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  • Newly updated ubuntu not loading in moniter.

    - by user211652
    I just recently upgraded from Ubuntu 12.04 to Ubuntu 12.10. I installed the update and tried to boot from the newly installed version. As I booted in it would pop up the loading screen and then I would lose signal and it would say that there was no signal on my monitor. How do I fix this because I really want to use the new version but if it's not going to work I'll just forget about it. I can however boot into the old install and I works fine.

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  • How to auto advance a PowerPoint slide after an exit animation is over?

    - by joooc
    PowerPoint entrance animation set up with "Start: With Previous" starts right when a new slide is advanced. However, if you set up an exit animation in the same way, it doesn't start with a slide ending sequence. Instead, the "Start: On Click" trigger needs to be used and after your exit animation is over you still need one extra click just to advance to the next slide. Workarounds to this are obvious: create a duplicate slide, make your ending animations from the original slide being your starting animations on the duplicate slide and let them be followed with whatever you want or create a transition slide with those ending animations only and set up "Change Advance slide - Automatically after - [the time it takes your animations to finish]". These workarounds will make it work for your audience, visually. However, it has an impact on slide numbers you might need to adjust accordingly and/or duplicate content changes. If you are the only one creating and using your presentation, this might be just fine. But if you are creating a presentation in collaborative mode with three other people and don't even know who will be the presenter at the end, you can mess things up. Let's be specific: most of my slides have 0.2s fly in entrance animation applied to blocks of content coming from right, bottom or left. Advancing to the next slide I want them to fly out in another 0.2s exit animation being followed by new slide 0.2s fly in entrance animation of the new blocks. The swapping of the blocks should be triggered while advancing to the next slide, as usually. As mentioned, I'm not able to achieve this without one extra click between the slides. I wrote a VBA script that should start together with an exit animation and will auto advance a slide after 0.3s when the exit animation is over. That way I should get rid of those extra clicks which are needed right now. Sub nextslide() iTime = 0.3 Start = Timer While Timer < Start + iTime DoEvents Wend With SlideShowWindows(1).View .GotoSlide (ActivePresentation.SlideShowWindow.View.Slide.SlideIndex + 1) End With End Sub It works well when binded on a box, button or another object. But I can't make it run on a single click (anywhere on the slide) so that it could start together with the exit animation onclick trigger. Creating a big transparent rectangular shape over the whole slide and binding the macro on it doesn't help either. By clicking it you only get the macro running, exit animation is not triggered. Anyway, I don't want to bind the macro to any other workaround object but the slide itself. Anyone knows how to trigger a PowerPoint VBA script on slide onclick event? Anyone knows a secret setting that will make the exit animation work as expected i.e. animating right before exiting a slide while transitioning to the next one? Anyone knows how to beat this dragon? Thank you!

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  • How to create a smooth CATransition effect

    - by Futur
    The CATransition what i have implemented works really fine but not smooth, i could see the previous uiview screens during the transition, I am just doing this, CATransition *animation = [CATransition animation]; [animation setDuration:0.1]; [animation setType:kCATransitionPush]; [animation setSubtype:kCATransitionFromRight]; [animation setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]]; [[objView layer] addAnimation:animation forKey:@"SwitchToView"]; For moving forward and for moving back wards, CATransition *animation = [CATransition animation]; [animation setDuration:0.1]; [animation setType:kCATransitionPush]; [animation setSubtype:kCATransitionFromLeft]; [animation setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]]; [[objRemovableView layer] addAnimation:animation forKey:@"SwitchToView"]; The effect of sliding is not smooth, is there any other way we can do this which works very smooth? Please help

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  • WPF storyboard animation issue when using VisualBrush

    - by Flack
    Hey guys, I was playing around with storyboards, a flipping animation, and visual brushes. I have encountered an issue though. Below is the xaml and code-behind of a small sample I quickly put together to try to demonstrate the problem. When you first start the app, you are presented with a red square and two buttons. If you click the "Flip" button, the red square will "flip" over and a blue one will appear. In reality, all that is happening is that the scale of the width of the StackPanel that the red square is in is being decreased until it reaches zero and then the StackPanel where a blue square is, whose width is initially scaled to zero, has its width increased. If you click the "Flip" button a few times, the animation looks ok and smooth. Now, if you hit the "Reflection" button, a reflection of the red/blue buttons is added to their respective StackPanels. Hitting the "Flip" button now will still cause the flip animation but it is no longer a smooth animation. The StackPanels width often does not shrink to zero. The width shrinks somewhat but then just stops before being completely invisible. Then the other StackPanel appears as usual. The only thing that changed was adding the reflection, which is just a VisualBrush. Below is the code. Does anyone have any idea why the animations are different between the two cases (stalling in the second case)? Thanks. <Window xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xml:lang="en-US" xmlns:d="http://schemas.microsoft.com/expression/blend/2006" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" mc:Ignorable="d" x:Class="WpfFlipTest.Window1" x:Name="Window" Title="Window1" Width="214" Height="224"> <Window.Resources> <Storyboard x:Key="sbFlip"> <DoubleAnimationUsingKeyFrames BeginTime="00:00:00" Storyboard.TargetName="redStack" Storyboard.TargetProperty="(UIElement.RenderTransform).(ScaleTransform.ScaleX)"> <SplineDoubleKeyFrame KeyTime="00:00:00.4" Value="0"/> </DoubleAnimationUsingKeyFrames> <DoubleAnimationUsingKeyFrames BeginTime="00:00:00.4" Storyboard.TargetName="blueStack" Storyboard.TargetProperty="(UIElement.RenderTransform).(ScaleTransform.ScaleX)"> <SplineDoubleKeyFrame KeyTime="00:00:00.8" Value="1"/> </DoubleAnimationUsingKeyFrames> </Storyboard> <Storyboard x:Key="sbFlipBack"> <DoubleAnimationUsingKeyFrames BeginTime="00:00:00" Storyboard.TargetName="blueStack" Storyboard.TargetProperty="(UIElement.RenderTransform).(ScaleTransform.ScaleX)"> <SplineDoubleKeyFrame KeyTime="00:00:00.4" Value="0"/> </DoubleAnimationUsingKeyFrames> <DoubleAnimationUsingKeyFrames BeginTime="00:00:00.4" Storyboard.TargetName="redStack" Storyboard.TargetProperty="(UIElement.RenderTransform).(ScaleTransform.ScaleX)"> <SplineDoubleKeyFrame KeyTime="00:00:00.8" Value="1"/> </DoubleAnimationUsingKeyFrames> </Storyboard> </Window.Resources> <Grid x:Name="LayoutRoot" Background="Gray"> <Grid.RowDefinitions> <RowDefinition Height="Auto"/> <RowDefinition Height="Auto"/> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition Width="Auto"/> <ColumnDefinition Width="Auto"/> </Grid.ColumnDefinitions> <StackPanel Name="redStack" Grid.Row="0" Grid.Column="0" RenderTransformOrigin="0.5,0.5"> <StackPanel.RenderTransform> <ScaleTransform/> </StackPanel.RenderTransform> <Border Name="redBorder" BorderBrush="Transparent" BorderThickness="4" Width="Auto" Height="Auto"> <Button Margin="0" Name="redButton" Height="75" Background="Red" Width="105" /> </Border> <Border Width="{Binding ElementName=redBorder, Path=ActualWidth}" Height="{Binding ElementName=redBorder, Path=ActualHeight}" Opacity="0.2" BorderBrush="Transparent" BorderThickness="4" Name="redRefelction" Visibility="Collapsed"> <Border.OpacityMask> <LinearGradientBrush StartPoint="0,0" EndPoint="0,1"> <LinearGradientBrush.GradientStops> <GradientStop Offset="0" Color="Black"/> <GradientStop Offset=".6" Color="Transparent"/> </LinearGradientBrush.GradientStops> </LinearGradientBrush> </Border.OpacityMask> <Border.Background> <VisualBrush Visual="{Binding ElementName=redButton}"> <VisualBrush.Transform> <ScaleTransform ScaleX="1" ScaleY="-1" CenterX="52.5" CenterY="37.5" /> </VisualBrush.Transform> </VisualBrush> </Border.Background> </Border> </StackPanel> <StackPanel Name="blueStack" Grid.Row="0" Grid.Column="0" RenderTransformOrigin="0.5,0.5"> <StackPanel.RenderTransform> <ScaleTransform ScaleX="0"/> </StackPanel.RenderTransform> <Border Name="blueBorder" BorderBrush="Transparent" BorderThickness="4" Width="Auto" Height="Auto"> <Button Grid.Row="0" Grid.Column="1" Margin="0" Width="105" Background="Blue" Name="blueButton" Height="75"/> </Border> <Border Width="{Binding ElementName=blueBorder, Path=ActualWidth}" Height="{Binding ElementName=blueBorder, Path=ActualHeight}" Opacity="0.2" BorderBrush="Transparent" BorderThickness="4" Name="blueRefelction" Visibility="Collapsed"> <Border.OpacityMask> <LinearGradientBrush StartPoint="0,0" EndPoint="0,1"> <LinearGradientBrush.GradientStops> <GradientStop Offset="0" Color="Black"/> <GradientStop Offset=".6" Color="Transparent"/> </LinearGradientBrush.GradientStops> </LinearGradientBrush> </Border.OpacityMask> <Border.Background> <VisualBrush Visual="{Binding ElementName=blueButton}"> <VisualBrush.Transform> <ScaleTransform ScaleX="1" ScaleY="-1" CenterX="52.5" CenterY="37.5" /> </VisualBrush.Transform> </VisualBrush> </Border.Background> </Border> </StackPanel> <Button Grid.Row="1" Click="FlipButton_Click" Height="19.45" HorizontalAlignment="Left" VerticalAlignment="Top" Width="76">Flip</Button> <Button Grid.Row="0" Grid.Column="1" Click="ReflectionButton_Click" Height="19.45" HorizontalAlignment="Left" VerticalAlignment="Top" Width="76">Reflection</Button> </Grid> </Window> Here are the button click handlers: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Documents; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Imaging; using System.Windows.Navigation; using System.Windows.Shapes; using System.Windows.Media.Animation; namespace WpfFlipTest { public partial class Window1 : Window { public Window1() { InitializeComponent(); } bool flipped = false; private void FlipButton_Click(object sender, RoutedEventArgs e) { Storyboard sbFlip = (Storyboard)Resources["sbFlip"]; Storyboard sbFlipBack = (Storyboard)Resources["sbFlipBack"]; if (flipped) { sbFlipBack.Begin(); flipped = false; } else { sbFlip.Begin(); flipped = true; } } bool reflection = false; private void ReflectionButton_Click(object sender, RoutedEventArgs e) { if (reflection) { reflection = false; redRefelction.Visibility = Visibility.Collapsed; blueRefelction.Visibility = Visibility.Collapsed; } else { reflection = true; redRefelction.Visibility = Visibility.Visible; blueRefelction.Visibility = Visibility.Visible; } } } } UPDATE: I have been testing this some more to try to find out what is causing the issue I am seeing and I believe I found what is causing the issue. Below I have pasted new xaml and code-behind. The new sample below is very similar to the original sample, with a few minor modifications. The xaml basically consists of two stack panels, each containing two borders. The second border in each stack panel is a visual brush (a reflection of the border above it). Now, when I click the "Flip" button, one stack panel gets its ScaleX reduced to zero, while the second stack panel, whose initial ScaleX is zero, gets its ScaleX increased to 1. This animation gives the illusion of flipping. There are also two textblocks which display the scale factor of each stack panel. I added those to try to diagnose my issue. The issue is (as described in the oringal post) that the flipping animation is not smooth. Every time I hit the flip button, the animation starts but whenever the ScaleX factor gets to around .14 to .16, the animation looks like it stalls and the stack panels never have there ScaleX reduced to zero, so they never totally disappear. Now, the strange thing is that if I change the Width/Height properties of the "frontBorder" and "backBorder" borders defined below to use explict values instead of Auto, such as Width=105 and Height=75 (to match the button in the border) everything works fine. The animation stutters the first two or three times I run it but after that the flips are smooth and flawless. (BTW, when an animation is run for the first time, is there something going on in the background, some sort of initialization, that causes it to be a little slow the first time?) Is it possible that the Auto Width/Height of the borders are causing the issue? I can reproduce it everytime but I am not sure why Auto Width/Height would be a problem. Below is the sample. Thanks for the help. <Window x:Class="FlipTest.Window1" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="Window1" Height="300" Width="300"> <Window.Resources> <Storyboard x:Key="sbFlip"> <DoubleAnimationUsingKeyFrames BeginTime="00:00:00" Storyboard.TargetName="front" Storyboard.TargetProperty="(UIElement.RenderTransform).(ScaleTransform.ScaleX)"> <SplineDoubleKeyFrame KeyTime="00:00:00.5" Value="0"/> </DoubleAnimationUsingKeyFrames> <DoubleAnimationUsingKeyFrames BeginTime="00:00:00.5" Storyboard.TargetName="back" Storyboard.TargetProperty="(UIElement.RenderTransform).(ScaleTransform.ScaleX)"> <SplineDoubleKeyFrame KeyTime="00:00:00.5" Value="1"/> </DoubleAnimationUsingKeyFrames> </Storyboard> <Storyboard x:Key="sbFlipBack"> <DoubleAnimationUsingKeyFrames BeginTime="00:00:00" Storyboard.TargetName="back" Storyboard.TargetProperty="(UIElement.RenderTransform).(ScaleTransform.ScaleX)"> <SplineDoubleKeyFrame KeyTime="00:00:00.5" Value="0"/> </DoubleAnimationUsingKeyFrames> <DoubleAnimationUsingKeyFrames BeginTime="00:00:00.5" Storyboard.TargetName="front" Storyboard.TargetProperty="(UIElement.RenderTransform).(ScaleTransform.ScaleX)"> <SplineDoubleKeyFrame KeyTime="00:00:00.5" Value="1"/> </DoubleAnimationUsingKeyFrames> </Storyboard> </Window.Resources> <Grid x:Name="LayoutRoot" Background="White" ShowGridLines="True"> <Grid.RowDefinitions> <RowDefinition Height="Auto"/> <RowDefinition Height="Auto"/> <RowDefinition Height="Auto"/> <RowDefinition Height="Auto"/> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition Width="Auto"/> <ColumnDefinition Width="Auto"/> </Grid.ColumnDefinitions> <StackPanel x:Name="front" RenderTransformOrigin="0.5,0.5"> <StackPanel.RenderTransform> <ScaleTransform/> </StackPanel.RenderTransform> <Border Name="frontBorder" BorderBrush="Yellow" BorderThickness="2" Width="Auto" Height="Auto"> <Button Margin="0" Name="redButton" Height="75" Background="Red" Width="105" Click="FlipButton_Click"/> </Border> <Border Width="{Binding ElementName=frontBorder, Path=ActualWidth}" Height="{Binding ElementName=frontBorder, Path=ActualHeight}" Opacity="0.2" BorderBrush="Transparent"> <Border.OpacityMask> <LinearGradientBrush StartPoint="0,0" EndPoint="0,1"> <LinearGradientBrush.GradientStops> <GradientStop Offset="0" Color="Black"/> <GradientStop Offset=".6" Color="Transparent"/> </LinearGradientBrush.GradientStops> </LinearGradientBrush> </Border.OpacityMask> <Border.Background> <VisualBrush Visual="{Binding ElementName=frontBorder}"> <VisualBrush.Transform> <ScaleTransform ScaleX="1" ScaleY="-1" CenterX="52.5" CenterY="37.5" /> </VisualBrush.Transform> </VisualBrush> </Border.Background> </Border> </StackPanel> <StackPanel x:Name="back" RenderTransformOrigin="0.5,0.5"> <StackPanel.RenderTransform> <ScaleTransform ScaleX="0"/> </StackPanel.RenderTransform> <Border Name="backBorder" BorderBrush="Yellow" BorderThickness="2" Width="Auto" Height="Auto"> <Button Margin="0" Width="105" Background="Blue" Name="blueButton" Height="75" Click="FlipButton_Click"/> </Border> <Border Width="{Binding ElementName=backBorder, Path=ActualWidth}" Height="{Binding ElementName=backBorder, Path=ActualHeight}" Opacity="0.2" BorderBrush="Transparent"> <Border.OpacityMask> <LinearGradientBrush StartPoint="0,0" EndPoint="0,1"> <LinearGradientBrush.GradientStops> <GradientStop Offset="0" Color="Black"/> <GradientStop Offset=".6" Color="Transparent"/> </LinearGradientBrush.GradientStops> </LinearGradientBrush> </Border.OpacityMask> <Border.Background> <VisualBrush Visual="{Binding ElementName=backBorder}"> <VisualBrush.Transform> <ScaleTransform ScaleX="1" ScaleY="-1" CenterX="52.5" CenterY="37.5" /> </VisualBrush.Transform> </VisualBrush> </Border.Background> </Border> </StackPanel> <Button Grid.Row="1" Click="FlipButton_Click" Height="19.45" HorizontalAlignment="Left" VerticalAlignment="Top" Width="76">Flip</Button> <TextBlock Grid.Row="2" Grid.Column="0" Foreground="DarkRed" Height="19.45" HorizontalAlignment="Left" VerticalAlignment="Top" Width="76" Text="{Binding ElementName=front, Path=(UIElement.RenderTransform).(ScaleTransform.ScaleX)}"/> <TextBlock Grid.Row="3" Grid.Column="0" Foreground="DarkBlue" Height="19.45" HorizontalAlignment="Left" VerticalAlignment="Top" Width="76" Text="{Binding ElementName=back, Path=(UIElement.RenderTransform).(ScaleTransform.ScaleX)}"/> </Grid> </Window> Code-behind: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Documents; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Imaging; using System.Windows.Navigation; using System.Windows.Shapes; using System.Windows.Media.Animation; namespace FlipTest { /// <summary> /// Interaction logic for Window1.xaml /// </summary> public partial class Window1 : Window { public Window1() { InitializeComponent(); } bool flipped = false; private void FlipButton_Click(object sender, RoutedEventArgs e) { Storyboard sbFlip = (Storyboard)Resources["sbFlip"]; Storyboard sbFlipBack = (Storyboard)Resources["sbFlipBack"]; if (flipped) { sbFlipBack.Begin(); flipped = false; } else { sbFlip.Begin(); flipped = true; } } } }

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  • WPF Animation FPS vs. CPU usage - Am I expecting too much?

    - by Cory Charlton
    Working on a screen saver for my wife, http://cchearts.codeplex.com/, and while I've been able to improve FPS on lower end machines (switch from Path to StreamGeometry, use DrawingVisual instead of UserControl, etc) the CPU usage still seems very high. Here's some numbers I ran from a few 5 minute sampling periods: ~60FPS 35% average CPU on Core 2 Duo T7500 @ 2.2GHz, 3GB ram, NVIDIA Quadro NVS 140M (128MB), Vista [My dev laptop] ~40FPS 50% average CPU on Pentium D @ 3.4GHz, 1.5GB ram, Standard VGA Graphics Adapter (unknown), 2003 Server [A crappy desktop] I can understand the lower frame rate and higher CPU usage on the crappy desktop but it still seems pretty high and 35% on my dev laptop seems high as well. I'd really like to analyze the application to get more details but I'm having issues there as well so I'm wondering if I'm doing something wrong (never profiled WPF before). WPF Performance Suite: Process Launch Error Unable to attach to process: CCHearts.exe Do you want to kill it? This error message occurs when I click cancel after attempting launch. If I don't click cancel it sits there idle, I guess waiting to attach. Performance Explorer: Could not launch C:\Projects2\CC.Hearts\CC.Hearts\bin\Debug (USEVISUAL)\CCHearts.exe. Previous attempt to profile the application finished unsuccessfully. Please restart the application. Output Window from Performance: Profiling started. Profiling process ID 5360 (CCHearts). Process ID 5360 has exited. Data written to C:\Projects2\CC.Hearts\CCHearts100608.vsp. Profiling finished. PRF0025: No data was collected. Profiling complete. So I'm stuck wanting to improve performance but have no concrete way to determine where the bottleneck is. Have been relatively successful throwing darts at this point but I'm beyond that now :) PS: Screensaver is hosted at CodePlex if you want to look at the source and missed the link above. Edit: My RenderOptions darts... // NOTE: Grasping at straws here ;-) RenderOptions.SetBitmapScalingMode(newHeart, BitmapScalingMode.LowQuality); RenderOptions.SetCachingHint(newHeart, CachingHint.Cache); RenderOptions.SetEdgeMode(newHeart, EdgeMode.Aliased); I threw those a little while back and didn't see much difference (not sure if the bitmap scaling even comes into play). Really wish I could get profiling working to know where I should try to optimize. For now I assume there is some overhead in creating a new HeartVisual and the DrawingVisual contained inside. Maybe if I reset and reused the hearts (tossed them in a queue once they completed or something) I'd see an improvement. Shrug Throwing darts while blindfolder is always fun.

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  • UIScrollview setContentOffset immediate animation?

    - by Jess
    Is there anyway to get the setContentOffset animation to happen immediately instead of waiting until the app returns to the main run loop? I tried setting the animation property to NO and nesting inside of an animation block but it still waits until returning to the main run loop. I've also tried using a sub method to perform the animation. My problem is I perform some heavy work after setting the contentOffset so the scroll view waits until this work is complete to animate the setting of the content offset so it appears to lag for a second.

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  • Changing UIImageView animation speed

    - by Nikolas Stephan
    I am using the UIImageView to animate a bunch of images. I know that I can change the speed by altering animationDuration, but that doesn't seem to take effect until the animation is restarted. My problem is that beside not really wanting to have to restart the animation as this limits me to only being able to change the speed once per cycle, there also doesn't seem to be a way to find out what frame is currently being shown and I would therefore have to rely on a timer to "guess" which one it is. So my question is whether there is a way to change the speed without restarting the animation and if not is there some way I could avoid the aforementioned problem? I'm not too keen to write my own animation class, but may end up having to if there isn't a nicer solution.

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  • My presentation layer does not match my model layer even though I have no animations

    - by Kevin McCullough
    On iPhone I have a CALayer that I animate via Core Animation. Then at some point I change view controllers. I then return to the view controller with the CALayer and in viewWillAppear: I set the frame and position properties on my layer to move it back to its starting point. Setting these properties changes the model layer but the presentation layer still has the old values and its presentation layer does not update until the next animation I play. In the CA Programming guide it says "You can query an instance of CALayer for its corresponding presentation layer while an animation transaction is in process." Which, to me, implies that the presentation layer should only be different from the model layer during an animation. But there are no animations currently running. I even used kCATransactionDisableActions to ensure that when I set the position property an implicit animation is not started. Does anyone know why my presentation and model layers are out of sync? Thanks.

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  • iPhone Dev: Animating PNG Sequences

    - by Franky
    What is the best or recommended technique for animating PNG Sequences. Heres what I've learned: Do it Manually Using MutableArrays containing Strings, you can animate a UIImageView with a timer which increments an index number UIImage - animation methods This works, the only problem is to find if an image has completed its animation, you have to check the isAnimating BOOL, and to do that you need a timer. What is the best and recommended? Looking to do Oldschool game sprite animations, ie: Idle Animation Attack Animation Walk Animation ect... Let me know if any one has something. @lessfame

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  • Horizontal sliding doors (improve).

    - by Kalinin
    I have script: http://jsfiddle.net/NV2uV/ It works, but I do not like. Cons: Wrench (edge blocks). In the transition from one unit to another - animation is performed in two steps (I want a continuous animation). Script code is not beautiful, very much repetition. In short - it looks not nice. How to improve the script to look at the animation and it was good fo eyes (if you have ready-made solutions - please note me). Update: If you set the animation smaller - that animation looks quite nice.

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  • How to change pop view controller animation on back button ?

    - by Aryabhatt
    Hi all , I am pushing my view controller with the following statement : [[self navigationController] pushViewController:self.customViewController animatedWithTransition:UIViewAnimationTransitionFlipFromLeft]; Now when I am pressing the back button I want to animate it with the uiviewanimationtransitionflipfromright . like [self.navigationController popViewControllerAnimatedWithTransition:UIViewAnimationTransitionFlipFromLeft]; How Can I do so ? Thanks

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  • Import animation DAE to Alternativa 3D

    - by Apollon1954
    Hi i have watched this tutorial from Roman Dedenis Alternativa 3D: Import and object animation DAE (Collada 3D Object) From: http://romaindedenis.over-blog.com/article-alternativa-3d-importer-objet-et-animation-dae-objet-3d-collada-66067921.html Im have implemented the program on flash and it's working fine on my computer. Then i exported it on my Android mobile device (Nexus One) using adobe AIR for Android but the animation doesn't appear on my mobile: Below i show screenshots of how it looks like on my pc and on my mobile. Printscreen from PC Printscreen from Android Phone device

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  • HTML 5 CANVAS ANIMATION

    - by cooldude
    Hi, I wanted to have an interface to allow the user to create animation on the browser using canvas element and then i have to save that animation and later reproduce that animation to the others users. Can anybody How can i do this. Please reply quickly . I have my deadline.

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  • What JS framework offers scroll functionality (+animation) in a div without a scrollbar?

    - by montooner
    All: I want to scroll through a sequence of tumblr/twitter posts as a long sequence of texts. Let's say we have: <div id="mainContent"> _some content_ </div> where the css for mainContent is: #mainContent { padding: 20px 20px; background: #FFF; height:500px; overflow:hidden; } I really like the functionality of Scrollable jQuery, but they require pagination and an array of elements. I'm looking for tips in any of these categories: a js framework I can use to achieve this a solution to paginating the text

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  • Canvas Animation Kit Experiment... ...how to clear the canvas?

    - by Ted Wong
    I can make a obj to use the canvas to draw like this: MyObj.myDiv = new Canvas($("effectDiv"), Setting.width, Setting.height); Then, I use this to draw a rectangle on the canvas: var c = new Rectangle(80, 80, { fill: [220, 40, 90] } ); var move = new Timeline; move.addKeyframe(0, { x: 0, y: 0 } ); c.addTimeline(move); MyObj.myDiv.append(c); But after I draw the rectangle, I want clear the canvas, but I don't know which method and how to do this... ... O...one more thing: it is the CAKE's web site: Link

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  • addsubview animation works only first time

    - by Priya
    I am trying add subview with animation effect using the code which work fine for the first time below. CATransition *transition = [CATransition animation]; transition.duration = 1.0; transition.type = kCATransitionMoveIn; transition.subtype = kCATransitionFromRight; [newView.layer removeAllAnimations] [newView.layer addAnimation:transition forKey:nil]; [self.masterview addSubview:newView]; There is a back button in newView which removes the View from the superview. [newView removeFromSuperview]; Now when I try adding newView as subview again using the above code,its first adds the view as a subview(without animation) and again with animation.

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  • jQuery mobile swipe spamming and animation

    - by halliewuud
    I have say 5 list items with images inside placed 200px from eachother. I am trying to animate these list items to slide horizontally left if one presses a link with the id = #next or if one swipes left. And vice versa for sliding the list items right. Every click or swipe results in a slide animation of 200px on every list item. I ran into a problem where spamming the #next or #prev button would cancel the current animation and start a new one. This results in list items not sliding 200px+200px+200... but something like this 200px+140px+120... This because like I said the animation is cut and therefore the sliding distance will be shorter. Now I solved this for the clicking event by disabling the button before the animation starts and then re'enabling it on the end callbak function. But this problem is remaining for the swipe event. How can I solve this problem for the swipe event?

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  • Core Animation cross-dissolve between one string (or image) and another when changing bound value?

    - by danwood
    I have an NSTextView and an NSImageView that is bound to a NSString and an NSImage in my code. I would like to have the displayed string and image cross-dissolve when I change the string and image in code. Any way to do this? Do I need to stop using bindings? (And if I do, is there any trick to getting the string and the image to cross-dissolve when I change the value, or do I have to do something weird like fade it out and fade a new one back in?)

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  • Flixel - Animated Tilemaps

    - by nospoone
    I am using Flixel 2.55 and I am trying to animate a tilemap. I found this piece of code that apparently enables the use of sprites as tiles. From what I understand, this loops over the tilemap's graphic and replaces the tile's pixels with the sprite's pixels each time they change. I have implemented the class and it's working, but not completely; the tiles get replaced, but do not animate unless the camera moves. Here's the relevant parts from LevelLoader.as, which only instantiates the AnimatedTilemaps (piece of code from forum) and pushes sprites to the array. // AnimatedTile is just an extended FlxSprite private var _waterTop1:AnimatedTile; // Create ground tilemap _groundTilemap = new AnimatedTilemap(); _groundTilemap.loadMap(_rawXML.Ground, Assets.OverworldGround, 8, 8); FlxG.state.add(_groundTilemap); _waterTop1 = new AnimatedTile(8, 8, Assets.WaterTop, 100); // .Animate only adds and plays an animation, with a startAtFrame param. _waterTop1.Animate('run', [0...47], 10, true, 0); Now, it seems as though the sprites are updating. I tried tracing the update()s, and they are running for both the sprites and the tilemap. The sprites are even changing frames. Using only AnimatedTiles and hard placing them (giving a x and y) works and animates. What troubles me is that they only update when the camera moves. I've been on this for a week now and can't seem to put my finger on what's wrong. I am also open to other solutions to have animates tiles in a tilemap. If other details are needed, just ask. PS: Sorry for my english, I am not a native speaker...

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  • Game actions that take multiple frames to complete

    - by CantTetris
    I've never really done much game programming before, pretty straightforward question. Imagine I'm building a Tetris game, with the main loop looking something like this. for every frame handle input if it's time to make the current block move down a row if we can move the block move the block else remove all complete rows move rows down so there are no gaps if we can spawn a new block spawn a new current block else game over Everything in the game so far happens instantly - things are spawned instantly, rows are removed instantly etc. But what if I don't want things to happen instantly (i.e animate things)? for every frame handle input if it's time to make the current block move down a row if we can move the block move the block else ?? animate complete rows disappearing (somehow, wait over multiple frames until the animation is done) ?? animate rows moving downwards (and again, wait over multiple frames) if we can spawn a new block spawn a new current block else game over In my Pong clone this wasn't an issue, as every frame I was just moving the ball and checking for collisions. How can I wrap my head around this issue? Surely most games involves some action that takes more than a frame, and other things halt until the action is done.

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  • Apply bone tranforms when importing FBX in XNA

    - by hichaeretaqua
    Preconditions: I have some models, that does only contain some meshes and one texture. There is no animation within the model. An example: a model of a table. I want to draw the Model with a custom effect, so I have to swap the effect after loading the model. In order to draw them correctly, I have to apply the bone transformation manually on each draw for each mesh and effect as can be seen here. So there are two questions: Is there a option during import that allows my to apply the bone transformation on all vertices, so that during draw call I should not have to do this? Is there a option during import that merges all vertices into a Vertex- and IndexBuffer, that allows me to draw the whole model with just one call? I'm pretty sure that the build-in "Autodesk FBX - XNA Framework" does not support this features, but maybe there is an other imported available or an other possibility I missed. The aim is to speed up rendering a little bit especially by using instancing. So having one VertexBuffer to draw at one time would be pretty nice.

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  • Adding root bone in 3DS Max?

    - by carlturtle
    my animation artist has made me a nice first person pair of arms, animated it, textured it, and given it to me. Then he went on vacation. I am programming my animations, and I am trying to test the model he has given me. Building my project gives me a warning: Multiple skeletons were found in the file. The first skeleton, named "frame l upperarm" has been moved to be a child of the scene root. The other, "frame r upperarm", will be ignored. Fragment identifier "frame r upperarm". Then an error: "Vertex is bound to bone "frame l forearm", but this bone is not present in the skeleton." I realize this means that there are two skeletons, as said in this problem: Importing 3d model with multiple skeletons I have 3DS Max, but I have no idea how to use it, and Google/CGTalk/Plycount turn up nothing relevant on how to add a root bone or combine skeletons. If anyone knows how, it would help me out greatly. Thanks.

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  • Recreating Doodle Jump in Canvas - Platforms spawning out of reach

    - by kushsolitary
    I have started to recreate Doodle Jump in HTML using Canvas. Here's my current progress. As you can see, if you play it for a few seconds, some platforms will be out of the player's reach. I don't know why is this happening. Here's the code which is responsible for the re-spawning of platforms. //Movement of player affected by gravity if(player.y > (height / 2) - (player.height / 2)) { player.y += player.vy; player.vy += gravity; } else { for(var i = 0; i < platforms.length; i++) { var p = platforms[i]; if(player.vy < 0) { p.y -= player.vy; player.vy += 0.08; } if(p.y > height) { position = 0; var h = p.y; platforms[i] = new Platform(); } if(player.vy >= 0) { player.y += player.vy; player.vy += gravity; } } } Also, here's the platform class. //Platform class function Platform(y) { this.image = new Image(); this.image.src = platformImg; this.width = 105; this.height = 25; this.x = Math.random() * (width - this.width); this.y = y || position; position += height / platformCount; //Function to draw it this.draw = function() { try { ctx.drawImage(this.image, this.x, this.y, this.width, this.height); } catch(e) {} }; } You can also see the whole code on the link I provided. Also, when a platform goes out of the view port, the jump animation becomes quirky. I am still trying to find out what's causing this but can't find any solution.

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