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Search found 138 results on 6 pages for 'beginanimations'.

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  • request for member view in something not a structure or union

    - by james
    Hi I have this error when i build my application iphone: request for member view in something not a structure or union on [CommuneSlider.view removeFromSuperview]; the code: - (void) CommuneSelected { CommuneDetailsViewController *com = [[CommuneDetailsViewController alloc] initWithNibName:@"CommuneDetailsViewController" bundle:nil]; UINavigationController *navig = [[UINavigationController alloc] initWithRootViewController:com]; [self setCommuneDetails:(CommuneDetailsViewController *) navig]; [navig setNavigationBarHidden:YES]; [com release]; [navig release]; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:.8]; [UIView setAnimationTransition:UIViewAnimationTransitionCurlUp forView:window cache:YES]; [CommuneSlider.view removeFromSuperview]; [self.window addSubview:[CommuneDetails view]]; [UIView commitAnimations]; } need HELP

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  • uiview animation used to work on iphone sdk 2.2 and now it doesn't on sdk 3.0

    - by nico
    hello! I have an animation block that worked fine when runnung the app on iphone OS 2.2. Now I compile the same code for iphone OS 3.0 and it doesn't work. UIViewAnimationTransition trans = UIViewAnimationTransitionFlipFromLeft; [UIView beginAnimations: nil context: NULL]; UIView *forview = [[self view] superview]; [UIView setAnimationTransition: trans forView:forview cache: YES]; [UIView setAnimationDuration:1.0]; [[self navigationController] popViewControllerAnimated:NO]; [UIView commitAnimations]; What the code does, it uses the navigation controller to change the top most view, but with the flip transition and not with the built in one. any ideas on what might have change in the sdk or what I'm doing wrong? thanks!!

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  • UIView removeFromSuperView animation delay

    - by Mike
    I have a method which animates one of the subviews of UIWindow and then removes it from UIWindow using removeFromSuperview. But when I put removeFromSuperview after animation block, the animation never shows, because removeFromSuperview removes the UIView from UIWindow before the animation plays :-( How can I delay removeFromSuperview so the animation plays first, and then subview is removed? I tried [NSThread sleepForTimeInterval:1]; after animation block but that didn't have desired effect, because animation sleeps too for some reason. My code for this method: - (void) animateAndRemove { NSObject *mainWindow = [[UIApplication sharedApplication] keyWindow]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:0.8]; UIView *theView = nil; for (UIView *currentView in [mainWindow subviews]) { if (currentView.tag == 666) { currentView.backgroundColor = [UIColor colorWithRed:0.8 green:0.8 blue:0.8 alpha:0.0]; theView = currentView; } } [UIView setAnimationTransition: UIViewAnimationTransitionNone forView:theView cache:YES]; [UIView commitAnimations]; //[NSThread sleepForTimeInterval:1]; [theView removeFromSuperview]; }

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  • Rotating a UIButton with a custom image (animation)

    - by Tiago
    Hi, I'm trying to rotate a button that I've connected to the controller from the Interface Builder. I've set it's image right from Interface Builder. I'm using this code on the method that runs when I click it: [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:2.0]; [UIView setAnimationRepeatCount:5]; updateButton.transform = CGAffineTransformMakeRotation( M_PI ); [UIView commitAnimations]; But this doesn't do anything. Can this be done, or should I create the button programmatically in order to get it to rotate?

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  • How to enlarge dynamically an UILabel (label and font size)?

    - by Flocked
    Hello, Im currently working on an iPhone project. I want to enlarge dynamically an UILabel in Objective-C like this: How is this possible? I thought I have to do it with CoreAnimation, but I didn't worked. Here is the code I tried: UILabel * fooL = //[…] fooL.frame = CGRectMake(fooL.frame.origin.x, fooL.frame.origin.y, fooL.frame.size.width, fooL.frame.size.height); fooL.font = [UIFont fontWithName:@"Helvetica" size:80]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; [UIView setAnimationDelegate:self]; [UIView setAnimationDuration:0.5]; [UIView setAnimationBeginsFromCurrentState:YES]; fooL.font = [UIFont fontWithName:@"Helvetica" size:144]; //bigger size fooL.frame = CGRectMake(20 , 44, 728, 167); //bigger frame [UIView commitAnimations]; The problem with this code is that it doesn't change the fontsize dynamically.

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  • UIPickerView selectedRowInComponent: returns stale data after code adjusts it

    - by Eric Lloyd
    I have a UIPickerView with multiple components. Some values are grayed out, and my pickerView:didSelectRow:inComponent honors this by shifting the picker component in question to the nearest valid value, much as UIDatePicker moves from "30" to "28" when you select "February". Then it calls a delegate method to announce the adjusted value. When my adjuster method calls my UIPickerView's selectRow:inComponent:animated:YES, the value on screen is correct, but the values from selectedRowInComponent: are stale (from before the adjustment for gray values). However, if I call selectRow:inComponent:animated:NO, the returned values are correct, but the lack of animation is jarring. I've tried wrapping the adjustment in a beginAnimations:/commitAnimations block and catching the values in UIView's +animationDidStopSelector, but I still get stale values. Has anyone run into this before?

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  • Animation on the iPhone - use image sequence or rotation?

    - by user157733
    I am creating a basic animation for my iPhone app. I have a choice to make between 2 different types of animation. I can use this... NSArray *myImages = [NSArray arrayWithObjects: [UIImage imageNamed:@"myImage1.png"], [UIImage imageNamed:@"myImage2.png"], [UIImage imageNamed:@"myImage3.png"], [UIImage imageNamed:@"myImage4.gif"], nil]; UIImageView *myAnimatedView = [UIImageView alloc]; [myAnimatedView initWithFrame:[self bounds]]; myAnimatedView.animationImages = myImages; myAnimatedView.animationDuration = 0.25; [self addSubview:myAnimatedView]; [myAnimatedView release]; or something like this... [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:1.5]; // other animations goes here myImage.transform = CGAffineTransformMakeRotation(M_PI*0.5); // other animations goes here [UIView commitAnimations]; I have quite a few of these parts to animate so I want to choose an option which uses the least amount of memory and runds the quickest. Any advice would be great, thanks

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  • Darkening UIView while flipping over using UIViewAnimationTransitionFlipFromRight

    - by Alexander Repty
    I'm using a standard animation block to flip over from one view to another, like this: [UIView beginAnimations:@"FlipAnimation" context:self]; [UIView setAnimationTransition:UIViewAnimationTransitionFlipFromRight forView:self.view cache:NO]; [UIView setAnimationBeginsFromCurrentState:NO]; [containerView exchangeSubviewAtIndex:1 withSubviewAtIndex:0]; [UIView commitAnimations]; During the animation's course, the "from" view darkens as it begins to flip over. Since I'm using nearly identical views on both sides which don't cover the whole view (it's meant to represent a physical card being flipped over), this looks absolutely horrible. Using [UIColor clearColor] as the backgroundColor property for every associated UIView didn't help one bit as transparent areas seem to get darkened as well. Any ideas on how I could get rid of this darkening effect?

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  • How to unset delegate on UIView setAnimationDelegate: call?

    - by morticae
    I am receiving crash reports that appear to be from a UIView animation calling a delegate that has been dealloced. Thread 0 Crashed: 0 libobjc.A.dylib 0x334776f6 objc_msgSend + 18 1 UIKit 0x31c566c4 -[UIViewAnimationState sendDelegateAnimationDidStop:finished:] 2 UIKit 0x31c565d2 -[UIViewAnimationState animationDidStop:finished:] 3 QuartzCore 0x30045a26 run_animation_callbacks I am setting the current view controller as the delegate for animations using the following pattern: [UIView beginAnimations:nil context:NULL]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationDuration:0.5]; [UIView setAnimationDelegate:self]; ... [UIView commitAnimations]; My question is, how do I set that delegate reference to nil in my dealloc method? Is there some way to retain a reference to an animation? Or fetch animations in progress?

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  • How do you make a UIBarButtonItem animation flip?

    - by Andrew Arrow
    In the iPod app on the iPhone there is a UIBarButtonItem in the upper right toolbar that flips between the song and track listings for the album. When you select the button, the button itself does a flip animation. Is there a way to do this with: CGContextRef context = UIGraphicsGetCurrentContext(); [UIView beginAnimations:nil context:context]; [UIView setAnimationTransition: UIViewAnimationTransitionFlipFromLeft forView:[self superview] cache:YES]; Do I need to make a UIBarButtonItem with initWithCustomView vs. initWithImage to achieve this?

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  • Image animation over CGContextDrawPDFPage

    - by BittenApple
    I have a pdf page displayed with CGContextDrawPDFPage in QuartzDemo sample application. I want to keep this page shown and have an image slide in from top over this page, just as it can be seen in the iBooks application. It's a book, the sliding image is a bookmark that slides in when you are about to close the book. I added this code by DyingCactus (hint: im a newbie to obj c and iphone dev) as follows: In QuartzViewController.m, the animation starts to show but the view slides away before the animation is finished, in fact I think the animation goes on while the view is sliding away. -(void)viewWillDisappear:(BOOL)animated { [self.quartzView setFrame:CGRectMake(150, -200, 100, 200)]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:1.0]; [self.quartzView setFrame:CGRectMake(150, 0, 100, 200)]; [UIView commitAnimations]; } How can I keep the view visible and finish the animation before view disappears?

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  • UIView Animation: Shrink

    - by Moduspwnens
    I'm looking to have my main view shrink to reveal the next view in the same way the Facebook app's views shrink when you press the top-left button. I already have it working with one of the included animations like this: [UIView beginAnimations:nil context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; [UIView setAnimationDuration:1.0]; [UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:self.navigationController.view cache:NO]; [self.navigationController popToRootViewControllerAnimated:YES]; [UIView commitAnimations]; I'm fairly well-experienced with the iPhone SDK but haven't spent a lot of time with UIView animations.

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  • UIView Animation iPhone (obtaining information on the frame dynamically)

    - by Urizen
    I have a UIView called goalBar which is being animated by increasing the size of the frame according to a float value called destination: CGRect goalBarRect = CGRectMake(0, 0, destination, 29); [UIView beginAnimations:@"goal" context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; [UIView setAnimationDuration:2.0f]; goalBar.frame = goalBarRect; [UIView commitAnimations]; The animation works perfectly and the rectangular view increases its width over the course of the animation (from 0 to the value for destination). However, I wish to be able to extract the values for the frame of the UIView being animated (i.e. goalBar) as the animation takes place. By that I mean that I wish to place the value of the width for the animated frame in a separate UILabel so that the user sees a counter that provides the width of the UIView as it's being animated. Any help on how to do the above would be gratefully received.

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  • Memory over-release problem when I am animating UIView

    - by Sheehan Alam
    I have enabled NSZombie's and I am getting the following message in my console when I am running my application: *** -[UIViewAnimationState release]: message sent to deallocated instance 0xf96d7e0 Here is the method that is performing the animation -(void)loadAvatar:(STObject*)st { NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; avatar.alpha = 0; avatar.frame = avatarRectSmall; avatar.image = [ImageCache getMemoryCachedImageAtUrl:st.avatar_url]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:.50]; avatar.frame = avatarRectNormal; [avatar setAlpha:1]; [UIView commitAnimations]; [pool release]; pool = nil; } I don't always get a crash, only sometimes. I'm wondering what is getting released?

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  • Cannot hide a UIButton

    - by Neurofluxation
    Hey again, I have the following code: visitSite.hidden = YES; For some reason, when I click a UIButton and call this piece of code, the visitSite button does not hide. The code is within this block: -(IBAction)welcomeButtonPressed:(id)sender { [UIButton beginAnimations:@"welcomeAnimation" context:NULL]; [UIButton setAnimationDuration:1.5]; [UIButton setAnimationTransition:UIViewAnimationTransitionCurlUp forView:self.view cache:YES]; ((UIView *)sender).hidden = YES; [UIButton commitAnimations]; visitWebsite.hidden = YES; //THIS DOESN'T WORK! } Help!!

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  • UIView animation not working

    - by Daniel
    I have the following code to do a UIView animation: [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:1.0]; [UIView setAnimationDelegate:self]; [UIView setAnimationTransition:UIViewAnimationTransitionFlipFromRight forView:mapView.view cache:NO]; [self addSubview:detailView]; [mapView removeFromSuperview]; [UIView commitAnimations]; It works when I dont add the detailView. What actually happens is the equivalent of this: [self addSubview:detailView]; [mapView removeFromSuperview]; Please help.

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  • collision with moving objects

    - by blacksheep
    tried to write a collision with the moving "floats" but did not succeed. maybe wrong place of the "collision" code? thanx 4 help! // // FruitsView.m // import "FruitsView.h" import "Constants.h" import "Utilities.h" define kFloat1Speed 0.15 define kFloat2Speed 0.3 define kFloat3Speed 0.2 @interface FruitsView (Private) - (void) stopTimer; @end @implementation FruitsView @synthesize apple, float1, float2, float3, posFloat1, posFloat2, posFloat3; -(void)onTimer { float1.center = CGPointMake(float1.center.x+posFloat1.x,float1.cen ter.y+posFloat1.y); if(float1.center.x 380 || float1.center.x < -60) posFloat1.x = -posFloat1.x; if(float1.center.y 100 || float1.center.y < -40) posFloat1.y = -posFloat1.y; float2.center = CGPointMake(float2.center.x+posFloat2.x,float2.cen ter.y+posFloat2.y); if(float2.center.x 380 || float2.center.x < -50) posFloat2.x = -posFloat2.x; if(float2.center.y 150 || float2.center.y < -30) posFloat2.y = -posFloat2.y; float3.center = CGPointMake(float3.center.x+posFloat3.x,float3.cen ter.y+posFloat3.y); if(float3.center.x 380 || float3.center.x < -70) posFloat3.x = -posFloat3.x; if(float3.center.y 100 || float3.center.y < -20) posFloat3.y = -posFloat3.y; if(CGRectIntersectsRect(apple.frame,float1.frame)) { if(apple.center.y float1.center.y) { posApple.y = -posApple.y; } } if(CGRectIntersectsRect(apple.frame,float2.frame)) { if(apple.center.y float2.center.y) { posFloat2.y = -posFloat2.y; } } if(CGRectIntersectsRect(apple.frame,float3.frame)) { if(apple.center.y float3.center.y) { posFloat3.y = -posFloat3.y; } } } pragma mark Initialisation/destruction (void)awakeFromNib { [NSTimer scheduledTimerWithTimeInterval:0.0001 target:self selector:@selector(onTimer) userInfo:nil repeats:YES]; posFloat1 = CGPointMake(kFloat1Speed, 0); posFloat2 = CGPointMake(kFloat2Speed, 0); posFloat3 = CGPointMake(kFloat3Speed, 0); timer = nil; modeLock = lockNotYetChosen; defaultSize = self.bounds.size.width; modal = self.tag; [[UIAccelerometer sharedAccelerometer] setDelegate:self]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationRepeatCount:1]; eadbea.transform = CGAffineTransformMakeScale(0.5,0.5); [UIView commitAnimations]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationRepeatCount:1]; apple.transform = CGAffineTransformMakeScale(0.5,0.5); [UIView commitAnimations]; } pragma mark Background animation processing (void) startTimer { if (!timer) { timer = [[NSTimer scheduledTimerWithTimeInterval:1.0/60.0 target:self selector:@selector(timerTick:) userInfo:nil repeats:YES] retain]; } } (void) stopTimer { [timer invalidate]; [timer release]; timer = nil; } (void) check:(CGPoint*)position delta:(CGSize*)delta halfSize:(CGSize)halfSize forBouncingAgainst:(CGSize)containerSize { if ((position-x - halfSize.width)<0) { delta-width = fabsf(delta-width)*BOUNCE_DAMPING; position-x = halfSize.width; } if ((position-x + halfSize.width)containerSize.width) { delta-width = fabsf(delta-width)*-BOUNCE_DAMPING; position-x = containerSize.width - halfSize.width; } if ((position-y - halfSize.height)<0) { delta-height = fabsf(delta-height)*BOUNCE_DAMPING; position-y = halfSize.height; } if ((position-y + halfSize.height)containerSize.height) { delta-height = fabsf(delta-height)*-BOUNCE_DAMPING; position-y = containerSize.height - halfSize.height; } } (void) timerTick: (NSTimer*)timer { dragDelta = CGSizeScale(dragDelta, INERTIAL_DAMPING); if ((fabsf(dragDelta.width)DELTA_ZERO_THRESHOLD) || (fabsf(dragDelta.height)DELTA_ZERO_THRESHOLD)) { CGPoint ctr = CGPointApplyDelta(self.center, dragDelta); CGSize halfSize = CGSizeMake(self.bounds.size.width/4, self.bounds.size.height/4); [self check:&ctr delta:&dragDelta halfSize:halfSize forBouncingAgainst:self.superview.bounds.size]; self.center = ctr; } else { [self stopTimer]; } } pragma mark Input Handling (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent )event { NSSet allTouches = [event touchesForView:self]; if ([allTouches count]==1) { if (modeLocklockNotYetChosen) return; UITouch* anyTouch = [touches anyObject]; lastMove = anyTouch.timestamp; CGPoint now = [anyTouch locationInView: self.superview]; CGPoint then = [anyTouch previousLocationInView: self.superview]; dragDelta = CGPointDelta(now, then); self.center = CGPointApplyDelta(self.center, dragDelta); [self stopTimer]; } } (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { NSSet* allTouches = [event touchesForView:self]; if ([touches count]==[allTouches count]) { modeLock = lockNotYetChosen; if ((event.timestamp - lastMove) MOVEMENT_PAUSE_THRESHOLD) return; if ((fabsf(dragDelta.width)INERTIA_THRESHOLD) || (fabsf(dragDelta.height)INERTIA_THRESHOLD)) { [self startTimer]; } } } (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { modeLock = lockNotYetChosen; [self stopTimer]; } (void)dealloc { [float1 release]; [float2 release]; [float3 release]; [apple release]; [bear_head release]; [self stopTimer]; [super dealloc]; } @end

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  • size of view not changing after frame change

    - by MikeNelson
    I have managed to do pretty complex things on iPhone but I am always stuck with views, frames, bounds, and simple stuff that defies any logic and don't work as expected. I have a self.view in my code and it has a lot of subviews on it. At some point of the code, I need to reduce the frame vertically to a specific size and later put it back as before. Then I have this code: [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:1.5]; // frame is changing to a newHeight (other parameters are the same as before) self.view.frame = CGRectMake (0, 0, originalWidth, newHeight); [UIView commitAnimations]; The result is simply, nothing. The view continues as before. The same size, the same position. No change. Why this kind of thing happens? how to solve that?

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  • UIView animation doesn't work first time

    - by BobC
    Hello everybody, I have a seachButton in the navigation bar which upon hitting calls following method: - (IBAction)search:(id)sender { if (nil == searchViewController) searchViewController = [[SearchViewController alloc] initWithNibName:@"SearchViewController" bundle:nil]; searchViewController.view.backgroundColor = [UIColor clearColor]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:1.0]; [UIView setAnimationTransition:UIViewAnimationTransitionCurlDown forView:searchViewController.view cache:NO]; [self.view addSubview:searchViewController.view]; [UIView commitAnimations]; } It should load SearchViewController.xib which contains a view with UISearchBar and two buttons. When I call the search method for the first time, the view appears very quickly with some weird animation, when I call it again, the animation is alright. Does anyone have a clue what could be wrong?

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  • Have a reloadData for a UITableView animate when changing

    - by Chris Butler
    Hi everyone. I have a UITableView that has two modes. When we switch between the modes I have a different number of sections and cells per section. Ideally, it would do some cool animation when the table grows or shrinks. Here is the code I tried, but it doesn't do anything: CGContextRef context = UIGraphicsGetCurrentContext(); [UIView beginAnimations:nil context:context]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; [UIView setAnimationDuration:0.5]; [self.tableView reloadData]; [UIView commitAnimations]; Any thoughts on how I could do this? Thanks in advance.

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  • Animate the enabling of a UIBarButtonItem?

    - by Michael Brewer
    Is there a way to animate enabling or disabling a button? I've tried the following with no success. I'm guessing at this point that the enabled property cannot be animated like opacity can – but I hope I'm wrong. [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:1.0f]; theButton.enabled = YES; [UIView setAnimationDelegate:self]; [UIView commitAnimations]; I can't believe there isn't a setEnabled:(BOOL)enabled animated:(BOOL)animated method.

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  • How to create a controllable flip effect (flip as far (and fast) as you drag) of an UIView

    - by allisone
    I have a card (a flashcard you could say) What I can do: On fingersweeping over the flashcard the card gets turned. It's happening by detecting touchesBegan and touchesMoved and then I do stuff like [UIView beginAnimations:@"View Flip" context:nil]; [UIView setAnimationDuration:0.5]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; if (left) { [UIView setAnimationTransition: UIViewAnimationTransitionFlipFromLeft forView:self.flashCardView cache:YES]; }else{ [UIView setAnimationTransition: UIViewAnimationTransitionFlipFromRight forView:self.flashCardView cache:YES]; } What I can't do (but want to): I want to somehow drag the flip. Imagine this, you have a flashcard and you think you know the answer, you start flipping the card around because you want to see if you are correct, but then... no stop... you hesitate, turn back the card to the way it was, rethink, get the real answer and then finally flip to see that you were right to hesitate. Now I only have: once you start flipping, you can't stop it.

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  • Disable animation when moving CALayers

    - by Sean Clark Hess
    The following code animates the movement, even though I didn't use beginAnimations:context. How do I get it to move without animating? This is a new iphone view project, and these are the only updates to it. // Implement viewDidLoad to do additional setup after loading the view, typically from a nib. - (void)viewDidLoad { [super viewDidLoad]; sublayer = [CALayer new]; sublayer.backgroundColor = [[UIColor redColor] CGColor]; sublayer.frame = CGRectMake(0, 0, 100, 100); [self.view.layer addSublayer:sublayer]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { sublayer.position = [[touches anyObject] locationInView:self.view]; }

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  • How can I flip a UITableView?

    - by Sheehan Alam
    I am trying to flip a UITableViewController but I don't think I am doing it properly: LeaderBoardTableViewController* leaderBoardView = [[[LeaderBoardTableViewController alloc] initWithNibName:@"LeaderBoardTableViewController" bundle:nil]autorelease]; //[self.navigationController pushViewController:leaderBoardView animated:YES]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:1.0]; [UIView setAnimationTransition:UIViewAnimationTransitionFlipFromRight forView:[self view] cache:YES]; [self.view addSubview:leaderBoardView]; [UIView commitAnimations]; I believe the culprit is in the line: [self.view addSubview:leaderBoardView]; But am not sure how to resolve.

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  • Constant Expected "{" before ")" token

    - by Thijs
    I've got a little problem. I am applying some changes to an iOS program i wrote, but I've struck a problem. I constantly get a "Expected '{' before ')' token" warning, but my coding skills aren't good enough to find the problem. A little help would greatly be appreciated. #import "Search.h" #import "RootViewController.h" //button - (IBAction)buttonPressed)sender{ RootViewController *newview = [[RootViewController alloc] initWithNibName:@"RootViewController" bundle:nil]; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.5]; [UIView setAnimationTransition:UIViewAnimationTransitionFl ipFromRight forView:self.view cache:YES]; [self.view addSubview:newview.view]; [UIView commitAnimations]; @implementation Search @end

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