handle persistence as well as memory management.

    - by Ingó Vals
    I created a app using Microsoft's WPF. It mostly handles data reading and input as well as associating relations between data within specific parameters. As a total beginner I made some bad design decision ( not so much decisions as using the first thing I got to work ) but now understanding WPF better I'm getting the urge to refactor my code with better design principles. I had several problems but I guess each deserves it's own question for clarity. Here I'm asking for proper ways to handle the data itself. In the original I wrapped each row in a object when fetched from database ( using LINQ to SQL ) somewhat like Active Record just not active or persistence (each app instance had it's own data handling part). The app has subunits handling different aspects. However as it was setup it loaded everything when started. This creates several problems, for example often it wouldn't be neccesary to load a part unless we were specifically going to work with that part so I wan't some form of lazy loading. Also there was problem with inner persistance because you might create a new object/row in one aspect and perhaps set relation between it and different object but the new object wouldn't appear until the program was restarted. Persistance between instances of the app won't be huge problem because of the small amount of people using the program. While I could solve this now using dirty tricks I would rather refactor the program and do it elegantly, Now the question is how. I know there are several ways and a few come to mind: 1) Each aspect of the program is it's own UserControl that get's reloaded/instanced everytime you navigate to it. This ensures you only load up the data you need and you get some persistancy. DB server located on same LAN and tables are small so that shouldn't be a big problem. Minor drawback is that you would have to remember the state of each aspect so you wouldn't always start at beginners square. 2) Having a ViewModel type object at the base level of the app with lazy loading and some kind of timeout. I would then propegate this object down the visual tree to ensure every aspect is getting it's data from the same instance 3) Semi active record data layer with static load methods. 4) Some other idea What in your opinion is the most practical way in WPF, what does MVVM assume?

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  • Android ==> Simple 2d Animation ???

    - by aryaxt
    public void MoveMyButton (int x) //where the button suppose to move to { TranslateAnimation anim=new TranslateAnimation(this.getLeft() ,x, this.getTop() ,20)); anim.setFillAfter(true); anim.setDuration(1000); this.setAnimation(anim); anim.start(); } button's x at start is 1. I call the method to move it to 100, and it goes from 1 to 100 I call it to go to 200, and it goes from 1 to 200, instead of 100 to 200 Is there any way to make the animation to save the location of the button as it animates it? Thanks

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  • UIView Animation won't run transition

    - by dpelletier
    So, I've searched quite a bit for this and can't seem to find a solution. This code works: CGContextRef context = UIGraphicsGetCurrentContext(); [UIView beginAnimations:nil context:context]; [UIView setAnimationDuration:5]; [c setCenter:CGPointMake(200, 200)]; [UIView commitAnimations]; This code doesn't: CGContextRef context = UIGraphicsGetCurrentContext(); [UIView beginAnimations:nil context:context]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:c cache:YES]; [UIView setAnimationDuration:5]; [c exchangeSubviewAtIndex:0 withSubviewAtIndex:1]; [UIView commitAnimations]; And I know the call to exchangeSubViewAtIndex is working because if I remove it from the animation block it functions as expected. Anyone have any insight as to why this transition won't run? Something I need to import?

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  • Most efficient way to implement delta time

    - by Starkers
    Here's one way to implement delta time: /// init /// var duration = 5000, currentTime = Date.now(); // and create cube, scene, camera ect ////// function animate() { /// determine delta /// var now = Date.now(), deltat = now - currentTime, currentTime = now, scalar = deltat / duration, angle = (Math.PI * 2) * scalar; ////// /// animate /// cube.rotation.y += angle; ////// /// update /// requestAnimationFrame(render); ////// } Could someone confirm I know how it works? Here what I think is going on: Firstly, we set duration at 5000, which how long the loop will take to complete in an ideal world. With a computer that is slow/busy, let's say the animation loop takes twice as long as it should, so 10000: When this happens, the scalar is set to 2.0: scalar = deltat / duration scalar = 10000 / 5000 scalar = 2.0 We now times all animation by twice as much: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 2.0; angle = (Math.PI * 4) // which is 2 rotations When we do this, the cube rotation will appear to 'jump', but this is good because the animation remains real-time. With a computer that is going too quickly, let's say the animation loop takes half as long as it should, so 2500: When this happens, the scalar is set to 0.5: scalar = deltat / duration scalar = 2500 / 5000 scalar = 0.5 We now times all animation by a half: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 0.5; angle = (Math.PI * 1) // which is half a rotation When we do this, the cube won't jump at all, and the animation remains real time, and doesn't speed up. However, would I be right in thinking this doesn't alter how hard the computer is working? I mean it still goes through the loop as fast as it can, and it still has render the whole scene, just with different smaller angles! So this a bad way to implement delta time, right? Now let's pretend the computer is taking exactly as long as it should, so 5000: When this happens, the scalar is set to 1.0: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 1; angle = (Math.PI * 2) // which is 1 rotation When we do this, everything is timsed by 1, so nothing is changed. We'd get the same result if we weren't using delta time at all! My questions are as follows Mostly importantly, have I got the right end of the stick here? How do we know to set the duration to 5000 ? Or can it be any number? I'm a bit vague about the "computer going too quickly". Is there a way loop less often rather than reduce the animation steps? Seems like a better idea. Using this method, do all of our animations need to be timesed by the scalar? Do we have to hunt down every last one and times it? Is this the best way to implement delta time? I think not, due to the fact the computer can go nuts and all we do is divide each animation step and because we need to hunt down every step and times it by the scalar. Not a very nice DSL, as it were. So what is the best way to implement delta time? Below is one way that I do not really get but may be a better way to implement delta time. Could someone explain please? // Globals INV_MAX_FPS = 1 / 60; frameDelta = 0; clock = new THREE.Clock(); // In the animation loop (the requestAnimationFrame callback)… frameDelta += clock.getDelta(); // API: "Get the seconds passed since the last call to this method." while (frameDelta >= INV_MAX_FPS) { update(INV_MAX_FPS); // calculate physics frameDelta -= INV_MAX_FPS; } How I think this works: Firstly we set INV_MAX_FPS to 0.01666666666 How we will use this number number does not jump out at me. We then intialize a frameDelta which stores how long the last loop took to run. Come the first loop frameDelta is not greater than INV_MAX_FPS so the loop is not run (0 = 0.01666666666). So nothing happens. Now I really don't know what would cause this to happen, but let's pretend that the loop we just went through took 2 seconds to complete: We set frameDelta to 2: frameDelta += clock.getDelta(); frameDelta += 2.00 Now we run an animation thanks to update(0.01666666666). Again what is relevance of 0.01666666666?? And then we take away 0.01666666666 from the frameDelta: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 2 - 0.01666666666 frameDelta = 1.98333333334 So let's go into the second loop. Let's say it took 2(? Why not 2? Or 12? I am a bit confused): frameDelta += clock.getDelta(); frameDelta = frameDelta + clock.getDelta(); frameDelta = 1.98333333334 + 2 frameDelta = 3.98333333334 This time we enter the while loop because 3.98333333334 = 0.01666666666 We run update We take away 0.01666666666 from frameDelta again: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 3.98333333334 - 0.01666666666 frameDelta = 3.96666666668 Now let's pretend the loop is super quick and runs in just 0.1 seconds and continues to do this. (Because the computer isn't busy any more). Basically, the update function will be run, and every loop we take away 0.01666666666 from the frameDelta untill the frameDelta is less than 0.01666666666. And then nothing happens until the computer runs slowly again? Could someone shed some light please? Does the update() update the scalar or something like that and we still have to times everything by the scalar like in the first example?

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  • iPhone - UIView Animation not looping correctly

    - by Robert
    Hey all, got a little problem here and can't figure out what I am doing wrong. I am trying to animate a UIView up and down repeatedly. When I start it, it goes down correctly and then back up but then immediately shoots to the "final" position of the animation. Code is as follows: UIImageView *guide = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"image.png"]]; guide.frame = CGRectMake(250, 80, 30, 30); [self.view addSubview:guide]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; [UIView setAnimationDuration:2]; [UIView setAnimationRepeatAutoreverses:YES]; [UIView setAnimationBeginsFromCurrentState:YES]; guide.frame = CGRectMake(250, 300, 30, 30); [UIView setAnimationRepeatCount:10]; [UIView commitAnimations]; Thanks in advance!

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  • Fade animation UITableViewCell

    - by Tomas
    Hi everyone, I have a UITableViewController that populates a UITableView with some data that I pull off the net. The data for each cell consists also of an image used as background, which I'm downloading in a separated NSOperation added to a NSOperationQueue with a MaxConcurrentOperationCount set to 4. As long as the image is not downloaded I'm showing a generic placeholder which I would like to replace (fading out/fading in) with the downloaded image once it's being successfully downloaded. I'm using the following code placed inside the cellForRowAtIndexPath of the UITableViewController. [UIView beginAnimations:@"fade" context:nil]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationDuration:3.0]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; cell.placeholderUIImage.alpha = 0.0; cell.backgroundUIImage.alpha = 1.0; [UIView commitAnimations]; This is unfortunately just working randomly for a couple of rows, since for the most the background image is set instantly, as if the animation started on one cell would have been "overwritten" by the next call of beginAnimations.

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  • C# animation - move object from A to B or by angle

    - by Nullstr1ng
    Hi am just doing a little animation which moves an object from point a to point b or by angle/radians. what I currently have is this Point CalcMove(Point pt, double angle, int speed) { Point ret = pt; ret.X = (int)(ret.X + speed * Math.Sin(DegToRad(angle))); ret.Y = (int)(ret.Y + speed * Math.Cos(DegToRad(angle))); return ret; } but it doesn't look what i expected. please help? update: oh and am using NETCF

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  • Efficient skeletal animation

    - by Will
    I am looking at adopting a skeletal animation format (as prompted here) for an RTS game. The individual representation of each model on-screen will be small but there will be lots of them! In skeletal animation e.g. MD5 files, each individual vertex can be attached to an arbitrary number of joints. How can you efficiently support this whilst doing the interpolation in GLSL? Or do engines do their animation on the CPU? Or do engines set arbitrary limits on maximum joints per vertex and invoke nop multiplies for those joints that don't use the maximum number? Are there games that use skeletal animation in an RTS-like setting thus proving that on integrated graphics cards I have nothing to worry about in going the bones route?

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  • Should I learn WPF? Is it a good time investment? [closed]

    - by Arash
    First I should say this is a copy of this question. I am a C# developer, not an expert, but still learning and growing. I want to learn WPF so I can creat application with nice UI. However I am afraid that, after I spend my time learning it, it is gonna be obselete, you know with windows 8 and metro application and stuff, so my question is: At this pint of time, would it be a good time investment to learn WPF? or will I be better off learning Metro? Thanks.

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  • Image animation problem in silverlight

    - by Jak
    Hi followed " http://www.switchonthecode.com/tutorials/silverlight-3-tutorial-planeprojection-and-perspective-3d#comment-4688 ".. the animation is working fine. I am new to silver light. when i use dynamic image from xml instead of static image as in tutorial,.. it is not working fine, please help me on this. i used list box.. for this animation effect do i need to change listbox to some other arrangement ? if your answer yes means, pls give me some sample code. Thanks in advance. Xaml code: <ListBox Name="listBox1"> <ListBox.ItemTemplate> <DataTemplate> <StackPanel> <Image Source="{Binding imgurl}" HorizontalAlignment="Left" Name="image1" Stretch="Fill" VerticalAlignment="Top" MouseLeftButtonUp="FlipImage" /> </StackPanel> </DataTemplate> </ListBox.ItemTemplate> </ListBox> My C# code: //getting image URL from xml XElement xmlads = XElement.Parse(e.Result); //i bind the url in to listBox listBox1.ItemsSource = from ads in xmlads.Descendants("ad") select new zestItem { imgurl = ads.Element("picture").Value }; public class zestItem { public string imgurl { get; set; } } private int _zIndex = 10; private void FlipImage(object sender, MouseButtonEventArgs e) { Image image = sender as Image; // Make sure the image is on top of all other images. image.SetValue(Canvas.ZIndexProperty, _zIndex++); // Create the storyboard. Storyboard flip = new Storyboard(); // Create animation and set the duration to 1 second. DoubleAnimation animation = new DoubleAnimation() { Duration = new TimeSpan(0, 0, 1) }; // Add the animation to the storyboard. flip.Children.Add(animation); // Create a projection for the image if it doesn't have one. if (image.Projection == null) { // Set the center of rotation to -0.01, which will put a little space // between the images when they're flipped. image.Projection = new PlaneProjection() { CenterOfRotationX = -0.01 }; } PlaneProjection projection = image.Projection as PlaneProjection; // Set the from and to properties based on the current flip direction of // the image. if (projection.RotationY == 0) { animation.To = 180; } else { animation.From = 180; animation.To = 0; } // Tell the animation to animation the image's PlaneProjection object. Storyboard.SetTarget(animation, projection); // Tell the animation to animation the RotationYProperty. Storyboard.SetTargetProperty(animation, new PropertyPath(PlaneProjection.RotationYProperty)); flip.Begin(); }

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  • How to create an iPad directory view like animation?

    - by mahes25
    In the recent iOS 4.2 update, Apple introduced a nice animation for creating one level directories. I am trying to figure out how to implement a similar animation in my project. I would deeply appreciate it if anyone could give me any pointers to do this efficiently. From my investigation, I believe this animation or effect could be done very efficiently using Core Image which would allow me to write a custom filter. Unfortunately, Core Image is not available in iPhone. So how can do it? I read a blog post that explained a core animation scheme to create an iPad flip clock. The problem I have is similar but has important differences. Besides, I not excited about saving the subimage combinations, which I believe can cause a memory issue. Please enlighten me on the possible ways of doing this animation. I am relatively new to iOS programming, so I might have missed obvious ways of doing this animation or effect.

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  • sprite animation in openGL

    - by Sid
    I am facing problems on implementing sprite animation in opneGL ES. i've googled it and the only thing i am getting is the Tutorial implementing via Canvas. i know the way but i am having problems in implementing it. What i need : A sprite animation on collision detection. What i did : Collision Detection function working properly. PS : everything is working fine but i want to implement the animation in OPENGL ONLY. Canvas won't work in my case.

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  • Display the y value of a uiImageView during an animation

    - by user1422132
    I have the following code: NSString *yValue; yValue=[[NSString alloc] initWithFormat:@"%1.2f" , imageView.center.y]; CGRect labelFrame = CGRectMake( 10, 100, 200, 50 ); UILabel* label5 = [[UILabel alloc] initWithFrame: labelFrame]; [label5 setBackgroundColor:[UIColor blackColor]]; [label5 setText: yValue]; [label5 setTextColor: [UIColor orangeColor]]; [self.view addSubview: label5]; This correctly shows the y value of the UIimageView but the problem is that it only shows the ending y value. When a person flicks the UIImageView I animate it using: [UIView animateWithDuration:2 delay:0 options:UIViewAnimationOptionCurveEaseOut animations:^{ recognizer.view.center = finalPoint; } What I want is the label5 to display the y value of the imageView during the animation not just after. Is it possible to do this?

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  • [Jquery] Help with animation

    - by Pennywise83
    Hì there, I've used the "FeatureList" Jquery Plugin to make my own content slider. The script can be found here: http://pastebin.com/7iyE5ADu Here is an exemplificative image to show what I'm triyng to achieve: http://i41.tinypic.com/6jkeq1.jpg Actually the slider add a "current" class to an item (in the example the squares 1,2 and 3) and for each thumb show a content in the main area. In the example, with an interval of 2 seconds, the script switch from 1 to 2, from 2 to 3, and so on. I'd like to make a continuous animation of the thumbs, anyone can help me?

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  • Animation with CGPoint in for loop

    - by user1066524
    I'm trying to do an animation where when a person clicks from point A to Point B on screen the object should slowly slide straight across (horizontally) from point A to Point B. I tried doing a for loop with something like: for (CGFloat i=previousPoint.x; i <= newPoint.x; i++){ [UIView animateWithDuration:10 delay:0 options:nil animations:^ { [magnifier removeFromSuperview]; magnifier = [[MagnifierView alloc] init]; CGPoint np = {i, newPoint.y}; magnifier.viewToMagnify = imageView; magnifier.touchPoint = np; [imageView addSubview:magnifier]; [magnifier setNeedsDisplay]; } completion:^(BOOL finished) { }]; } but for some reason it is moving it way up and then eventually to point B. sort of in a weird curve. how can I do this correctly?

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  • jQuery changing images with animation and waiting for it to trigger hyperlink

    - by user1476298
    I want to switch images on .click() using the url attr I can do so, but I can't figure out how to make it wait, until the animation is done to redirect to the new webpage. Here's the js $(function() { $('.cv').click(function(){ $("#cv img").fadeOut(2000, function() { $(this).load(function() { $(this).fadeIn(); }); $(this).attr("src", "images/cv2.png"); return true; }); }); }); Here's the html: <div id="cv" class="img one-third column"> <a class="cv" target="#" href="cv.joanlascano.com.ar"> <img src="images/cv1.png" alt="Curriculum"/> <br />CV</a> </div> Thank you in advantage!

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  • State Animation on ListBox ItemTemplate

    - by Peanut
    I have a listbox which reads from Observable collection, and is ItemTemplate'ed: <DataTemplate x:Key="DataTemplate1"> <Grid x:Name="grid" Height="47.333" Width="577" Opacity="0.495"> <Image HorizontalAlignment="Left" Margin="10.668,8,0,8" Width="34" Source="{Binding ImageLocation}"/> <TextBlock Margin="56,8,172.334,8" TextWrapping="Wrap" Text="{Binding ApplicationName}" FontSize="21.333"/> <Grid x:Name="grid1" HorizontalAlignment="Right" Margin="0,10.003,-0.009,11.33" Width="26" Opacity="0" RenderTransformOrigin="0.5,0.5"> <Image HorizontalAlignment="Stretch" Margin="0" Source="image/downloads.png" Stretch="Fill" MouseDown="Image_MouseDown" /> </Grid> </Grid> </DataTemplate> <ListBox x:Name="searchlist" Margin="8" ItemTemplate="{DynamicResource DataTemplate1}" ItemsSource="{Binding SearchResults}" SelectionChanged="searchlist_SelectionChanged" ItemContainerStyle="{DynamicResource ListBoxItemStyle1}" /> In general, my question is "What is the easiest way to do Animation on Particular Items in this listbox As they are selected? Basically the image inside the "grid1" will be setting its opacity to 1, slowly. I would prefer to use states, but I do not know of any way to just tell blend and xaml to "When a selected item is changed, change the image opacity to 1 over a period of .3 seconds". Infact, I have been doing this in the .cs file using the VisualStateManager. Also, there is another issue. When the selected index is changed, we goto the CS file and look at SelectedItem. SelectedItem returns an instance of the Object in which it was bound to (The object inside the observable collection), and NOT an instance of the DataTemplate/ListItem etc. So how am I able to pull the correct image out of this list? State animation with VisualStateManager I can handle fine if its just normal things, but when it comes to generated listboxes' items, I'm lost. Thanks

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  • GridView row remove and animation - Android

    - by Pria
    I have a GridView in which each row has a custom view. The grid view adapter has an array that keeps the custom view. At click of a button, I want to remove a specific row from the Grid and while doing so I want animation on it. I have an AnimationListener. When I remove the upper most row from the array and setAdapter in onAnimationEnd(). It works perfectly fine. But, when I remove any other row, it gives a NullPointerException in the main thread. The exception thread is as follows: ERROR/AndroidRuntime(11503): java.lang.NullPointerException at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1227) at android.widget.AbsListView.dispatchDraw(AbsListView.java:1319) at android.view.View.draw(View.java:5944) at android.widget.AbsListView.draw(AbsListView.java:2121) at android.view.ViewGroup.drawChild(ViewGroup.java:1486) at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1228) at android.view.View.draw(View.java:5841) at android.widget.FrameLayout.draw(FrameLayout.java:352) at android.view.ViewGroup.drawChild(ViewGroup.java:1486) at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1228) at android.view.View.draw(View.java:5841) at android.widget.FrameLayout.draw(FrameLayout.java:352) at android.view.ViewGroup.drawChild(ViewGroup.java:1486) at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1228) at android.view.View.draw(View.java:5841) at android.widget.FrameLayout.draw(FrameLayout.java:352) at com.android.internal.policy.impl.PhoneWindow$DecorView.draw(PhoneWindow.java:1847) at android.view.ViewRoot.draw(ViewRoot.java:1217) at android.view.ViewRoot.performTraversals(ViewRoot.java:1030) at android.view.ViewRoot.handleMessage(ViewRoot.java:1482) at android.os.Handler.dispatchMessage(Handler.java:99) at android.os.Looper.loop(Looper.java:123) at android.app.ActivityThread.main(ActivityThread.java:3948) at java.lang.reflect.Method.invokeNative(Native Method) at java.lang.reflect.Method.invoke(Method.java:521) at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:782) at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:540) at dalvik.system.NativeStart.main(Native Method) Please help!!!

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  • Blind down animation on CALayer using a mask

    - by dgjones346
    Hi there, I want to create a "blind down" effect on an image so the image "blinds down" and appears. Sort of like this JavaScript transition: http://wiki.github.com/madrobby/scriptaculous/effect-blinddown The mask is setup correctly because if I manually change it's position it hides and reveals the image behind it, but it doesn't animate! It just ends up in the animates final position and you never see it actual blind. Please help! Maybe this isn't the best way to achieve a blind down effect? // create a new layer CALayer *numberLayer = [[CALayer alloc] init]; // render the number "7" on the layer UIImage *image = [UIImage imageNamed:@"number-7.png"]; numberLayer.contents = (id) [image CGImage]; numberLayer.bounds = CGRectMake(0, 0, image.size.width, image.size.height); // width and height are 50 numberLayer.position = position; // create a new mask that is 50x50 the size of the image CAShapeLayer *maskLayer = [[CAShapeLayer alloc] init]; CGMutablePathRef path = CGPathCreateMutable(); CGPathAddRect(path, nil, CGRectMake(0, 0, 50, 50)); [maskLayer setPath:path]; [maskLayer setFillColor:[[UIColor whiteColor] CGColor]]; [theLayer setMask:maskLayer]; [maskLayer setPosition:CGPointMake(0, 0)]; // place the mask over the image [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:3.0]; [maskLayer setPosition:CGPointMake(0, 50)]; // slide mask off the image // this should shift the blind away in an animation // but it doesn't animate [UIView commitAnimations]; [maskLayer release]; [boardLayer addSublayer:numberLayer]; [numberLayer release];

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