Search Results

Search found 1022 results on 41 pages for 'animate'.

Page 38/41 | < Previous Page | 34 35 36 37 38 39 40 41  | Next Page >

  • Change workarea size of Linux desktop

    - by nonoitall
    I'm trying to write a taskbar/panel for Linux (like fbpanel or pypanel) using GTK# and am a little hung up. I've created a Gtk.Window to act as the panel and positioned/resized it appropriately. I've also set its WindowTypeHint to Dock so that it remains on top of other windows. So far it 'looks' like a panel. However, if the panel is running and I maximize another window, that window fills the whole desktop - meaning the bottom portion of the window is covered up by my panel. I've gathered that I probably need to change the desktop's workarea. How can I go about doing this in C#? (Preferably using GTK#, but I don't mind using interop if it's necessary.) As a bit of a side point, I'm curious if anyone knows how I would go about 'informing' the window manager about where applications' taskbar buttons are. (For example, if the window manager wants to animate the minimize action so that the window shrinks down to its button on the taskbar, how do I let the window manager know where that button is on the taskbar?)

    Read the article

  • Waiting until one event has happened before moving onto the next.

    - by jaasum
    I currently have a scrolling anchor animation that also adds an "active" class to the anchor clicked. I am trying to fit the below function into the works as well, so say someone clicks "anchor 1", "anchor 1" will get an active class and the window will scroll to that location. But, after that has happened say the user manually begins scrolling down the page, I want the active class to be removed. The problem I am running up against now is that the below function will happen when the scrolling animation from a clicked anchor is taking place. How can I disable this only when the window is being scrolled from a clicked anchor? $(window).scroll(function() { $('a[href^=#]').removeClass('active'); }); Here is the scrolling anchor script I am working with. /******* *** Anchor Slider by Cedric Dugas *** *** Http://www.position-absolute.com *** Never have an anchor jumping your content, slide it. Don't forget to put an id to your anchor ! You can use and modify this script for any project you want, but please leave this comment as credit. *****/ jQuery.fn.anchorAnimate = function(settings) { settings = jQuery.extend({ speed : 500 }, settings); return this.each(function(){ var caller = this $(caller).click(function (event) { event.preventDefault() var locationHref = window.location.href var elementClick = $(caller).attr("href") var destination = $(elementClick).offset().top; $("html:not(:animated),body:not(:animated)").animate({ scrollTop: destination}, settings.speed, 'easeOutCubic', function() { window.location.hash = elementClick }); return false; }) }) } And lastly, my jQuery // Scrolling Anchors $('[href^=#]').anchorAnimate(); // Active Class For Clicked Anchors var anchorscroll = $('a[href^=#]') anchorscroll.click(function(){ var anchorlocation = $(this).attr("href"); anchorscroll.removeClass('active'); $(this).addClass('active'); $('a[href='+anchorlocation+']').addClass('active'); });

    Read the article

  • How to hide canvas content from parent rounded corners in any webkit for Mac?

    - by Jose Rui Santos
    I have a parent div with rounded corners that contains a canvas: <div id="box"> <canvas width="300px" height="300px"></canvas> </div>? #box { width: 150px; height: 150px; background-color: blue; border-radius: 50px; overflow: hidden; }? The canvas renders a red rectangle that overflows the parent. As expected, this is what I get in all browsers: The problem: However, for webkit browsers running in Mac OS lion (I tested Safari 5.1.5 and Chrome 19), the canvas is still visible in the round corners: Interestingly, this problem seems to happen only when the inner element is a canvas. For any other child element, the content is correctly hidden. One workaround would be to apply the same rounded corners to the canvas itself, but unfortunately this is not possible, since I need to animate the canvas relative position. Another workaround that should work, is to redraw the canvas in a clipped region that resembles the rounded corners shape, but I would prefer a cleaner CSS3 solution. So, does one know how to fix this for Safari and Chrome on Mac? EDIT: Problem also happens in Chrome on Win7 jsFiddle here

    Read the article

  • How to get jQuery to find the first list-item, rather than all list-items?

    - by ricebowl
    I'm trying to implement a basic jQuery infinite carousel. As much for the learning process as for anything else (as a rule I'm not a fan of re-inventing wheels, but...I have to learn somehow, might as well start with the basics). I've managed to get the list to animate left happily enough, but I'm stuck when it comes to selecting the first element of the list. I've tried to use: $('ul#services > li:first'); $('ul#services > li:first-child'); $('ul#services > li').eq([0]); (xhtml below), In each case a console.log(first) (the var name used) returns all of the list-items. Am I doing something blatantly, and obviously, wrong? The eventual plan is to clone the first li, append it to the parent ul, remove the li from the list and allow the list to scroll infinitely. It's just a list of services rather than links so I'm not -at the moment- planning to have scroll or left/right functionality. Current xhtml: <div class="wrapper"> <ul id="services"> <!-- closing the `</li>` tags on the following line is to remove whitespace in the horizontal list, doesn't seem to make a difference to the jQuery from my own testing. --> <li>one</li ><li>two</li ><li>three</li ><li>four</li ><li>five</li ><li>six</li ><li>seven</li ><li>eight</li ><li>nine</li ><li>ten</li> </ul> </div>

    Read the article

  • iOS OpenGL ES 1.1 jerky animation using CADisplayLink (reboot fixes for a while)

    - by timthecoder
    I'm using OpenGL ES 1.1 and CADisplayLink to animate a 3d scene. If the iOS device has been rebooted fairly recently, the animation is smooth and the time delta between two displayLink.timestamp calls is fairly even. But after a few hours or days of the iOS device being used and my app is sometimes run a few times, the animation becomes jerky and the time deltas ramp up and then reset to a lower value only to ramp up again. Like this: 2012-09-01 23:42:58.770 [2678:707] dt= 0.021139 2012-09-01 23:42:58.787 [2678:707] dt= 0.022183 2012-09-01 23:42:58.804 [2678:707] dt= 0.023223 2012-09-01 23:42:58.820 [2678:707] dt= 0.024270 2012-09-01 23:42:58.837 [2678:707] dt= 0.009679 2012-09-01 23:42:58.853 [2678:707] dt= 0.010750 2012-09-01 23:42:58.870 [2678:707] dt= 0.011766 2012-09-01 23:42:58.887 [2678:707] dt= 0.012806 2012-09-01 23:42:58.903 [2678:707] dt= 0.013847 2012-09-01 23:42:58.920 [2678:707] dt= 0.014890 2012-09-01 23:42:58.937 [2678:707] dt= 0.015933 2012-09-01 23:42:58.953 [2678:707] dt= 0.016976 2012-09-01 23:42:58.970 [2678:707] dt= 0.018011 2012-09-01 23:42:58.987 [2678:707] dt= 0.019055 2012-09-01 23:42:59.003 [2678:707] dt= 0.020097 2012-09-01 23:42:59.020 [2678:707] dt= 0.021143 2012-09-01 23:42:59.037 [2678:707] dt= 0.022181 2012-09-01 23:42:59.054 [2678:707] dt= 0.023222 2012-09-01 23:42:59.071 [2678:707] dt= 0.024288 2012-09-01 23:42:59.087 [2678:707] dt= 0.009624 2012-09-01 23:42:59.103 [2678:707] dt= 0.010728 2012-09-01 23:42:59.121 [2678:707] dt= 0.011763 2012-09-01 23:42:59.137 [2678:707] dt= 0.012808 2012-09-01 23:42:59.153 [2678:707] dt= 0.013847 2012-09-01 23:42:59.170 [2678:707] dt= 0.014891 2012-09-01 23:42:59.187 [2678:707] dt= 0.016002 2012-09-01 23:42:59.203 [2678:707] dt= 0.016979 2012-09-01 23:42:59.220 [2678:707] dt= 0.018016 2012-09-01 23:42:59.237 [2678:707] dt= 0.019042 2012-09-01 23:42:59.253 [2678:707] dt= 0.020099 2012-09-01 23:42:59.270 [2678:707] dt= 0.021138 2012-09-01 23:42:59.287 [2678:707] dt= 0.022185 2012-09-01 23:42:59.304 [2678:707] dt= 0.023222 2012-09-01 23:42:59.320 [2678:707] dt= 0.024265 2012-09-01 23:42:59.337 [2678:707] dt= 0.009681 2012-09-01 23:42:59.354 [2678:707] dt= 0.010736 And then if the iOS device is rebooted the animation is smooth again. The problem even occurs on my menu screen when almost no game related calculations are going on in the UpdateAnimation() function. I don't understand what is going on and why a fresh reboot will always fix this problem for a while.

    Read the article

  • How to change the handler position by dragging/single click on the slider

    - by Geetha
    Hi All, I am using the following files to create a slider. Problem:Needs double click to change the handler position first click: it move the handler but the following code is not working. a second later it return back to the previous position. second click on the handler in new position, before it moves back the following code is working. Needs: I want change the media player current position with the handler current position value by dragging the handler or single click on the new position of the slider. Ex: initial position of the handler: l-------------------------------- document.mediaPlayer.currentPosition = 0 After dragging it some other position ----------------------l---------- document.mediaPlayer.currentPosition = 125 Code: var endTime = document.mediaPlayer.SelectionEnd; $("#slider-constraints").slider({ animate: true, max: endTime, range: $R(0, endTime), value: 1, enforceConstraints: false, start:function(event,index){document.mediaPlayer.currentPosition=index.value; $('#slider-constraints').slider("constraints", [0, index.value]); $('#slider-constraints').slider("value", index.value);} }); window.setInterval(function() { $('#slider-constraints').slider("value", document.mediaPlayer.currentPosition); }, 4000);

    Read the article

  • class selector refuses after append to body

    - by supersize
    I'm appending loads of divs in a wrapper: var cubes = [], allCubes = '', for(var i = 0; i < 380; i++) { var randomleft = Math.floor(Math.random()*Math.floor(Math.random()*1000)), randomtop = Math.floor(Math.random()*Math.floor(Math.random()*1000)); allCubes += '<div id="cube'+i+'" class="cube" style="position: absolute; border: 2px #000 solid; left: '+randomleft+'px; top: '+randomtop+'px; width: 9px; height: 9px; z-index: -1"></div>'; } $('#wrapper').append(allCubes); // performance for(var i = 0; i < 380; i++) { cubes.push($('#cube'+i)); } and then I would like to make them all draggable with jQueryUI and log their current position. var allc = $('.cube'); allc.draggable().on('mouseup', function(i) { allc.each(function() { var nleft = $(this).offset().left; var ntop = $(this).offset().top; console.log('cubes['+i+'].animate({ left:'+nleft+',top:'+ntop+'})'); }); }); Unfortunenately it does not work. They are neither draggable nor there comes up a log. Thanks

    Read the article

  • Structuring iPhone/iPad application views

    - by Mark
    I have an idea about an application that I want to build and Im new to iPhone/iPad development (but not new to development in other languages/frameworks such as .NET and Java). I want to layout some views on the screen so that they animate (slide in) from different directions into their places. The question is about the strucuture of the application, if I have say 4 rectanglular areas on the screen that contain business data, such as contacts (name, photo, etc...) and they all take up different widths of the screen (say the first contact takes up one row of the screen, but the next 2 take up half the width of the next row each, and so on). Should I create a custom view for the different sized contact views, (i.e. LargeCustomView and SmallCustomView, and any other special type that I make) or should it all be one type, say, CustomerDetailsView which could be stretched to fit at design time? Also, if there were, say, 3 different instances of the same custom view on the one screen, are there 3 instances of the view controller also? Im a little confused about powering the data behind a view, can someone shed some light on this for me? Do I just set the properties (say an instance variable ContactForView) on the view controller for each instance? Thanks for any help you can give Cheers, Mark

    Read the article

  • How to make this jQuery snippet work in Internet Explorer?

    - by George Edison
    If there was ever a time to hate IE, this is it. This code begins with a box with content. When the button is clicked, the box is supposed to drop down and fade-in. <html> <script type="text/javascript" src="jquery.js"></script> <script type='text/javascript'> function Test() { var item_height = $('#test').height(); $('#test').height(0); $('#test').css('opacity','0'); $('#test').animate({ height: item_height, opacity: '1' },400); } </script> <body> <!-- The div below holds the sample content --> <div id="test" style='border: 1px solid black;'> Content<br> Content<br> Content<br> Content<br> Content </div> <!-- The button to test the animation --> <br><br> <div style='position: absolute; top: 150px; left: 10px;'> <button onclick='Test();'>Test</button> </div> </body> </html> This very simple example works on Chrome, Safari, and Opera. But Internet Explorer? No. How can I (if it's even possible) fix this so that it works in IE?

    Read the article

  • jQuery scroll div with scrollTop

    - by papermate
    I'm trying to scroll a div up or down when hovering over the respective arrows. I also want to be able to jump down the div when the buttons are clicked (think clicking the windows scroll arrows rather than dragging the scroll bar). The scrolling works but the jumping doesn't. scrollTop() keeps retuning 0. Here's the code: function startScrollContent() { if ($('.haccordion-opened').prev('.header').find('div').attr('title') != 'dontscroll' && $('.haccordion-opened span.arrow').length == 0) { $('.haccordion-opened').append('<span class="arrow down" style="position: absolute; bottom: 5px; left: 260px; font-size: 9pt;">&#9660;</span><span class="arrow up" style="position: absolute; bottom: 5px; left: 280px; font-size: 9pt;">&#9650;</span>'); $('.content span.arrow').hover(function() { direction = ($(this).hasClass('up')) ? '-=' : '+='; $('.content .padding').animate({scrollTop: direction + $('.content .padding').css('height')}, 5000); }, function() { $('.content .padding').stop(); }); $('.content span.arrow').click(function() { $('.content .padding').stop(); direction = ($(this).hasClass('up')) ? '-' : '+'; alert($('.content .padding').scrollTop()); //$('.content .padding').scrollTop($('.content .padding').scrollTop + direction + 100); }); } return; } How can I get the jump part working?

    Read the article

  • Optimize jQuery code

    - by Dannemannen
    Greetings, Just built some stuff with jQuery, everything works perfect(!), but I would like it to be as optimzed as possible.. what small changes can I do to my code? $(document).ready(function() { // hide the indicator, we use it later $(".indicator").hide(); // start the animation of the progressbar $(".fill").animate({ width: "50px",}, 4000, function() { $(".indicator").effect("pulsate", { times:999 }, 2000);}); // notify-me ajax function $(".btn-submit").click(function() { // get the variable email and put it in a new variable var email = $("input#mail").val(); var dataString = 'mail='+email; $.ajax({ type: "POST", url: "/mail.php", data: dataString, dataType: "json", success: function(msg){ // JSON return, lets do some magic if(msg.status == "ok") { $("#response-box").fadeIn("slow").delay(2000).fadeOut("slow"); $("#fade").fadeIn("slow").delay(2000).fadeOut("slow"); $("#response-box .inner").html("<h1>Thank you.</h1>We'll keep in touch!"); $("#mail").val("e.g. [email protected]"); } else { $("#response-box").fadeIn("slow").delay(2000).fadeOut("slow"); $("#fade").fadeIn("slow").delay(2000).fadeOut("slow"); $("#response-box .inner").html("<h1>Oops.</h1>Please try again!"); } } }); //make sure the form doesn't post return false; }); });

    Read the article

  • Improving the efficiency of multiple concurrent Core Animation animations

    - by Alex
    I have a view in my app that is very similar to the month view in the built-in Calendar app. There's a subview that holds the individual cells (a custom UIView subclass that draws text into its layer), and when the user navigates to the next "month", I create the new cells and slide the view to show them. When the animation stops, I remove the old, hidden cells and set things up so it's ready to go for the next animation. This all works nicely. However, I'd like to animate the cells' text color, as in the Calendar app, so that the outgoing ones transition to a lighter color and the incoming ones transition to a darker color. The problems is that I can have as many as 70 cells, so doing individual animations is very slow -- between 5-10 fps on my iPhone 3GS. I'm trying to find a less computationally intense way of doing this. My reading of the Shark results is that the majority of the time is spent redrawing the text for each frame for each frame. This makes sense, since text rendering is hardly the cheapest operation. I've considered creating a second view -- one holding the "outgoing" state and one holding the "incoming" state and using a single opacity animation to gradually reveal the updated cells while both are sliding. I'm concerned that instead of having 70 cells, I'll have 140, which seems like a lot of views. So, is that too many views or would there be a better way of doing this?

    Read the article

  • slidepanel/hover help

    - by Josh
    I'm trying to create a menu navigation system from the top of the page. I want it so when I hover over the link, it drops down (the link drops down; so it'd be as if there was a whole field being hidden beyond the 0px mark) with the related field. I've gotten it to work, somehow but it still isn't right. A few issues are: when I hover over .drop_slide and then if I choose to close it by hovering back over the .drop_slide it does as it's told, which is "slide, slide". I'm interested in rectifying this issue so it doesn't do that, however I just don't know how. The idea is to have multiple links in the .slide, so I need it to be constantly open while the user mouses over the other links. Should this be created in one field? If so, how would I do that with a drop down in mind? Am I approaching this completely wrong? Lol. Should I be researching into .animate? I've been looking at it actually, but I can't get anything to grow negatively. Say; marginTop: -85px or something. ANY help is appreciated, thanks! $(document).ready(function(){ function slide() { $("#panel").slideToggle("slow"); } $(".drop_slide").hover(slide, stop); $("#panel").hover(stop, slide); });

    Read the article

  • JQUERY - how to get updated value after ajax removes data from within it?

    - by Brian
    I have a an element with thumbnails. I allow users to sort their display order (which fires off an update to the DB via ajax). I also allow them to delete images (which, after deletion, fires off a request to update the display order for all remaining images). My problem is with binding or live I think, but I don't know where to apply it. The array fired off upon delete contains ALL the ids for the images that were there on page load. The issue is that after they delete an image the array STILL contains the original ids (including the one that was deleted) so it is obviously not refreshing the value of the element after ajax has removed things from inside it. I need to tell it to go get the refreshed contents... From what I have been reading, this is normal but I don't understand how to tie it into my routine. I need to trigger the mass re-ordering after any deletion. Any ideas gurus? $('a.delimg').click(function(){ var parent = $(this).parent().parent(); var id = $(this).attr('id'); $.ajax({ type: "POST", url: "../updateImages.php", data: "action=delete&id=" + id, beforeSend: function() { parent.animate({'backgroundColor':'#fb6c6c'},300); $.jnotify("<strong>Deleting This Image & Updating The Image Order</strong>", 5000); }, success: function(data) { parent.slideUp(300,function() { parent.remove(); $("#images ul").sortable(function() { //NEEDS TO GET THE UPDATED CONTENT var order = $(this).sortable("serialize") + '&action=updateRecordsListings'; $.post("../updateImages.php", order, function(theResponse){ $.jnotify("<strong>" + theResponse + "</strong>", 2000); }); }); }); } }); return false; }); Thanks for any help you can be.

    Read the article

  • How to return function in document ready?

    - by FatDogMark
    I don't know if it is possible to do this, like I have 2 js files. The first Js File: var news_pos, about_pos, services_pos, clients_pos; function define_pos(){ var $top_slides=$('#top_slides'), $mid_nav=$('#mid_nav'), $news_section=$('#section-1'); var fixed_height = $top_slides.height()+$mid_nav.height(); news_pos = fixed_height-20 ; about_pos = fixed_height+$news_section.height(); services_pos = fixed_height+$news_section.height()*2; clients_pos = fixed_height+$news_section.height()*3; } $(document).ready(function(){ var section_news = $('#section-1'), section_about = $('#section-2'), section_services = $('#section-3'), section_clients = $('#section-4'); setheight(); function setheight(){ var section_height=$(window).height()+200; $section_news.height(section_height); $section_about.height(section_height); $section_services.height(section_height); $section_clients.height(section_height); define_pos(); } }); The second JS File: $(document).ready(function(){ var nav = { '$btn1':$('#btn1'), '$btn2':$('#btn2'), '$btn3':$('#btn3'), '$btn4':$('#btn4'), '$btn5':$('#btn5'), myclick : function(){ myclicked(nav.$btn1,0); myclicked(nav.$btn2,news_pos); myclicked(nav.$btn3,about_pos); myclicked(nav.$btn4,services_pos); myclicked(nav.$btn5,clients_pos); function myclicked(j,k){ j.click(function(e) { e.preventDefault(); $('html,body').animate({scrollTop: k}, 1000); }); } //Is it right to do return{'myclick':myclick}, how to call? seems not logical } } nav.myclick(); // Here will not work because it say news_pos is undefined //if I use setTimeout(nav.myclick,1000), it will works but I want to run it right the when position is caculated. }); How do I pass the nav.myclick() function to the frist js file and put it in setheight() and under define_pos()? By the way writing codes right in stackoverflow is strange,press tab not really give you any spacing.

    Read the article

  • Why am I unable to prevent the animation queue from stacking without breaking my code?

    - by user1888886
    I am attempting to use jquery and CSS to animate the buttons of a navigation sidebar I am using to signify which button is selected when the mouse is hovered over each. Currently, my code for the CSS appears as such: #navbutton {position:relative; width:178px; height:35px; border:1px #FFF solid; z-index:+3; font-family:'Capriola', sans-serif; font-size:18px; text-align:center;} #navbutton.button {color:#77D; background-color: #F0B0D0;} #navbutton.button_hover {color:#66C; background-color: #FCF; padding:10px;} And my jquery: <script type="text/javascript"> $(document).ready(function(){ $("#sidebar div").mouseenter(buttonHover) function buttonHover(){ $(this).stop().switchClass('button','button_hover',500); } $("#sidebar div").mouseleave(button) function button(){ $(this).stop().switchClass('button_hover','button',500); } }); </script> Before I added the .stop() to each part of the animation, the animation queue would stack up for each time the mouse was moved over each button and then removed. Now that the .stop() has been applied, however, if the mouse is moved away from a button during its animation, the button will freeze and remain in its mid-animation state, unable to be fixed by being hovered over until the page is reloaded, rather than reverting to its original mouseleave state. From everything I've read, this should not be the case. Might anyone be able to tell why my animation queue becomes broken once the .stop() is applied?

    Read the article

  • Same function on multiple div classes doesn't work

    - by Sebass van Boxel
    I'm doing something terribly wrong and just can't find the solution for it. Situation: I've got a number of products with a number of quotes per product. Those quote automatically scroll in a div. If the scroll reaches the last quote is scroll back to the first one. What works: The function basically works when it's applied on 1 div, but when applied on multiple div it doesn't scroll back to the first one or keeps scrolling endlessly. This is the function i've written for this: function quoteSlide(divname){ $total = ($(divname+" > div").size()) $width = $total * 160; $(divname).css('width', ($width)); console.log ($totalleft *-1); if ($width - 160 > $totalleft *-1){ $currentleft = $(divname).css('left'); $step = -160; $totalleft = parseInt($currentleft)+$step; }else{ $totalleft = 0; } $(divname).animate(     { left: $totalleft }, // what we are animating     'slow', // how fast we are animating     'swing', // the type of easing     function() { // the callback }); } It's being executed by something like: quoteSlide('#quotecontainer_1'); in combination with a setInterval so it keeps scrolling automatically. This is the jsFiddle where it goes wrong (So applied on more than 1 div) http://jsfiddle.net/FsrbZ/. This is the jsFiddle where everything goes okay. (applied on 1 div) When changing the following: quoteSlide('#quotecontainer_1'); quoteSlide('#quotecontainer_2'); setInterval(function() { quoteSlide('#quotecontainer_1'); quoteSlide('#quotecontainer_2'); }, 3400);? to quoteSlide('#quotecontainer_1'); setInterval(function() { quoteSlide('#quotecontainer_1'); }, 3400);? it does work... but only on 1 quotecontainer.

    Read the article

  • Call a Javascript Function with Jquery

    - by danit
    I have two functions in Javascript: function getWindowWidth(){ var x = 0; if (self.innerHeight){ x = self.innerWidth; }else if (document.documentElement && document.documentElement.clientHeight){ x = document.documentElement.clientWidth; }else if (document.body){ x = document.body.clientWidth; }return x; }function getWindowHeight(){ var y = 0; if (self.innerHeight){ y = self.innerHeight; }else if (document.documentElement && document.documentElement.clientHeight){ y = document.documentElement.clientHeight; }else if (document.body){ y = document.body.clientHeight; } These appear to set the height and width of the document window, based on the size of the window? I could be wrong here.... What I have done is embeded a toolbar above this document, this toolbar can be hidden or shown at various points. I need the above function to be called when I use the following jQuery, $("#Main").animate({top: "89px"}, 200); Any assistance greatly appreciated!

    Read the article

  • Differentiate Between UITableView Editing States?

    - by Josh Kahane
    I have been looking at trying to differentiate between editing states in my UITableView. I need to call a method only when in editing mode after tapping the edit button, so when you get your cell slide in and you see the little circular delete icons but NOT when the user swipes to delete. Is there anyway I can differentiate between the two? Thanks. EDIT: Solution thanks to Rodrigo Both each cell and the entire tableview has an 'editing' BOOL value, so I loop through all the cells and if more than one of them is editing then we know the whole table is (the user tapped the edit button), however if only one is editing then we know that the user has swiped a cell, editing that individual one, this lets me deal with each editing state individually! - (void)setEditing:(BOOL)editing animated:(BOOL)animated { [super setEditing:editing animated:animated]; int i = 0; //When editing loop through cells and hide status image so it doesn't block delete controls. Fade back in when done editing. for (customGuestCell *cell in self.tableView.visibleCells) { if (cell.isEditing) { i += 1; } } if (i > 1) { for (customGuestCell *cell in self.tableView.visibleCells) { if (editing) { // loop through the visible cells and animate their imageViews [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:0.4]; cell.statusImg.alpha = 0; [UIView commitAnimations]; } } } else if (!editing) { for (customGuestCell *cell in self.tableView.visibleCells) { [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:0.4]; cell.statusImg.alpha = 1.0; [UIView commitAnimations]; } } }

    Read the article

  • openGL migration from SFML to glut, vertices arrays or display lists are not displayed

    - by user3714670
    Due to using quad buffered stereo 3D (which i have not included yet), i need to migrate my openGL program from a SFML window to a glut window. With SFML my vertices and display list were properly displayed, now with glut my window is blank white (or another color depending on the way i clear it). Here is the code to initialise the window : int type; int stereoMode = 0; if ( stereoMode == 0 ) type = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH; else type = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_STEREO; glutInitDisplayMode(type); int argc = 0; char *argv = ""; glewExperimental = GL_TRUE; glutInit(&argc, &argv); bool fullscreen = false; glutInitWindowSize(width,height); int win = glutCreateWindow(title.c_str()); glutSetWindow(win); assert(win != 0); if ( fullscreen ) { glutFullScreen(); width = glutGet(GLUT_SCREEN_WIDTH); height = glutGet(GLUT_SCREEN_HEIGHT); } GLenum err = glewInit(); if (GLEW_OK != err) { fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); } glutDisplayFunc(loop_function); This is the only code i had to change for now, but here is the code i used with sfml and displayed my objects in the loop, if i change the value of glClearColor, the window's background does change color : glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClearColor(255.0f, 255.0f, 255.0f, 0.0f); glLoadIdentity(); sf::Time elapsed_time = clock.getElapsedTime(); clock.restart(); camera->animate(elapsed_time.asMilliseconds()); camera->look(); for (auto i = objects->cbegin(); i != objects->cend(); ++i) (*i)->draw(camera); glutSwapBuffers(); Is there any other changes i should have done switching to glut ? that would be great if someone could enlighten me on the subject. In addition to that, i found out that adding too many objects (that were well handled before with SFML), openGL gives error 1285: out of memory. Maybe this is related. EDIT : Here is the code i use to draw each object, maybe it is the problem : GLuint LightID = glGetUniformLocation(this->shaderProgram, "LightPosition_worldspace"); if(LightID ==-1) cout << "LightID not found ..." << endl; GLuint MaterialAmbientID = glGetUniformLocation(this->shaderProgram, "MaterialAmbient"); if(LightID ==-1) cout << "LightID not found ..." << endl; GLuint MaterialSpecularID = glGetUniformLocation(this->shaderProgram, "MaterialSpecular"); if(LightID ==-1) cout << "LightID not found ..." << endl; glm::vec3 lightPos = glm::vec3(0,150,150); glUniform3f(LightID, lightPos.x, lightPos.y, lightPos.z); glUniform3f(MaterialAmbientID, MaterialAmbient.x, MaterialAmbient.y, MaterialAmbient.z); glUniform3f(MaterialSpecularID, MaterialSpecular.x, MaterialSpecular.y, MaterialSpecular.z); // Get a handle for our "myTextureSampler" uniform GLuint TextureID = glGetUniformLocation(shaderProgram, "myTextureSampler"); if(!TextureID) cout << "TextureID not found ..." << endl; glActiveTexture(GL_TEXTURE0); sf::Texture::bind(texture); glUniform1i(TextureID, 0); // 2nd attribute buffer : UVs GLuint vertexUVID = glGetAttribLocation(shaderProgram, "color"); if(vertexUVID==-1) cout << "vertexUVID not found ..." << endl; glEnableVertexAttribArray(vertexUVID); glBindBuffer(GL_ARRAY_BUFFER, color_array_buffer); glVertexAttribPointer(vertexUVID, 2, GL_FLOAT, GL_FALSE, 0, 0); GLuint vertexNormal_modelspaceID = glGetAttribLocation(shaderProgram, "normal"); if(!vertexNormal_modelspaceID) cout << "vertexNormal_modelspaceID not found ..." << endl; glEnableVertexAttribArray(vertexNormal_modelspaceID); glBindBuffer(GL_ARRAY_BUFFER, normal_array_buffer); glVertexAttribPointer(vertexNormal_modelspaceID, 3, GL_FLOAT, GL_FALSE, 0, 0 ); GLint posAttrib; posAttrib = glGetAttribLocation(shaderProgram, "position"); if(!posAttrib) cout << "posAttrib not found ..." << endl; glEnableVertexAttribArray(posAttrib); glBindBuffer(GL_ARRAY_BUFFER, position_array_buffer); glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elements_array_buffer); glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0); GLuint error; while ((error = glGetError()) != GL_NO_ERROR) { cerr << "OpenGL error: " << error << endl; } disableShaders();

    Read the article

  • Day 4 - Game Sprites In Action

    - by dapostolov
    Yesterday I drew an image on the screen. Most exciting, but ... I spent more time blogging about it then actual coding. So this next little while I'm going to streamline my game and research and simply post key notes. Quick notes on the last session: The most important thing I wanted to point out were the following methods:           spriteBatch.Begin(SpriteBlendMode.AlphaBlend);           spriteBatch.Draw(sprite, position, Color.White);           spriteBatch.End(); The spriteBatch object is used to draw Textures and a 2D texture is called a Sprite A texture is generally an image, which is called an Asset in XNA The Draw Method in the Game1.cs is looped (until exit) and utilises the spriteBatch object to draw a Scene To begin drawing a Scene you call the Begin Method. To end a Scene you call the End Method. And to place an image on the Scene you call the Draw method. The most simple implementation of the draw method is:           spriteBatch.Draw(sprite, position, Color.White); 1) sprite - the 2D texture you loaded to draw 2) position - the 2d vector, a set of x & y coordinates 3) Color.White - the tint to apply to the texture, in this case, white light = nothing, nada, no tint. Game Sprites In Action! Today, I played around with Draw methods to get comfortable with their "quirks". The following is an example of the above draw method, but with more parameters available for us to use. Let's investigate!             spriteBatch.Draw(sprite, position2, null, Color.White, MathHelper.ToRadians(45.0f), new Vector2(sprite.Width / 2, sprite.Height / 2), 1.0F, SpriteEffects.None, 0.0F); The parameters (in order): 1) sprite  the texture to display 2) position2 the position on the screen / scene this can also be a rectangle 3) null the portion of the image to display within an image null = display full image this is generally used for animation strips / grids (more on this below) 4) Color.White Texture tinting White = no tint 5) MathHelper.ToRadians(45.0f) rotation of the object, in this case 45 degrees rotates from the set plotting point. 6) new Vector(0,0) the plotting point in this case the top left corner the image will rotate from the top left of the texture in the code above, the point is set to the middle of the image. 7) 1.0f Image scaling (1x) 8) SpriteEffects.None you can flip the image horizontally or vertically 9) 0.0f The z index of the image. 0 = closer, 1 behind? And playing around with different combinations I was able to come up with the following whacky display:   Checking off Yesterdays Intention List: learn game development terminology (in progress) - We learned sprite, scene, texture, and asset. how to place and position (rotate) a static image on the screen (completed) - The thing to note was, it's was in radians and I found a cool helper method to convert degrees into radians. Also, the image rotates from it's specified point. how to layer static images on the screen (completed) - I couldn't seem to get the zIndex working, but one things for sure, the order you draw the image in also determines how it is rendered on the screen. understand image scaling (in progress) - I'm not sure I have this fully covered, but for the most part plug a number in the scaling field and the image grows / shrinks accordingly. can we reuse images? (completed) - yes, I loaded one image and plotted the bugger all over the screen. understand how framerate is handled in XNA (in progress) - I hacked together some code to display the framerate each second. A framerate of 60 appears to be the standard. Interesting to note, the GameTime object does provide you with some cool timing capabilities, such as...is the game running slow? Need to investigate this down the road. how to display text , basic shapes, and colors on the screen (in progress) - i got text rendered on the screen, and i understand containing rectangles. However, I didn't display "shapes" & "colors" how to interact with an image (collision of user input?) (todo) how to animate an image and understand basic animation techniques (in progress) - I was able to create a stripe animation of numbers ranging from 1 - 4, each block was 40 x 40 pixles for a total stripe size of 160 x 40. Using the portion (source Rectangle) parameter, i limited this display to each section at varying intervals. It was interesting to note my first implementation animated at rocket speed. I then tried to create a smoother animation by limiting the redraw capacity, which seemed to work. I guess a little more research will have to be put into this for animating characters / scenes. how to detect colliding images or screen edges (todo) - but the rectangle object can detect collisions I believe. how to manipulate the image, lets say colors, stretching (in progress) - I haven't figured out how to modify a specific color to be another color, but the tinting parameter definately could be used. As for stretching, use the rectangle object as the positioning and the image will stretch to fit! how to focus on a segment of an image...like only displaying a frame on a film reel (completed) - as per basic animation techniques what's the best way to manage images (compression, storage, location, prevent artwork theft, etc.) (todo) Tomorrows Intention Tomorrow I am going to take a stab at rendering a game menu and from there I'm going to investigate how I can improve upon the code and techniques. Intention List: Render a menu, fancy or not Show the mouse cursor Hook up click event A basic animation of somesort Investigate image / menu techniques D.

    Read the article

  • How do I do JavaScript Array Animation

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

    Read the article

  • rotate player based off of joystick

    - by pengume
    Hey everyone I have this game that i am making in android and I have a touch screen joystick that moves the player around based on the joysticks position. I cant figure out how to also get the player to rotate at the same angle of the joystick. so when the joystick is to the left the players bitmap is rotated to the left as well. Maybe someone here has some sample code I could look at here is the joysticks class that I am using. `public class GameControls implements OnTouchListener { public float initx = DroidzActivity.screenWidth - 45; //255; // 320 og 425 public float inity = DroidzActivity.screenHeight - 45;//425; // 480 og 267 public Point _touchingPoint = new Point( DroidzActivity.screenWidth - 45, DroidzActivity.screenHeight - 45); public Point _pointerPosition = new Point(DroidzActivity.screenWidth - 100, DroidzActivity.screenHeight - 100); // ogx 220 ogy 150 private Boolean _dragging = false; private boolean attackMode = false; @Override public boolean onTouch(View v, MotionEvent event) { update(event); return true; } private MotionEvent lastEvent; public boolean ControlDragged; private static double angle; public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { if ((int) event.getX() > 0 && (int) event.getX() < 50 && (int) event.getY() > DroidzActivity.screenHeight - 160 && (int) event.getY() < DroidzActivity.screenHeight - 0) { setAttackMode(true); } else { _dragging = true; } } else if (event.getAction() == MotionEvent.ACTION_UP) { if(isAttackMode()){ setAttackMode(false); } _dragging = false; } if (_dragging) { ControlDragged = true; // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // Log.d("GameControls", "x = " + _touchingPoint.x + " y = " //+ _touchingPoint.y); // bound to a box if (_touchingPoint.x < DroidzActivity.screenWidth - 75) { // og 400 _touchingPoint.x = DroidzActivity.screenWidth - 75; } if (_touchingPoint.x > DroidzActivity.screenWidth - 15) {// og 450 _touchingPoint.x = DroidzActivity.screenWidth - 15; } if (_touchingPoint.y < DroidzActivity.screenHeight - 75) {// og 240 _touchingPoint.y = DroidzActivity.screenHeight - 75; } if (_touchingPoint.y > DroidzActivity.screenHeight - 15) {// og 290 _touchingPoint.y = DroidzActivity.screenHeight - 15; } // get the angle setAngle(Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180)); // Move the ninja in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // og 180 70 _pointerPosition.x += Math.cos(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // make the pointer go thru if (_pointerPosition.x > DroidzActivity.screenWidth) { _pointerPosition.x = 0; } if (_pointerPosition.x < 0) { _pointerPosition.x = DroidzActivity.screenWidth; } if (_pointerPosition.y > DroidzActivity.screenHeight) { _pointerPosition.y = 0; } if (_pointerPosition.y < 0) { _pointerPosition.y = DroidzActivity.screenHeight; } } else if (!_dragging) { ControlDragged = false; // Snap back to center when the joystick is released _touchingPoint.x = (int) initx; _touchingPoint.y = (int) inity; // shaft.alpha = 0; } } public void setAttackMode(boolean attackMode) { this.attackMode = attackMode; } public boolean isAttackMode() { return attackMode; } public void setAngle(double angle) { this.angle = angle; } public static double getAngle() { return angle; } }` I should also note that the player has animations based on when he is moving or attacking. EDIT: I got the angle and am rotating the sprite around in the correct angle however it rotates on the wrong spot. My sprite is one giant bitmap that gets cut into four pieces and only one shown at a time to animate walking. here is the code I am using to rotate him right now. ` public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed //m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); setRotation = false; // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); } ` And then the draw method // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null);

    Read the article

  • Silverlight animation not smooth

    - by Andrej
    Hi, When trying to animate objects time/frame based in Silverlight (in contrast to using something like DoubleAnimation or Storyboard, which is not suitable e.g. for fast paced games), for example moving a spaceship in a particular direction every frame, the movement is jumpy and not really smooth. The screen even seems to tear. There seems to be no difference between CompositionTarget and DistpatcherTimer. I use the following approach (in pseudocode): Register Handler to Tick-Event of a DispatcherTimer In each Tick: Compute the elapsed time from the last frame in milliseconds Object.X += movementSpeed * ellapsedMilliseconds This should result in a smooth movement, right? But it doesn't. Here is an example (Controls: WASD and Mouse): Silverlight Game. Although the effect I described is not too prevalent in this sample, I can assure you that even moving a single rectangle over a canvas produces a jumpy animation. Does someone have an idea how to minimize this. Are there other approaches to to frame based animation exept using Storyboards/DoubleAnimations which could solve this? Edit: Here a quick and dirty approach, animating a rectangle with minimum code (Controls: A and D) Animation Sample Xaml: <Grid x:Name="LayoutRoot" Background="Black"> <Canvas Width="1000" Height="400" Background="Blue"> <Rectangle x:Name="rect" Width="48" Height="48" Fill="White" Canvas.Top="200" Canvas.Left="0"/> </Canvas> </Grid> C#: private bool isLeft = false; private bool isRight = false; private DispatcherTimer timer = new DispatcherTimer(); private double lastUpdate; public Page() { InitializeComponent(); timer.Interval = TimeSpan.FromMilliseconds(1); timer.Tick += OnTick; lastUpdate = Environment.TickCount; timer.Start(); } private void OnTick(object sender, EventArgs e) { double diff = Environment.TickCount - lastUpdate; double x = Canvas.GetLeft(rect); if (isRight) x += 1 * diff; else if (isLeft) x -= 1 * diff; Canvas.SetLeft(rect, x); lastUpdate = Environment.TickCount; } private void UserControl_KeyDown(object sender, KeyEventArgs e) { if (e.Key == Key.D) isRight = true; if (e.Key == Key.A) isLeft = true; } private void UserControl_KeyUp(object sender, KeyEventArgs e) { if (e.Key == Key.D) isRight = false; if (e.Key == Key.A) isLeft = false; } Thanks! Andrej

    Read the article

  • Add animation when user control get visible and collapsed In Wpf

    - by sanjeev40084
    I have two xaml files MainWindow.xaml and other user control WorkDetail.xaml file. MainWindow.xaml file has a textbox, button, listbox and reference to WorkDetail.xaml(user control which is collapsed). Whenever user enter any text, it gets added in listbox when the add button is clicked. When any items from the listbox is double clicked, the visibility of WorkDetail.xaml is set to Visible and it gets displayed. In WorkDetail.xaml (user control) it has textblock and button. The Textblock displays the text of selected item and close button sets the visibility of WorkDetail window to collapsed. Now i am trying to animate WorkDetail.xaml when it gets visible and collapse. When any items from listbox is double clicked and WorkDetail.xaml visibility is set to visible, i want to create an animation of moving WorkDetail.xaml window from right to left on MainWindow. When Close button from WorkDetail.xaml file is clicked and WorkDetail.xaml file is collapsed, i want to slide the WorkDetail.xaml file from left to right from MainWindow. Here is the screenshot: MainWindow.xaml code: <Window...> <Grid Background="Black" > <TextBox x:Name="enteredWork" Height="39" Margin="44,48,49,0" TextWrapping="Wrap" VerticalAlignment="Top"/> <ListBox x:Name="workListBox" Margin="26,155,38,45" FontSize="29.333" MouseDoubleClick="workListBox_MouseDoubleClick"/> <Button x:Name="addWork" Content="Add" Height="34" Margin="71,103,120,0" VerticalAlignment="Top" Click="Button_Click"/> <TestWpf:WorkDetail x:Name="WorkDetail" Visibility="Collapsed"/> </Grid> </Window> MainWindow.xaml.cs class code: namespace TestWpf { public partial class MainWindow : Window { public MainWindow() { this.InitializeComponent(); } private void Button_Click(object sender, RoutedEventArgs e) { workListBox.Items.Add(enteredWork.Text); } private void workListBox_MouseDoubleClick(object sender, MouseButtonEventArgs e) { WorkDetail.workTextBlk.Text = (string)workListBox.SelectedItem; WorkDetail.Visibility = Visibility.Visible; } } } WorkDetail.xaml code: <UserControl ..> <Grid Background="#FFD2CFCF"> <TextBlock x:Name="workTextBlk" Height="154" Margin="33,50,49,0" TextWrapping="Wrap" VerticalAlignment="Top" FontSize="29.333" Background="#FFF13939"/> <Button x:Name="btnClose" Content="Close" Height="62" Margin="70,0,94,87" VerticalAlignment="Bottom" Click="btnClose_Click"/> </Grid> </UserControl> WorkDetail.xaml.cs class code: namespace TestWpf { public partial class WorkDetail : UserControl { public WorkDetail() { this.InitializeComponent(); } private void btnClose_Click(object sender, System.Windows.RoutedEventArgs e) { Visibility = Visibility.Collapsed; } } } Can anyone tell how can i do this?

    Read the article

< Previous Page | 34 35 36 37 38 39 40 41  | Next Page >