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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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  • 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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  • Allocating 32-bit integer arrays in 64-bit machines

    - by Shredderroy
    I have a 64-bit i7 machine. Suppose I allocate memory for n 32-bit integers. How many physical registers will actually be used in the allocation: n, or n/2? I tried to write the following simple programme to find out. #include <iostream> #include <cstdlib> using namespace std; int main (int argc, char *argv[]) { int a[4]; cout << &a[0] << "\t" << &a[3] << endl; cin.ignore (1); return 0; } // End main () The output is: 0018FA04 0018FA10 They seem further apart than they should be. Why aren't the addresses 04 and 07? And does this mean that the system is actually allocating four (or more) integers, instead of packing the four 32-bit integers into two 64-bit registers? Thanks in advance for your help.

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  • WPF animation: binding to the "To" attribute of storyboard animation.

    - by bozalina
    Hi, I'm trying to create a button that behaves similarly to the "slide" button on the iPhone. I have an animation that adjusts the position and width of the button, but I want these values to be based on the text used in the control. Currently, they're hardcoded. Here's my working XAML, so far: <CheckBox x:Class="Smt.Controls.SlideCheckBox" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:local="clr-namespace:Smt.Controls" xmlns:System.Windows="clr-namespace:System.Windows;assembly=PresentationCore" Name="SliderCheckBox" mc:Ignorable="d"> <CheckBox.Resources> <System.Windows:Duration x:Key="AnimationTime">0:0:0.2</System.Windows:Duration> <Storyboard x:Key="OnChecking"> <DoubleAnimation Storyboard.TargetName="CheckButton" Storyboard.TargetProperty="(UIElement.RenderTransform).(TransformGroup.Children)[0].(TranslateTransform.X)" Duration="{StaticResource AnimationTime}" To="40" /> <DoubleAnimation Storyboard.TargetName="CheckButton" Storyboard.TargetProperty="(Button.Width)" Duration="{StaticResource AnimationTime}" To="41" /> </Storyboard> <Storyboard x:Key="OnUnchecking"> <DoubleAnimation Storyboard.TargetName="CheckButton" Storyboard.TargetProperty="(UIElement.RenderTransform).(TransformGroup.Children)[0].(TranslateTransform.X)" Duration="{StaticResource AnimationTime}" To="0" /> <DoubleAnimation Storyboard.TargetName="CheckButton" Storyboard.TargetProperty="(Button.Width)" Duration="{StaticResource AnimationTime}" To="40" /> </Storyboard> <Style x:Key="SlideCheckBoxStyle" TargetType="{x:Type local:SlideCheckBox}"> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type local:SlideCheckBox}"> <Canvas> <ContentPresenter SnapsToDevicePixels="{TemplateBinding SnapsToDevicePixels}" Content="{TemplateBinding Content}" ContentTemplate="{TemplateBinding ContentTemplate}" RecognizesAccessKey="True" VerticalAlignment="Center" HorizontalAlignment="Center" /> <Canvas> <!--Background--> <Rectangle Width="{Binding ElementName=ButtonText, Path=ActualWidth}" Height="{Binding ElementName=ButtonText, Path=ActualHeight}" Fill="LightBlue" /> </Canvas> <Canvas> <!--Button--> <Button Width="{Binding ElementName=CheckedText, Path=ActualWidth}" Height="{Binding ElementName=ButtonText, Path=ActualHeight}" Name="CheckButton" Command="{x:Static local:SlideCheckBox.SlideCheckBoxClicked}"> <Button.RenderTransform> <TransformGroup> <TranslateTransform /> </TransformGroup> </Button.RenderTransform> </Button> </Canvas> <Canvas> <!--Text--> <StackPanel Name="ButtonText" Orientation="Horizontal" IsHitTestVisible="False"> <Grid Name="CheckedText"> <Label Margin="7 0" Content="{Binding RelativeSource={RelativeSource AncestorType={x:Type local:SlideCheckBox}}, Path=CheckedText}" /> </Grid> <Grid Name="UncheckedText" HorizontalAlignment="Right"> <Label Margin="7 0" Content="{Binding RelativeSource={RelativeSource AncestorType={x:Type local:SlideCheckBox}}, Path=UncheckedText}" /> </Grid> </StackPanel> </Canvas> </Canvas> <ControlTemplate.Triggers> <Trigger Property="IsChecked" Value="True"> <Trigger.EnterActions> <BeginStoryboard Storyboard="{StaticResource OnChecking}" /> </Trigger.EnterActions> <Trigger.ExitActions> <BeginStoryboard Storyboard="{StaticResource OnUnchecking}" /> </Trigger.ExitActions> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Setter.Value> </Setter> </Style> </CheckBox.Resources> <CheckBox.CommandBindings> <CommandBinding Command="{x:Static local:SlideCheckBox.SlideCheckBoxClicked}" Executed="OnSlideCheckBoxClicked" /> </CheckBox.CommandBindings> </CheckBox> And the code behind: using System.Windows; using System.Windows.Controls; using System.Windows.Input; namespace Smt.Controls { public partial class SlideCheckBox : CheckBox { public SlideCheckBox() { InitializeComponent(); Loaded += OnLoaded; } public static readonly DependencyProperty CheckedTextProperty = DependencyProperty.Register("CheckedText", typeof(string), typeof(SlideCheckBox), new PropertyMetadata("Checked Text")); public string CheckedText { get { return (string)GetValue(CheckedTextProperty); } set { SetValue(CheckedTextProperty, value); } } public static readonly DependencyProperty UncheckedTextProperty = DependencyProperty.Register("UncheckedText", typeof(string), typeof(SlideCheckBox), new PropertyMetadata("Unchecked Text")); public string UncheckedText { get { return (string)GetValue(UncheckedTextProperty); } set { SetValue(UncheckedTextProperty, value); } } public static readonly RoutedCommand SlideCheckBoxClicked = new RoutedCommand(); void OnLoaded(object sender, RoutedEventArgs e) { Style style = TryFindResource("SlideCheckBoxStyle") as Style; if (!ReferenceEquals(style, null)) { Style = style; } } void OnSlideCheckBoxClicked(object sender, ExecutedRoutedEventArgs e) { IsChecked = !IsChecked; } } } The problem comes when I try to bind the "To" attribute in the DoubleAnimations to the actual width of the text, the same as I'm doing in the ControlTemplate. If I bind the values to an ActualWidth of an element in the ControlTemplate, the control comes up as a blank checkbox (my base class). However, I'm binding to the same ActualWidths in the ControlTemplate itself without any problems. Just seems to be the CheckBox.Resources that have a problem with it. For instance, the following will break it: <DoubleAnimation Storyboard.TargetName="CheckButton" Storyboard.TargetProperty="(Button.Width)" Duration="{StaticResource AnimationTime}" To="{Binding ElementName=CheckedText, Path=ActualWidth}" /> I don't know whether this is because it's trying to bind to a value that doesn't exist until a render pass is done, or if it's something else. Anyone have any experience with this sort of animation binding?

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  • How to build 64-bit Python on OS X 10.6 -- ONLY 64 bit, no Universal nonsense

    - by ssteiner
    I just want to build this on my development machine -- the binary install from Python.org is still 32 bits and installing extensions (MySQLdb, for example) is driving me nuts with trying to figure out the proper flags for each and every extension. Clarification: I did NOT replace the system Python, I just installed the Python.org binary into its normal place at /Library/..., not /System/Library/.... Everything else seems to build 64 bit by default, and the default Python 2.6.1 was 64 bit (before I replaced it with the Python.org build figuring it was a direct replacement)` I just want a 64 bit only build that will run on my one machine without any cruft. Does anyone have a simple answer? Thanks much, [email protected]

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  • Doing 64 bit manipulation using 32 bit data in Fixed point arithmetic using C.

    - by Viks
    Hi, I am stuck with a problem. I am working on a hardware which only does support 32 bit operations. sizeof(int64_t) is 4. Sizeof(int) is 4. and I am porting an application which assumes size of int64_t to be 8 bytes. The problem is it has this macro BIG_MULL(a,b) ( (int64_t)(a) * (int64_t)(b) 23) The result is always a 32 bit integer but since my system doesn't support 64 bit operation, it always return me the LSB of the operation, rounding of all the results making my system crash. Can someone help me out? Regards, Vikas Gupta

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  • Can't load AMD 64-bit .dll on a IA 32-bit platform

    - by Guihua
    I download the Gurobi package for linear programming. I import the corresponding gurobi.jar package. Then run the example program. Then it appears the following errors: Exception in thread "main" java.lang.UnsatisfiedLinkError: C:\gurobi460\win64\win64\bin\GurobiJni46.dll: Can't load AMD 64-bit .dll on a IA 32-bit platform Then I downloaded the window 64 bit Jre, and use the "window--preference--Installed JRE" to install this new JRE. However, it still appeared this error. Could you help me? Thank you !

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  • Ways to wrap 32-bit .dll so it will work in a 64-bit OS

    - by dcarlet101
    So, I've been using JPIB to communicate with GPIB devices in my java program. However, I have run into a snag. Newer systems are built on 64 bit OS's. However, the jpib.dll file is written in 32-bit. I can't think of any kind of calls that it would need to make that are truly 64-bit dependent. The real trouble here is that the JPIB project hasn't been updated since september of 2006. I've tried emailing the dev through SourceForge but I don't think I'll get anywhere with that. Does anyone know of any ways around this? Or know how (and could tell me how) to recompile the .dll into AMD-64 compliance?

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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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  • Help with stock ticker style scrolling using Core Animation

    - by Glen Harding
    Hi, I'm looking for some guidance on the best way to implement stock ticker style right-to-left scrolling of CALayers in Core Animation on OSX. I'm pretty new to Cocoa and don't know the best way to implement this. I have a continuous stream of news items and stock details that I turn into CALayers (made up of 1 image and a CATextLayer) and I want to animate the CALayers from right to left of my custom view. The news and stock information is constantly updating so I would like to add 1 item at a time to the view, scroll it right to left until the right-most point of the CALayer is showing, then add another CALayer to the view and start scrolling that as well. I would like to do this dynamic updating instead of taking a big snapshot of all my data, turning it into a big horizontal CALayer and scrolling that. I'm looking for guidance on how to achieve this sort of effect - do I manually animate each new CALayer along a path in the view? Or should I be using CAScrollLayer to achieve this effect? Many thanks Glen.

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  • iPad: Move UIView with animation, then move it back

    - by Joel
    I have the following code in a UIView subclass that will move it off the screen with an animation: float currentX = xposition; //variables that store where the UIView is located float currentY = yposition; float targetX = -5.0f - self.width; float targetY = -5.0f - self.height; moveX = targetX - currentX; //stored as an instance variable so I can hang on to it and move it back moveY = targetY - currentY; [UIView beginAnimations:@"UIBase Hide" context:nil]; [UIView setAnimationDuration:duration]; self.transform = CGAffineTransformMakeTranslation(moveX,moveY); [UIView commitAnimations]; It works just great. I've changed targetX/Y to 0 to see if it does indeed move to the specified point, and it does. The problem is when I try and move the view back to where it was originally: moveX = -moveX; moveY = -moveY; [UIView beginAnimations:@"UIBase Show" context:nil]; [UIView setAnimationDuration:duration]; self.transform = CGAffineTransformMakeTranslation(moveX,moveY); [UIView commitAnimations]; This puts the UIView about 3x as far as it should. So the view usually gets put off the right side of the screen (depending on where it is). Is there something with the CGAffineTransforMakeTranslation function that I should know? I read the documentation, and from what I can tell, it should be doing what I'm expecting it to do. Anyone have a suggestion of how to fix this? Thanks.

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  • UIView Animation animates position but not width

    - by Aaron Vegh
    Hi there, I'm trying to transform a UISearchBar, like in Mobile Safari: touch in the search field and it grows while the location field shrinks. My current animation to alter the width and position of the search field only animates the position: just before it slides to the right place, it simply snaps out to the right width. Here's my code: [UIView beginAnimations:@"searchGrowUp" context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; [UIView setAnimationDuration:0.5f]; [UIView setAnimationDelegate:self]; CGFloat findFieldWidth = findField.frame.size.width; CGFloat urlFieldWidth = urlField.frame.size.width; CGRect findFieldFrame = findField.frame; CGRect urlFieldFrame = urlField.frame; findFieldFrame.origin.x = findFieldFrame.origin.x - 150.0f; findFieldFrame.size.width = findFieldWidth + 150.0f; urlFieldFrame.size.width = urlFieldWidth - 150.0f; urlField.frame = urlFieldFrame; findField.frame = findFieldFrame; [UIView commitAnimations]; I've modified this code slightly for the sake of presenting it here, but I hope this gives the gist. Any guesses as to why this is happening would be appreciated! Cheers, Aaron.

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  • Raphael JS image animation performance.

    - by michael
    Hi, I'm trying to create an image animation using Raphael JS. I want the effect of a bee moving randomly across the page, I've got a working example but it's a bit "jittery", and I'm getting this warning in the console: "Resource interpreted as image but transferred with MIME type text/html" I'm not sure if the warning is causing the "jittery" movement or its just the way I approached it using maths. If anyone has a better way to create the effect, or improvements please let me know. I have a demo online here and heres my javascript code: function random(min, max) { return Math.floor(Math.random() * (max - min + 1)) + min; } function BEE(x, y, scale) { this.x = x; this.y = y; this.s = scale; this.paper = Raphael("head", 915, 250); this.draw = function() { this.paper.clear(); this.paper.image("bee.png", this.x, this.y, 159*this.s, 217*this.s); } this.update = function() { var deg = random(-25, 25); var newX = Math.cos(Raphael.rad(deg)) * 2; var newY = Math.sin(Raphael.rad(deg)) * 2; this.x += newX; this.y += newY; if( this.x > 915) { this.x = 0; } if( this.y > 250 || this.y < 0 ) { this.y = 125; } } } $(document).ready(function() { var bee = new BEE(100, 150, 0.4); var timer = setInterval(function(){ bee.draw(); bee.update(); }, 15); }

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  • UIView animation only animating some of the things I ask it to

    - by Ben
    I have a series of (say) boxes on the screen in a row, all subviews of my main view. Each is a UIView. I want to shift them all left and have a new view also enter the screen from the right in lockstep. Here's what I'm doing: // First add a dummy view offscreen UIView * stagingView = /* make this view, which sets up its width/height */ CGRect frame = [stagingView frame]; frame.origin.x = /* just off the right side of the screen */; [stagingView setFrame:frame]; [self stagingView]; And then I set up animations in one block for all of my subviews (which includes the one I just added): [UIView beginAnimations:@"shiftLeft" context:NULL]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(_animationDidStop:context:)]; [UIView setAnimationDuration:0.3]; for (UIView * view in [self subviews]) { CGRect frame = [view frame]; frame.origin.x -= (frame.size.width + viewPadding); [view setFrame:frame]; } [UIView commitAnimations]; Here's what I expect: The (three) views already on screen get shifted left and the newly staged view marches in from the right at the same time. Here's what happens: The newly staged view animates in exactly as expected, and the views already on the screen do not appear to move at all! (Or possibly they jump without animation to their end locations). And! If I comment out the whole business of creating the new subview offscreen... the ones onscreen do animate correctly! Huh? (Thanks!)

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  • jQuery background-position animation

    - by depi
    Hi guys, I've created an image which is basically a CSS sprite of 3 images together. It's size is 278x123 so they are basically 3 images of 278x41. What I am trying to do is to make an animation of that by changing the background position. I've tried many things, one of my not very working solution is the following: var $slogan = $('#header h2 span'); $slogan.css({backgroundPosition: '0px 0px'}); function slogan_animation() { if ($slogan.css('background-position') == '0px 0px') { $slogan.fadeIn('slow').css('background-position', '0px -41px').fadeOut('slow'); } else if ($slogan.css('background-position') == '0px -41px') { $slogan.fadeIn('slow').css('background-position', '0px -82px').fadeOut('slow'); } else if ($slogan.css('background-position') == '0px -82px') { $slogan.fadeIn('slow').css('background-position', '0px 0px').fadeOut('slow'); } } setInterval(slogan_animation, 2000); Any ideas how could I do that? Basically I just need to: - set my background position to "0px 0px", then move it to "0px -41px", then "0px -82px" and then loop it again from "0px 0px". It would be also great to have fadeIn() effect between those. Any ideas? Thank you.

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  • WPF abnormal CPU usage for animation

    - by 0xDEAD BEEF
    HI! I am developing WPF application and client reports extreamly high CPU usage (90%) (whereas i am unable to repeat that behavior). I have traced bootleneck down to these lines. It is simple glowing animation for small single led control (blinking led). What could be reason for this simple annimation taking up SO huge CPU resources? <Trigger Property="State"> <Trigger.Value> <local:BlinkingLedStatus>Blinking</local:BlinkingLedStatus> </Trigger.Value> <Trigger.EnterActions> <BeginStoryboard Name="beginStoryBoard"> <Storyboard> <DoubleAnimation Storyboard.TargetName="glow" Storyboard.TargetProperty="Opacity" AutoReverse="True" From="0.0" To="1.0" Duration="0:0:0.5" RepeatBehavior="Forever"/> </Storyboard> </BeginStoryboard> </Trigger.EnterActions> <Trigger.ExitActions> <StopStoryboard BeginStoryboardName="beginStoryBoard"/> </Trigger.ExitActions> </Trigger>

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  • C# WPF abnormal CPU usage for animation

    - by 0xDEAD BEEF
    I am developing WPF application and client reports extreamly high CPU usage (90%) (whereas i am unable to repeat that behavior). I have traced bootleneck down to these lines. It is simple glowing animation for small single led control (blinking led). What could be reason for this simple annimation taking up SO huge CPU resources? <Trigger Property="State"> <Trigger.Value> <local:BlinkingLedStatus>Blinking</local:BlinkingLedStatus> </Trigger.Value> <Trigger.EnterActions> <BeginStoryboard Name="beginStoryBoard"> <Storyboard> <DoubleAnimation Storyboard.TargetName="glow" Storyboard.TargetProperty="Opacity" AutoReverse="True" From="0.0" To="1.0" Duration="0:0:0.5" RepeatBehavior="Forever"/> </Storyboard> </BeginStoryboard> </Trigger.EnterActions> <Trigger.ExitActions> <StopStoryboard BeginStoryboardName="beginStoryBoard"/> </Trigger.ExitActions> </Trigger>

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  • Flex 4 animation question

    - by Jerry
    Hello.. I am trying to do the move vertically animation on a button nested in the vertical layout. I am not sure if the Hgroup restricts the button moving vertically. Are there ways to go around it? Thanks for the helps. <s:states> <s:State name="default"/> <s:State name="addRecommend"/> <s:State name="seeOther"/> </s:states> AS: protected function add_clickHandler(event:MouseEvent):void { currentState="addRecommend"; addRecommendMove.play(); } <s:transitions> <s:Transition fromState="default" toState="addRecommend"> <s:Sequence id="addRecommendMove"> <s:Move yTo="50" target="{add}"/> // add button doesn't move at all </s:Sequence> </s:Transition> <s:Transition fromState="addRecommend" toState="seeOther"> <s:Sequence> <s:Move yBy="50" target="{seeOthers}"/> </s:Sequence> </s:Transition> </s:transitions> <s:layout> <s:VerticalLayout paddingTop="15" paddingRight="10" paddingLeft="7"/> </s:layout> <button id="add" click=add_clickHandler(event)/> <button id="seeOthers"/>

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  • How to know why an animation stutters?

    - by Patrick Klug
    I have a few fairly simple animations (moving text around, moving ellipses etc.) and running in full screen (1920x1080 minus the task bar) the WPF Performance Suite reports a good framerate around 50 FPS throughout the animation. Dirty Rect Addition is somewhere around 300 rect/s, the SW frames are between 0 and 4 and the HW frames are between 3 and 5. Video memory usage is around 80 MB. Problem is that the animations stutters every other half second. My machine is a new Dell laptop XPS 15 with the GeForce GT 435 with 2GB memory. - The drivers are up to date. (The same behavior occurs on my netbook (in full screen) as well so I don't think it is hardware related.) If I make the window smaller the stutter goes away. The stutter occurs with the simplest of animations - even with just a couple of elements but adding more elements certainly makes it more noticeable. How can I find out what causes this stutter? When I think of it, I have not actually seen any WPF animations which run smoothly in full screen. Is this even possible?

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  • How to start/stop/restart jQuery animation

    - by Emin
    I have the following function that when I call displays a message to the user for a certain amount of time (5 secs in my case). During this "period" if I call the function again to display another message, practically it should hide, then re-appear with the new message for another 5 seconds. What happens with my code below, I call the function to display the message. Then, lets say on the 4th second, I call it again to display another message, the new message is displayed for 1 second. I need to somehow -reset- the time but can't figure out how. Tried stopping the animation, checking if the element was visible and hiding it if it was, and many other things. I believe the solution is a simple chaining issue but can't get it right. So any help would be appreciated! function display_message(msgType, message) { var elem = $('#ur_messagebox'); switch (msgType) { case 'confirm': elem.addClass('msg_confirm'); break; case 'error': elem.addClass('msg_error'); break; } elem.html(message); elem.show().delay(5000).fadeOut(1000); } thanks in advance...

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  • How do I stop a bouncy JQuery animation?

    - by Miguel
    In a webapp I'm working on, I want to create some slider divs that will move up and down with mouseover & mouseout (respectively.) I currently have it implemented with JQuery's hover() function, by using animate() and reducing/increasing it's top css value as needed. This works fairly well, actually. The problem is that it tends to get stuck. If you move the mouse over it (especially near the bottom), and quickly remove it, it will slide up & down continuously and won't stop until it's completed 3-5 cycles. To me, it seems that the issue might have to do with one animation starting before another is done (e.g. the two are trying to run, so they slide back and forth.) Okay, now for the code. Here's the basic JQuery that I'm using: $('.slider').hover( /* mouseover */ function(){ $(this).animate({ top : '-=120' }, 300); }, /* mouseout*/ function(){ $(this).animate({ top : '+=120' }, 300); } ); I've also recreated the behavior in a JSFiddle. Any ideas on what's going on? :) ==EDIT== UPDATED JSFiddle

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  • jQuery animation loop not working

    - by Marko Ivanovski
    Hi, I'm trying to create a looping animation that starts on onmousedown and stops on onmouseout. The effect is a simple scroll that will continue looping until you release the mouse. I've created a function which performs the .animate method and it passes itself as a callback but the code only runs once. Here's the entire code: $(document).ready(function() { var $scroller = $("#scroller"); var $content = $("#content", $scroller); // lineHeight equal to 1 line of text var lineHeight = $content.css('line-height'); //Amount to scroll = 3 lines of text a time var amountToScroll = lineHeight.replace("px","")*3; var maxScroll = $content.height() - $scroller.height(); function scrollDown() { var topCoord = $content.css("top").replace("px",""); if(topCoord > -maxScroll) { if((-maxScroll-topCoord) > -amountToScroll) { $content.stop().animate({ top: -maxScroll }, 1000 ); } else { $content.stop().animate({ top: "-=" + amountToScroll }, 1000, function(){ scrollDown() } ); } } } function scrollUp() { var topCoord = $content.css("top").replace("px",""); if(topCoord < 0) { if(topCoord > -amountToScroll) { $content.stop().animate({ top: 0 }, 1000 ); } else { $content.stop().animate({ top: "+=" + amountToScroll }, 1000, function(){scrollUp()} ); } } } $("#scroll-down").mousedown(function() { scrollDown(); }); $("#scroll-down").mouseup(function() { $content.stop(); }); $("#scroll-up").mousedown(function() { scrollUp(); }); $("scroll-up").mouseup(function() { $content.stop(); }); });

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