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  • Adding animation to my images with JQuery

    - by slandau
    Here is my home page: <%@ Page Language="C#" MasterPageFile="~/Views/Home/Home.Master" Inherits="System.Web.Mvc.ViewPage" %> <asp:Content ID="Content2" ContentPlaceHolderID="IndicationContentPlaceHolder" runat="server"> <table id="home" style="margin-left: auto; margin-right:auto;"> <td id="homeLinks"> <div style="padding-left:35px;" id="homeListing" class="containerMid"> <div id="homeView"> <table style="margin-left: auto; margin-right:auto;"> <tr> <tr> <td id="btnIcOld" style="text-align:center;cursor:pointer;"> <img src="<%= VirtualPathUtility.ToAbsolute("~/img/chic/Load.png")%>" /> </td> <td id="btnIc" style="text-align:center;cursor:pointer;"> <img src="<%= VirtualPathUtility.ToAbsolute("~/img/chic/Bar_Chart.png")%>" /> </td> <td id="btnPricing" style="text-align:center;cursor:pointer;"> <img src="<%= VirtualPathUtility.ToAbsolute("~/img/chic/Pie_Chart_disabled.png")%>" /> </td> <td id="btnSheets" style="text-align:center;cursor:pointer;"> <img src="<%= VirtualPathUtility.ToAbsolute("~/img/chic/Line_Chart_disabled.png")%>" /> </td> <td id="btnPort" style="text-align:center;cursor:pointer;"> <img src="<%= VirtualPathUtility.ToAbsolute("~/img/chic/Modify_disabled.png")%>" /> </td> <td id="btnAdmin" style="text-align:center;cursor:pointer;"> <img src="<%= VirtualPathUtility.ToAbsolute("~/img/chic/Profile_disabled.png")%>" /> </td> </tr> <tr> <td id="Td1"> <b>Indications Calculator | </b> </td> <td id="lblIc"> <b>Indications Calculator - Beta | </b> </td> <td id="lblPricing"> <b>Managing Pricing Triggers | </b> </td> <td id="lblSheets"> <b>Creating Pricing Sheets | </b> </td> <td id="lblPort"> <b>Portfolio Analysis | </b> </td> <td id="lblAdmin"> <b>Administration</b> </td> </tr> </tr> </table> </div> </div> </td> </table> <div id="pageMessage"></div> <script> $(document).ready(function () { $('#btnIc').live('click', function () { window.location.href = "<%=Url.Action("Indications") %>"; }); $('#btnIcOld').live('click', function () { window.location.href = 'https://extranetint/swap'; }); $('#btnPricing').live('click', function () { //window.location.href = "<%=Url.Action("Triggers") %>"; }); $('#btnSheets').live('click', function () { //window.location.href = "<%=Url.Action("Sheets") %>"; }); $('#btnPort').live('click', function () { //window.location.href = "<%=Url.Action("Analysis") %>"; }); $('#btnAdmin').live('click', function () { //window.location.href = "<%=Url.Action("Admin") %>"; }); }); </script> </asp:Content> How can I, with JQuery (or really anything), achieve a mouse-over effect on my images where they will grow a little bit as you hover over them? I tried using JQuery animate but for some reason I couldn't get it to work. Thanks!

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  • jQuery: Circulate plugin: stopping midway in animation

    - by kelly
    Has anyone had any luck in altering the plug-in code so that one might animate an object in "3d" space for only a 1/4 or 1/2 turn? As it stands, an object must complete a full circle before stopping or looping. And for those who haven't seen it yet: http://css-tricks.com/examples/Circulate/

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  • 3D open source physics engine suitable for mobile platforms (Android and iOS)

    - by lukeluke
    I have made some research and found that bullet, ode, newton and some others are open source physics engines that should be portable enough (but I have never tried to comile/use anyone of them on phones). I am writing my games for mobile platforms in C++, so the engine should be C or C++. I need a fast engine, since mobile platforms have limited resources. I need a free engine. A good design would be nice to have too. What engine is best suited for my task? What I really would like to hear from you is your direct experience. Documentation and support (for example, forum or an IRC channel) is a really important aspect to take into consideration.

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  • jQuery animation menu height

    - by StealthRT
    Hey all i have the following jsfiddle Fiddle that i need some help on. When i have my mouse over it-it expands out to a static width but, depending on the text length, it grabs it by the inner's text $('.inner').height(). Problem being is that it goes a little too far beyond the last text list item and when i roll over any of the text in the menu box it slides back up a little. How can prevent it from (1) sliding back up and (2) have the exact height needed without even having the extra space at the bottom of the box for its height? The JS: $(document).ready(function() { $('#menuSquare, .inner').mouseout(function() { theMenu('close'); }); $('#menuSquare, .inner').mouseover(function() { theMenu('open'); }); }); function theMenu(what2Do) { if (what2Do == 'open') { $('#menuSquare').stop().animate({ width: 190, //95 height: $('.inner').height(), duration:900, 'padding-top' : 10, 'padding-right' : 10, 'padding-bottom' : 10, 'padding-left' : 10, backgroundColor: '#fff', opacity: 0.8 }, 1000,'easeOutCubic') } else { $('#menuSquare').stop().animate({ width: "20", height: "20", padding: '0px', backgroundColor: '#e51937', opacity: 0.8 }, 500,'easeInCirc') } }? The HTML: <div id="menuSquare" class="TheMenuBox" style="overflow: hidden; width: 20px; height: 20px; background-color: rgb(229, 25, 55); opacity: 0.8; padding: 0px;"> <div class="inner"> <p style="text-decoration:none; color:#666; cursor: pointer; " onclick="changeImg('Custom Homes');">Custom Homes</p> <p style="text-decoration:none; color:#666; cursor: pointer; " onclick="changeImg('Full Service Hotels');">Full Service Hotels</p> <p style="text-decoration:none; color:#666; cursor: pointer; " onclick="changeImg('Mixed Use');">Mixed Use</p> <p style="text-decoration:none; color:#666; cursor: pointer; " onclick="changeImg('Office');">Office</p> <p style="text-decoration:none; color:#666; cursor: pointer; " onclick="changeImg('Retail');">Retail</p> <p style="text-decoration:none; color:#666; cursor: pointer; " onclick="changeImg('Select Service Hotels');">Select Service Hotels</p> </div> </div>

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  • UIView animation does not animate at first try?

    - by Bacalso Vincent
    Considering that my _palette's frame is like this: _palette.frame = CGRectMake(0,480,320,200); I have this code here to slide up/down a UIView: if(![_pallete superview]) { [self.view addSubview:_pallete]; [self.view insertSubview:_tempViewPaletteListener belowSubview:_pallete]; [UIView animateWithDuration:0.3 animations:^{ _pallete.top -= kPaletteHeight; } completion:^(BOOL isFinished) { }]; } else { [UIView animateWithDuration:0.3 animations:^{ _pallete.top += kPaletteHeight; } completion:^(BOOL isFinished) { [_tempViewPaletteListener removeFromSuperview]; [_pallete removeFromSuperview]; }]; } *the _tempViewPaletteListener is just a view with a tap gesture use to dismiss the palette* The problem is when I first try to run code here, the _palette view will just stiffly display right away. What I expected is, it should slide up the _palette view. Though it works fine after the first try

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  • Adobe Air Mobile AS3 app: challenges and how to overcome them?

    - by Arthur Wulf White
    I made a PC flash game for LD 26 - minimalism and I am working on porting it to Android. Some questions I'd like to ask: Is it bad to heavily use vector graphics (ie. this.graphics.lineTo()) in Mobile Air? Does Stencyl completely alleviate this issue? Are there any inherit disadvantages to using Air Mobile that I'm missing? Where is the documentation for Air mobile (I googled and found no recent books or documentation pdf so far)

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  • Not allowing next jqueryui.show() animation to start without finishing previous one

    - by Phonethics
    Im using jquery &jquery UI. $.each(data, function(count,item) { showItem(item); // Dont continue without showItem finishing }); function showItem(item) { $('#div-container').prepend(renderItem(item)); $("#div-container div.block:first").show('blind',{},500,function(){}); } Works, but when there are 3 items in data, it animates all 3 in one go. I need this done one-by-one. How do I tell .show() to execute the next show() after the previous one is completed ? Or do I specify this in each() ?

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  • Repeating animations using the Stop Selector

    - by Tiago
    I'm trying to repeat an animation until a certain condition is met. Something like this: - (void) animateUpdate { if (inUpdate) { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:2.0]; [UIView setAnimationDelegate: self]; [UIView setAnimationDidStopSelector: @selector(animateUpdate)]; button.transform = CGAffineTransformMakeRotation( M_PI ); [UIView commitAnimations]; } } This will run the first time, but it won't repeat. The selector will just be called until the application crashes. How should I do this? Thanks.

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  • Stop jQuery animations stacking

    - by Chris
    I have an Options box that hovers in the top right of the webpage. It's opacity is set to 10% so as not to be obstructive to users. When they hover over (mouseenter) it I use jQuery to fade it in and slidedown the content (and the reverse on mouseout). If they do this repeatedly though the animation stacks up and you can sometimes be left in a situation where your mouse is stood still but the box is yo-yoing around. How can I get around this situation? Here is how I currently setup the animations $("#dropdown").mouseenter(function() { $(this).fadeTo('fast',1); $("#options").slideDown(); }); $("#dropdown").mouseleave(function() { $(this).fadeTo('fast',0.1); $("#options").slideUp(); }); Note I am using jQuery only and not any other plugins.

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  • How does jQuery have asynchronous functions?

    - by Sam.Rueby
    I'm surprised I can't find a clear answer to this. So, in jQuery, you can do this: $(someElements).fadeOut(1000); $(someElements).remove(); Which, will start a fadeOut animation, but before it finishes executing in the 1 second duration, the elements are removed from the DOM. But how is this possible? I keep reading the JavaScript is single threaded. ( Is javascript guaranteed to be single-threaded? ) This question is not "How do I fix this?" I know I can do either: $(someElements).fadeOut(1000).promise().done(function() { $(someElements).remove();});, or even better:$(someElements).fadeOut(1000, function() { $(this).remove(); } ); What I don't understand is how JavaScript runs in a "single thread" but I'm able to use these jQuery functions that execute asynchronously and visibly see the DOM change in different places at the same time. How does it work?

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  • How to "flick" a UIImageView?

    - by Meltemi
    I've got some UIViews that I'd like the user to be able to "flick" across the screen. They're not scroll views. They simply contain a raster image (png). Can anyone point me to some sample code, etc to help get me started? Something a little more heavyweight than "MoveMe" out there that helps detect a "flick" (vs a "nudge" or a drag and drop) and then carries the view off in the direction of the "flick"? OpenGL probably overkill. If possible I'd like to stay w/in the realm of Core Graphics/Animation.

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  • How can a button click method find out which item is selected in a ListView?

    - by Ian Bayley
    I have a single screen with a bank of buttons below a ListView. Entries on the ListView light up in orange when I scroll so I assume that are selected. When I then press the "Delete" button I want the onClickListener to remove the currently selected entry. But getSelectedItemPosition() always gives me -1. If I can't hope to use the GUI controls in this way, please give me another way of getting the same result. I have even tried setting the onClickListener of the List View to store the index before the button is pressed (in case pressing the button unselects the entry) but even that is always -1 it seems. Here's the code (without the modification which didn't work) package com.bayley; import android.app.Activity; import android.os.Bundle; import android.view.View; import android.widget.ArrayAdapter; import android.widget.Button; import android.widget.EditText; import android.widget.ListView; import java.util.ArrayList; /** * * @author p0074564 */ public class September extends Activity { /** Called when the activity is first created. */ @Override public void onCreate(Bundle icicle) { super.onCreate(icicle); setContentView(R.layout.main); final ListView myListView = (ListView) findViewById(R.id.myListView); Button addButton = (Button) findViewById(R.id.AddButton); Button deleteButton = (Button) findViewById(R.id.DeleteButton); final EditText editText = (EditText) findViewById(R.id.myEditText); final ArrayList<String> todoItems = new ArrayList<String>(); todoItems.add("Monday"); todoItems.add("Tuesday"); todoItems.add("Wednesday"); final ArrayAdapter<String> aa = new ArrayAdapter<String>(this, android.R.layout.simple_list_item_1, todoItems); myListView.setAdapter(aa); addButton.setOnClickListener(new Button.OnClickListener() { public void onClick(View v) { todoItems.add(editText.getText().toString()); aa.notifyDataSetChanged(); } }); deleteButton.setOnClickListener(new Button.OnClickListener() { public void onClick(View v) { // always returns -1 unfortunately ie nothing is ever selected int index = myListView.getSelectedItemPosition(); if (index >= 0) { todoItems.remove(index); } aa.notifyDataSetChanged(); } }); } }

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  • animating adding/removing layers on iPhone

    - by magesteve
    On the iPhone, when you add a sub layer to a visible view's layer, using either -addSublayer: or -removeFromSuperlayer, shouldn't that sub layer appear or disappear in an animated manner (ie. fade in or fade out gradually)? My program animates using layers (not views). When I change a property of a layer like position or image content, then the change does animate (layer streaks around it's parent layer, the layer fades from the old image to the new image), so I obviously have the layers & view setup correctly. However, when I add or remove a sub layer, the change occurs instantly; there is no animation. Reading the references, it says that if the layer is visible, the sub layer should animate when adder or removed. What am I doing wrong? Has anyone had a similar problem, and was able to find a solution? Thank you, Steve Sheets

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  • Slideshow in Javascript without framework, animation?

    - by aaron
    The issue I am having is fairly complicated to explain. I have written up a javascript that displays an image slideshow, and it works fairly well, despite using up more resources than I would like // imgArr[] is populated before var i = 0; var pageLoaded = 0; window.onload = function() {pageLoaded = 1;} function loaded(i,f) { if (document.getElementById(i) != null) f(); else if (!pageLoaded) setTimeout('loaded(\''+i+'\','+f+')',100); } } function displaySlideshow() { document.getElementById(destinationId).innerHTML = '<div id="slideWindow"><img src="'+imgArr[i]+'" />' + '<img src="'+imgArr[i + 1]+'" /></div>'; setTimeout('displaySlideshow()',1000*3); i++; if (i >= imgArr.length - 1) i = 0; } loaded(destinationId,displaySlideshow); So, this script dynamically adds two images to a HTML element, and it is wrapped in a div. The div is styled with the height and width of the image, with the overflow (the second image) hidden. The second image is below the first, and the slideshow is meant to go from RIGHT to LEFT. My inquiry is twofold: 1) Is there a more efficient way of doing this? 2) How would I animate the images? Would I need to put the second image on the right of the first with CSS somehow, and then set a timer to pull the images (via a style) leftward?

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  • Running game, leaving game and continuing animation

    - by Madrusec
    I have been trying to learn some Actionscript recently and have been trying to run an interactive story that at one point turns into an extremel simple shooter game. After the player either wins or looses, then he/she is taken to the rest of the animated story. So I have everything up to the point where the games runs (successfully) but for some reason I am unable to have flash run the rest of the frames, most of which have no code at all. This is the code for scene 1: stop (); import flash.display.MovieClip; import flash.events.MouseEvent; import flash.utils.Timer; import flash.events.TimerEvent; var stoneInGame:uint; var stoneMaker: Timer; var container_mc: MovieClip; var cursor:MovieClip; var score:int; var anxiety:int; var anxiety_mc :MovieClip = new mcAnxiety(); //stage.addChild( anxiety_mc ); function initializeGame():void { stoneInGame = 10; stoneMaker = new Timer(1000, stoneInGame); container_mc = new MovieClip(); addChild(container_mc); container_mc.addChild(anxiety_mc); anxiety_mc.x = 497; anxiety_mc.y = 360; stoneMaker.addEventListener(TimerEvent.TIMER, createStones); stoneMaker.start(); cursor = new Cursor(); addChild(cursor); cursor.enabled = false; Mouse.hide(); stage.addEventListener(MouseEvent.MOUSE_MOVE, dragCursor); score = 0; anxiety = anxiety_mc.totalFrames; anxiety_mc.gotoAndStop(anxiety); } function dragCursor(event:MouseEvent):void { cursor.x = this.mouseX; cursor.y = this.mouseY; } function createStones(event:TimerEvent):void { var stone:MovieClip; stone = new Stone(); stone.x = Math.random() * stage.stageWidth; stone.y = Math.random() * stage.stageHeight; container_mc.addChild(stone); } function increaseScore():void { score ++; if(score >= stoneInGame) { dragCursor.stop(); createStones.stop(); stoneMaker.stop(); trace("you wind!"); } } function decreaseAnxiety():void { anxiety--; if(anxiety <= 0) { stoneMaker.stop(); trace("you lose!"); } else { anxiety_mc.gotoAndStop(anxiety); } increaseScore(); } initializeGame(); So what I tried to do was adding gotoAndPlay() inside both the decreaseAnxiety and increaseScore functions after the trace statements and referenced a frame where I have more keyframes that continue a story. However, Flash just goes back to the beginning of the timeline and I even the functions that change and control the cursor seem to be running. This leads me to believe that I need to make sure that I tell flash o stup running certain functions before jumping to another frame. However, it seems to me that I would still have the same issue and not be able to continue in the timeline. Is there something I am missing? How can I jump out of all this code once the game finishes and simply continue playing the rest of the frames? Any pointers would be greatly appreciated. Thank you

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  • Extending a view to the left side, animated

    - by Heinrich
    Hi, I have a view that I want to extend on the left side using an animation. All borders but the left one should remain the same, so the x position and the width of the view are changing. I use this code: [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:5.0]; self.frame = CGRectMake(self.frame.origin.x-100, self.frame.origin.y, self.frame.size.width+100, self.frame.size.height); [UIView commitAnimations]; If I run this code, the width of the view is set to the new value immediately and then the view is moved to the new x point, but why? How can I change this behaviour? Thanks for your ideas!

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  • Couldn't assign 'top' from variable in jQuery Animate

    - by bhu1st
    Hi, I am stuck here, i am trying to animate number of 'x' divs (the code below is just for one div) by selecting their original 'top' position & adding some 'newTop' pixel values to them. var dur = 1500; var origTop = $("#div_x").position().top; var newTop = parseInt(origTop) + 30; $("#div_x").animate({ top : newTop + "px" }, dur); I checked alerting the 'newTop' variable and it's showing correct values but the animation is not working. I tried different variants to assign 'top' to the animate function but nothing is working. any suggestion would help me a lot. thanks in advance.

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  • After Repo sync, there are no files int he directory.

    - by taranfx
    I've setup a new Repo for Android source code, and after executing the repo sync, there are no files in the repo directory. Did I miss something? I used: repo init -u git://android.git.kernel.org/platform/manifest.git repo initialized in /home/tarandeep/code/Android repo sync ... It downloaded GBs of data (I can confirm via network monitor) and then nothing appeared in the Android directory.

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  • jQuery inline text scrolling/rotating/carousel effect

    - by Adam Pope
    I trying to create an animation with JQuery that scrolls 1 word in a sentence. For example, I am a nice sententce of text with a MAGIC word in it OTHER HIDDEN WORDS After a second or so, MAGIC would move upwards and OTHER would scroll into view. I've tried playing with a few carousel plugins but I can't seem to get the effect working. Some seem to have so many nested divs that they refuse to display inline, others have issues when one word is longer than another. Does anybody know of a plugin that could make this possible? Is this even possible?

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  • How can I animate between states in a programmatic skin? [FLEX]

    - by Lewis
    I have a button with the various states (up/over/down etc) that uses a skin file to render the display. I want to achieve animation between the states. For instance, between the change from 'up' to 'over' I want to fade in a color and a border. The way I am doing this at the moment is to use viewstates and animate between them using transitions and the mx:AnimateProperty. However, using this method I can only animate one property per viewstate. So only the border, or the color can be animated. Does anyone know how I can achieve multiple animations on multiple properties of a programmatic button skin? Thanks in advance! Note: I have looked into using tweener but cannot see how it would help my situation

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  • Image Size for Animation!

    - by taimur-hamza
    Hi Everybody, I m new to iphone app development and i need some help. I have a list of 30 images that i have to animate and display with 0.1 second interval. I put all the images in an Array using this imageletter.animationImages = [NSArray arrayWithObjects:[UIImage imageNamed:@"1.png"], ...... ,nil] And then animate it using these statements, [imageletter setAnimationDuration:16]; [imageletter startAnimating]; [NSTimer scheduledTimerWithTimeInterval:mytime target:self selector:@selector(StopAfterCertainTime) userInfo:nil repeats:NO]; Now the problem is that the size of each image is 8kb , it runs fine on iphone simulator but crashes on device. When i used 30 other images of 4kb each it runs fine both on simulator and device. Can anybody tell me what is the ideal size for such kind of task. Thanks

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