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  • iOS static Framework crash when animating view

    - by user1439216
    I'm encountering a difficult to debug issue with a static library project when attempting to animate a view. It works fine when debugging (and even when debugging in the release configuration), but throws an error archived as a release: Exception Type: EXC_CRASH (SIGSYS) Exception Codes: 0x00000000, 0x00000000 Crashed Thread: 0 Thread 0 name: Dispatch queue: com.apple.main-thread Thread 0 Crashed: 0 TestApp 0x000d04fc 0x91000 + 259324 1 UIKit 0x336d777e +[UIView(UIViewAnimationWithBlocks) animateWithDuration:animations:] + 42 2 TestApp 0x000d04de 0x91000 + 259294 3 TestApp 0x000d0678 0x91000 + 259704 4 Foundation 0x355f04f8 __57-[NSNotificationCenter addObserver:selector:name:object:]_block_invoke_0 + 12 5 CoreFoundation 0x35aae540 ___CFXNotificationPost_block_invoke_0 + 64 6 CoreFoundation 0x35a3a090 _CFXNotificationPost + 1400 7 Foundation 0x355643e4 -[NSNotificationCenter postNotificationName:object:userInfo:] + 60 8 UIKit 0x33599112 -[UIInputViewTransition postNotificationsForTransitionStart] + 846 9 UIKit 0x335988cc -[UIPeripheralHost(UIKitInternal) executeTransition:] + 880 10 UIKit 0x3351bb8c -[UIPeripheralHost(UIKitInternal) setInputViews:animationStyle:] + 304 11 UIKit 0x3351b260 -[UIPeripheralHost(UIKitInternal) _reloadInputViewsForResponder:] + 952 12 UIKit 0x3351ae54 -[UIResponder(UIResponderInputViewAdditions) reloadInputViews] + 160 13 UIKit 0x3351a990 -[UIResponder becomeFirstResponder] + 452 14 UIKit 0x336194a0 -[UITextInteractionAssistant setFirstResponderIfNecessary] + 168 15 UIKit 0x33618d6a -[UITextInteractionAssistant oneFingerTap:] + 1602 16 UIKit 0x33618630 _UIGestureRecognizerSendActions + 100 17 UIKit 0x335a8d5e -[UIGestureRecognizer _updateGestureWithEvent:] + 298 18 UIKit 0x337d9472 ___UIGestureRecognizerUpdate_block_invoke_0541 + 42 19 UIKit 0x33524f4e _UIGestureRecognizerApplyBlocksToArray + 170 20 UIKit 0x33523a9c _UIGestureRecognizerUpdate + 892 21 UIKit 0x335307e2 _UIGestureRecognizerUpdateGesturesFromSendEvent + 22 22 UIKit 0x33530620 -[UIWindow _sendGesturesForEvent:] + 768 23 UIKit 0x335301ee -[UIWindow sendEvent:] + 82 24 UIKit 0x3351668e -[UIApplication sendEvent:] + 350 25 UIKit 0x33515f34 _UIApplicationHandleEvent + 5820 26 GraphicsServices 0x376d5224 PurpleEventCallback + 876 27 CoreFoundation 0x35ab651c __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 32 28 CoreFoundation 0x35ab64be __CFRunLoopDoSource1 + 134 29 CoreFoundation 0x35ab530c __CFRunLoopRun + 1364 30 CoreFoundation 0x35a3849e CFRunLoopRunSpecific + 294 31 CoreFoundation 0x35a38366 CFRunLoopRunInMode + 98 32 GraphicsServices 0x376d4432 GSEventRunModal + 130 33 UIKit 0x33544cce UIApplicationMain + 1074 Thread 0 crashed with ARM Thread State: r0: 0x0000004e r1: 0x000d04f8 r2: 0x338fed47 r3: 0x3f523340 r4: 0x00000000 r5: 0x2fe8da00 r6: 0x00000001 r7: 0x2fe8d9d0 r8: 0x3f54cad0 r9: 0x00000000 r10: 0x3fd00000 r11: 0x3f523310 ip: 0x3f497048 sp: 0x2fe8d988 lr: 0x33539a41 pc: 0x000d04fc cpsr: 0x60000010 To give some background info: The static library is part of an 'iOS fake-framework', built using the templates from here: https://github.com/kstenerud/iOS-Universal-Framework The framework presents a registration UI as a modal view on top of whatever the client application is doing at the time. It pushes these views using a handle to a UIViewController provided by the client application. It doesn't do anything special, but here's the animation code: -(void)keyboardWillShowNotification:(NSNotification *)notification { double animationDuration = [[[notification userInfo] objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue]; dispatch_async(dispatch_get_main_queue(), ^(void) { [self animateViewsToState:kUMAnimationStateKeyboardVisible forIdiom:[UIDevice currentDevice].userInterfaceIdiom forDuration:animationDuration]; }); } -(void)animateViewsToState:(kUMAnimationState)state forIdiom:(UIUserInterfaceIdiom)idiom forDuration:(double)duration { float fieldOffset; if (idiom == UIUserInterfaceIdiomPhone) { if (state == kUMAnimationStateKeyboardVisible) { fieldOffset = -KEYBOARD_HEIGHT_IPHONE_PORTRAIT; } else { fieldOffset = KEYBOARD_HEIGHT_IPHONE_PORTRAIT; } } else { if (state == kUMAnimationStateKeyboardVisible) { fieldOffset = -IPAD_FIELD_OFFSET; } else { fieldOffset = IPAD_FIELD_OFFSET; } } [UIView animateWithDuration:duration animations:^(void) { mUserNameField.frame = CGRectOffset(mUserNameField.frame, 0, fieldOffset); mUserPasswordField.frame = CGRectOffset(mUserPasswordField.frame, 0, fieldOffset); }]; } Further printf-style debugging shows that it crashes whenever I do anything much with UIKit - specifically, it crashes when I replace -animateViewsToState with: if (0 == UIUserInterfaceIdiomPhone) { NSLog(@""); } and [[[[UIAlertView alloc] initWithTitle:@"test" message:@"123" delegate:nil cancelButtonTitle:@"OK" otherButtonTitles:nil] autorelease] show]; To me, this sounds like a linker problem, but I don't understand how such problems would only manifest here, and not beforehand. Any help would be greatly appreciated.

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  • Is there an algorithm for converting quaternion rotations to Euler angle rotations?

    - by Will Baker
    Is there an existing algorithm for converting a quaternion representation of a rotation to an Euler angle representation? The rotation order for the Euler representation is known and can be any of the six permutations (i.e. xyz, xzy, yxz, yzx, zxy, zyx). I've seen algorithms for a fixed rotation order (usually the NASA heading, bank, roll convention) but not for arbitrary rotation order. Furthermore, because there are multiple Euler angle representations of a single orientation, this result is going to be ambiguous. This is acceptable (because the orientation is still valid, it just may not be the one the user is expecting to see), however it would be even better if there was an algorithm which took rotation limits (i.e. the number of degrees of freedom and the limits on each degree of freedom) into account and yielded the 'most sensible' Euler representation given those constraints. I have a feeling this problem (or something similar) may exist in the IK or rigid body dynamics domains. Solved: I just realised that it might not be clear that I solved this problem by following Ken Shoemake's algorithms from Graphics Gems. I did answer my own question at the time, but it occurs to me it may not be clear that I did so. See the answer, below, for more detail. Just to clarify - I know how to convert from a quaternion to the so-called 'Tait-Bryan' representation - what I was calling the 'NASA' convention. This is a rotation order (assuming the convention that the 'Z' axis is up) of zxy. I need an algorithm for all rotation orders. Possibly the solution, then, is to take the zxy order conversion and derive from it five other conversions for the other rotation orders. I guess I was hoping there was a more 'overarching' solution. In any case, I am surprised that I haven't been able to find existing solutions out there. In addition, and this perhaps should be a separate question altogether, any conversion (assuming a known rotation order, of course) is going to select one Euler representation, but there are in fact many. For example, given a rotation order of yxz, the two representations (0,0,180) and (180,180,0) are equivalent (and would yield the same quaternion). Is there a way to constrain the solution using limits on the degrees of freedom? Like you do in IK and rigid body dynamics? i.e. in the example above if there were only one degree of freedom about the Z axis then the second representation can be disregarded. I have tracked down one paper which could be an algorithm in this pdf but I must confess I find the logic and math a little hard to follow. Surely there are other solutions out there? Is arbitrary rotation order really so rare? Surely every major 3D package that allows skeletal animation together with quaternion interpolation (i.e. Maya, Max, Blender, etc) must have solved exactly this problem?

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  • DoubleAnimation in ScaleTransform

    - by Adam S
    I'm trying, as an exhibition, to use a DoubleAnimation on the ScaleX and ScaleY properties of a ScaleTransform. I have a rectangle (144x144) which I want to make rectangular over five seconds. My XAML: <Window x:Class="ScaleTransformTest.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" Loaded="Window_Loaded"> <Grid> <Rectangle Name="rect1" Width="144" Height="144" Fill="Aqua"> <Rectangle.RenderTransform> <ScaleTransform ScaleX="1" ScaleY="1" /> </Rectangle.RenderTransform> </Rectangle> </Grid> </Window> My C#: private void Window_Loaded(object sender, RoutedEventArgs e) { ScaleTransform scaly = new ScaleTransform(1, 1); rect1.RenderTransform = scaly; Duration mytime = new Duration(TimeSpan.FromSeconds(5)); Storyboard sb = new Storyboard(); DoubleAnimation danim1 = new DoubleAnimation(1, 1.5, mytime); DoubleAnimation danim2 = new DoubleAnimation(1, 0.5, mytime); sb.Children.Add(danim1); sb.Children.Add(danim2); Storyboard.SetTarget(danim1, scaly); Storyboard.SetTargetProperty(danim1, new PropertyPath(ScaleTransform.ScaleXProperty)); Storyboard.SetTarget(danim2, scaly); Storyboard.SetTargetProperty(danim2, new PropertyPath(ScaleTransform.ScaleYProperty)); sb.Begin(); } Unfortunately, when I run this program, it does nothing. The rectangle stays at 144x144. If I do away with the animation, and just ScaleTransform scaly = new ScaleTransform(1.5, 0.5); rect1.RenderTransform = scaly; it will elongate it instantly, no problem. There is a problem elsewhere. Any suggestions? I have read the discussion at http://www.eggheadcafe.com/software/aspnet/29220878/how-to-animate-tofrom-an.aspx in which someone seems to have gotten a pure-XAML version working, but the code is not shown there. EDIT: At http://stackoverflow.com/questions/2131797/applying-animated-scaletransform-in-code-problem it seems someone had a very similar problem, I am fine with using his method that worked, but what the heck is that string thePath = "(0).(1)[0].(2)"; all about? What are those numbers representing?

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  • Animating gradient displays line artifacts in ActionScript

    - by TheDarkIn1978
    i've programatically created a simple gradient (blue to red) sprite rect using my own basic class called GradientRect, but moving or animation the sprite exhibits line artifacts. when the sprite is rotating, it kind of resembles bad reception of an old television set. i'm almost certain the cause is because each line slice of the gradient is vector so there are gaps between the lines - this is visible when the sprite is zoomed in. var colorPickerRect:GradientRect = new GradientRect(200, 200, 0x0000FF, 0xFF0000); addChild(colorPickerRect); colorPickerRect.cacheAsBitmap = true; colorPickerRect.x = colorPickerRect.y = 100; colorPickerRect.addEventListener(Event.ENTER_FRAME, rotate); function rotate(evt:Event):void { evt.target.rotation += 1; } ________________________ //CLASS PACKAGE package { import flash.display.CapsStyle; import flash.display.GradientType; import flash.display.LineScaleMode; import flash.display.Sprite; import flash.geom.Matrix; public class GradientRect extends Sprite { public function GradientRect(gradientRectWidth:Number, gradientRectHeight:Number, ...leftToRightColors) { init(gradientRectWidth, gradientRectHeight, leftToRightColors); } private function init(gradientRectWidth:Number, gradientRectHeight:Number, leftToRightColors:Array):void { var leftToRightAlphas:Array = new Array(); var leftToRightRatios:Array = new Array(); var leftToRightPartition:Number = 255 / (leftToRightColors.length - 1); var pixelColor:Number; var i:int; //Push arrays for (i = 0; i < leftToRightColors.length; i++) { leftToRightAlphas.push(1); leftToRightRatios.push(i * leftToRightPartition); } //Graphics matrix and lineStyle var leftToRightColorsMatrix:Matrix = new Matrix(); leftToRightColorsMatrix.createGradientBox(gradientRectWidth, 1); graphics.lineStyle(1, 0, 1, false, LineScaleMode.NONE, CapsStyle.NONE); for (i = 0; i < gradientRectWidth; i++) { graphics.lineGradientStyle(GradientType.LINEAR, leftToRightColors, leftToRightAlphas, leftToRightRatios, leftToRightColorsMatrix); graphics.moveTo(i, 0); graphics.lineTo(i, gradientRectHeight); } } } } how can i solve this problem?

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  • how to animate 2 surfaces in Matlab?

    - by Kate
    Hi everyone, I've written this code which makes an animation of 2 ellipsoids. Parameter k1 of these ellipsoids must depend on time (so they'd move asynchronously), but I need to animate them in one figure. Can I use loop for it or is it better to use timer & some kind of callback functions? The second problem - I need to move inner ellipsoid so they would have one common side. How can I do this? a=5; b=a; c=10; u = (0:0.05*pi:2*pi)'; v = [0:0.05*pi:2*pi]; X = a*sin(u)*cos(v); Y = a*sin(u)*sin(v); Z = c*cos(u)*ones(size(v)); Z(Z0)=0; % cut upper V1=4/3*pi*a*b*c; d=1/2; e=2^d; a2=a/e; b2=a/e; c2=c; V2=4/3*pi*a2*b2*c2; X2 = a2*sin(u)*cos(v);%-2.5; Y2 = b2*sin(u)*sin(v); Z2 = c2*cos(u)*ones(size(v));%+0.25; Z2(Z20)=0; % cut h=1/3; for j = 1:20 k1=(sin(pi*j/20)+0.5)^h; a=a*k1; c=c*k1; X = a*sin(u)*cos(v); Y = a*sin(u)*sin(v); Z = c*cos(u)*ones(size(v)); Z(Z0)=0; a2=a2*k1; b2=a2*k1; c2=c2*k1; X2 = a2*sin(u)*cos(v)+5;%-2.5; Y2 = b2*sin(u)*sin(v); Z2 = c2*cos(u)*ones(size(v));%+0.25; Z2(Z20)=0; hS1=surf(X,Y,Z); alpha(.11) hold on hS2=surf(X2,Y2,Z2); hold off axis([-20 20 -20 20 -20 20]); F(j) = getframe; end movie(F,4)

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  • Working on a jQuery plugin : viewport simulator

    - by pixelboy
    Hi community, i'm working on a jQuery plugin that's aiming to simulate one axis camera movements. The first step to achieving this is simple : use conventional, clean markup, and get the prototype to work. Heres how to initiate the plugin : $('#wrapper').fluidGrids({exclude: '.exclude'}); Here's a working demo of the WIP thing : http://sandbox.test.everestconseil.com/protoCitroen/home.html Where am I having issues : Is there a fast way to detect if parent of each target (clickable animated element) is a href link, and if so to save this url ? My clone uses the original background image to then animate it.fade it to black/white. But when you clik on an element, image url is found, but doesn't seem to be injected. Do you see anything ? Finally, about animation of elements : as you can see in source code, I'm using the container $('#wrapper') to position all animated children. What would be the perfect properties to apply to make this cross browser proof ? Here's the source code for the plugin, fully commented. (function($){ $.fn.extend({ //plugin name - fluidGrids fluidGrids: function(options) { //List and default values for available options var defaults = { //The target that we're going to use to handle click event hitTarget: '.animateMe', exclude: '.exclude', animateSpeed: 1000 }; var options = $.extend(defaults, options); return this.each(function() { var o = options; //Assign current element to variable var obj = $(this); //We assign default width height and positions to each object in order to get them back when necessary var objPosition = obj.position(); //Get all ready to animate targets in innerViewport var items = $(o.hitTarget, obj); //Final coords of innerViewport var innerViewport = new Object(); innerViewport.top = parseInt(objPosition.top); innerViewport.left = parseInt(objPosition.left); innerViewport.bottom = obj.height(); innerViewport.right = obj.width(); items.each(function(e){ //Assign a pointer cursor to each clickable element $(this).css("cursor","pointer"); //To load distant url at last, we look for it in Title Attribute if ($(this).attr('title').length){ var targetUrl = $(this).attr('title'); } //We assign default width height and positions to each object in order to get them back when necessary var itemPosition = $(this).position(); var itemTop = itemPosition.top; var itemLeft = itemPosition.left; var itemWidth = $(this).width(); var itemHeight = $(this).height(); //Both the original and it's animated clone var original = $(this); //To give the if (original.css('background-image')){ var urlImageOriginal = original.css('background-image').replace(/^url|[("")]/g, ''); var imageToInsert = "<img src="+urlImageOriginal+"/>" } var clone = $(this).clone(); original.click(function() { $(clone).append(imageToInsert); $(clone).attr("id","clone"); $(clone).attr('top',itemTop); $(clone).attr('left',itemLeft); $(clone).css("position","absolute"); $(clone).insertAfter(this); $(this).hide(); $(clone).animate({ top: innerViewport.top, left: innerViewport.left, width: innerViewport.bottom, height: innerViewport.right }, obj.animateSpeed); $("*",obj).not("#clone, #clone * , a , "+ o.exclude).fadeOut('fast'); //Si l'objet du click est un lien return false; }); }); }); } }); })(jQuery);

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  • Strange issues with view switcher after object animator animations

    - by Barry Irvine
    I have two LinearLayout views that contain a number of edit texts and checkboxes for entering user information (name, email address etc). When a validation fails on one of these fields a gone textview is displayed showing the validation error. I have enclosed the two layouts within a ViewSwitcher and I animate between the two views using the ObjectAnimator class. (Since the code needs to support older versions of Android I am actually using the nineoldandroids backwards compatibility library for this). The bulk of the work is performed in my switchToChild method. If I flip the views more than twice then I start to run into strange errors. Firstly although the correct child view of the view animator is displayed it seems that the other view has focus and I can click on the views beneath the current one. I resolved this issue by adding a viewSwitcher.bringChildToFront at the end of the first animation. When I do this however and perform a validation on the 2nd view the "gone" view that I have now set to visible is not displayed (as if the linearlayout is never being re-measured). Here is a subset of the XML file: <ScrollView android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_below="@+id/TitleBar" android:scrollbarAlwaysDrawVerticalTrack="true" android:scrollbarStyle="outsideOverlay" android:scrollbars="vertical" > <ViewSwitcher android:id="@+id/switcher" android:layout_width="fill_parent" android:layout_height="wrap_content" > <LinearLayout android:id="@+id/page_1" android:layout_width="fill_parent" android:layout_height="wrap_content" android:orientation="vertical" > <!-- Lots of subviews here --> <LinearLayout android:id="@+id/page_2" android:layout_width="fill_parent" android:layout_height="wrap_content" android:orientation="vertical" > And this is the main method for flipping between the views: private void switchToChild(final int child) { final ViewSwitcher viewSwitcher = (ViewSwitcher) findViewById(R.id.switcher); if (viewSwitcher.getDisplayedChild() != child) { final Interpolator accelerator = new AccelerateInterpolator(); final Interpolator decelerator = new DecelerateInterpolator(); final View visibleView; final View invisibleView; switch (child) { case 0: visibleView = findViewById(R.id.page_2); invisibleView = findViewById(R.id.page_1); findViewById(R.id.next).setVisibility(View.VISIBLE); findViewById(R.id.back).setVisibility(View.GONE); break; case 1: default: visibleView = findViewById(R.id.page_1); invisibleView = findViewById(R.id.page_2); findViewById(R.id.back).setVisibility(View.VISIBLE); findViewById(R.id.next).setVisibility(View.GONE); break; } final ObjectAnimator visToInvis = ObjectAnimator.ofFloat(visibleView, "rotationY", 0f, 90f).setDuration(250); visToInvis.setInterpolator(accelerator); final ObjectAnimator invisToVis = ObjectAnimator.ofFloat(invisibleView, "rotationY", -90f, 0f).setDuration(250); invisToVis.setInterpolator(decelerator); visToInvis.addListener(new AnimatorListenerAdapter() { @Override public void onAnimationEnd(Animator anim) { viewSwitcher.showNext(); invisToVis.start(); viewSwitcher.bringChildToFront(invisibleView); // If I don't do this the old view can have focus } }); visToInvis.start(); } } Does anyone have any ideas? This is really confusing me!

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  • Rotating images makes ui slow

    - by 5w4rley
    i'm trying to implement kind of speedometer. i'm getting informations about rounds per minute, boost and load of an engine over bluetooth and i try to display them on the screen witch 3 arrows witch should point in the right direktion. i tried to use a rotate animation evry time i get data(10-100ms) to setup the arrows. but that makes my ui extremly slow. 500ms to react on a buttonclick. Doese someone know how to make it work better? source code: public void setTacho() { //rotate Tachonadel Rpmcurrentdegree=Rpmcurrentdegree+Rpmdegree; Rpmdegree=((rpms-lastrpm)*RPMtoDegree); RpmAnim=new RotateAnimation((float)Rpmcurrentdegree, (float)Rpmdegree, ivNadel.getWidth()/2, ivNadel.getHeight()/2); RpmAnim.setFillEnabled(true); RpmAnim.setFillAfter(true); ivNadel.setAnimation(RpmAnim); RpmAnim.start(); //rotate Boostbalken currentBoostDegree=currentBoostDegree+BoostDegree; BoostDegree=(boost-lastBoost)*BOOSTtoDegree; //rotate Loadbalken currentLoadDegree=currentLoadDegree+LoadDegree; LoadDegree=(load-lastLoad)*LOADtoDegree; BoostAnim=new RotateAnimation((float)-currentBoostDegree, (float)-BoostDegree, ivBoost.getWidth()/2, ivBoost.getHeight()/2); BoostAnim.setFillEnabled(true); BoostAnim.setFillAfter(true); ivBoost.setAnimation(BoostAnim); BoostAnim.start(); LoadAnim=new RotateAnimation((float)currentLoadDegree, (float)LoadDegree, ivLoad.getWidth()/2, ivLoad.getHeight()/2); LoadAnim.setFillEnabled(true); LoadAnim.setFillAfter(true); ivLoad.setAnimation(LoadAnim); LoadAnim.start(); } when i try to make the rotation only if the values have changed then it works only while they are changing but if they aren't the arrows jump back to the zero position. isnt setfillafter to tell the image that it should hold the new position? code: public void setTacho() { //rotate Tachonadel Rpmcurrentdegree=Rpmcurrentdegree+Rpmdegree; Rpmdegree=((rpms-lastrpm)*RPMtoDegree); if(Rpmdegree!=0) { RpmAnim=new RotateAnimation((float)Rpmcurrentdegree, (float)Rpmdegree, ivNadel.getWidth()/2, ivNadel.getHeight()/2); RpmAnim.setFillEnabled(true); RpmAnim.setFillAfter(true); ivNadel.setAnimation(RpmAnim); RpmAnim.start(); } //rotate Boostbalken currentBoostDegree=currentBoostDegree+BoostDegree; BoostDegree=(boost-lastBoost)*BOOSTtoDegree; //rotate Loadbalken currentLoadDegree=currentLoadDegree+LoadDegree; LoadDegree=(load-lastLoad)*LOADtoDegree; if(BoostDegree!=0) { BoostAnim=new RotateAnimation((float)-currentBoostDegree, (float)-BoostDegree, ivBoost.getWidth()/2, ivBoost.getHeight()/2); BoostAnim.setFillEnabled(true); BoostAnim.setFillAfter(true); ivBoost.setAnimation(BoostAnim); BoostAnim.start(); } if(LoadDegree!=0) { LoadAnim=new RotateAnimation((float)currentLoadDegree, (float)LoadDegree, ivLoad.getWidth()/2, ivLoad.getHeight()/2); LoadAnim.setFillEnabled(true); LoadAnim.setFillAfter(true); ivLoad.setAnimation(LoadAnim); LoadAnim.start(); } } i don't get it =( thx 4 help EDIT: part of the bluetooth Thread that calls the callback while (run) { try { bytes = mmInStream.read(buffer); if (connection.btCallback != null) { connection.btCallback.getData(buffer,bytes); } } catch (IOException e) { break; } the callback methode of the bluetooth thread: public void getData(byte[] bytes, int len) { setTacho(); }

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  • expanding/collapsing div using jQuery

    - by Hristo
    I'm trying to expand and collapse a <div> by clicking some text inside the <div>. The behavior right now is very odd. For example, if I click the text after the <div> is expanded... the <div> will collapse and then expand again. Also, if I click somewhere inside the div after it is expanded, it will collapse again, and I think that is because I'm triggering the animation since the <div> being animated is inside the wrapper <div>. Here's the code: <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <title>Insert title here</title> <!-- Links --> <link rel="stylesheet" type="text/css" href="style.css" /> <!-- Scripts --> <script type="text/javascript" src="jQuery.js"></script> <script> // document script $(function(){ // login box event handler $('#login').click(function() { $('#loginBox').toggle( function() { $('.loginBox').animate({ height: '150px' }, '1000' ); $('#username').show(); $('#password').hide(); $('#placeHolder').show(); }, function() { $('.loginBox').animate({ height: '50px' }, '1000' ); $('#username').hide(); $('#password').hide(); $('#placeHolder').hide(); } ); }); // username field focus and blur event handlers $('#username').focus(function() { if($(this).hasClass('placeHolder')){ $(this).val(''); $(this).removeClass('placeHolder'); } }); $('#username').blur(function() { if($(this).val() == '') { $(this).val('Username'); $(this).addClass('placeHolder'); } }); // password field focus and blur event handlers $('#placeHolder').focus(function() { $(this).hide(); $('#password').show(); $('#password').focus(); $('#password').removeClass('placeHolder'); }); $('#password').blur(function() { if($(this).val() == '') { $('#placeHolder').show(); $(this).hide(); } }); }); </script> </head> <body> <div id="loginBox" class="loginBox"> <a id="login" class="login">Proceed to Login</a><br /> <div> <form> <input type="text" id="username" class="placeHolder" value="Username" /> <input type="password" id="password" class="placeHolder" value="" /> <input type="text" id="placeHolder" class="placeHolder" value="Password" /> </form> </div> </div> </body> </html> Any ideas? Thanks, Hristo

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  • Why isn't TextBox.Text in WPF animatable?

    - by cplotts
    Ok, I have just run into something that is really catching me off-guard. I was helping a fellow developer with a couple of unrelated questions and in his project he was animating text into some TextBlock(s). So, I went back to my desk and recreated the project (in order to answer his questions), but I accidentally used TextBox instead of TextBlock. My text wasn't animating at all! (A lot of help, I was!) Eventually, I figured out that his xaml was using TextBlock and mine was using TextBox. What is interesting, is that Blend wasn't creating key frames when I was using TextBox. So, I got it to work in Blend using TextBlock(s) and then modified the xaml by hand, converting the TextBlock(s) into TextBox(es). When I ran the project, I got the following error: InvalidOperationException: '(0)' Storyboard.TargetProperty path contains nonanimatable property 'Text'. Well, it seems as if Blend was smart enough to know that ... and not generate the key frames in the animation (it would just modify the value directly on the TextBox). +1 for Blend. So, the question became: why isn't TextBox.Text animatable? The usual answer is that the particular property you are animating isn't a DependencyProperty. But, this isn't the case, TextBox.Text is a DependencyProperty. So, now I am bewildered! Why can't you animate TextBox.Text? Let me include some xaml to illustrate the problem. The following xaml works ... but uses TextBlock(s). <Window xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" x:Class="TextBoxTextQuestion.MainWindow" x:Name="Window" Title="MainWindow" Width="640" Height="480" > <Window.Resources> <Storyboard x:Key="animateTextStoryboard"> <StringAnimationUsingKeyFrames Storyboard.TargetProperty="(TextBlock.Text)" Storyboard.TargetName="textControl"> <DiscreteStringKeyFrame KeyTime="0:0:1" Value="Goodbye"/> </StringAnimationUsingKeyFrames> </Storyboard> </Window.Resources> <Window.Triggers> <EventTrigger RoutedEvent="FrameworkElement.Loaded"> <BeginStoryboard Storyboard="{StaticResource animateTextStoryboard}"/> </EventTrigger> </Window.Triggers> <Grid x:Name="LayoutRoot"> <StackPanel Orientation="Vertical" HorizontalAlignment="Center" VerticalAlignment="Center"> <TextBlock x:Name="textControl" Text="Hello" FontFamily="Calibri" FontSize="32"/> <TextBlock Text="World!" Margin="0,25,0,0" FontFamily="Calibri" FontSize="32"/> </StackPanel> </Grid> </Window> The following xaml does not work and uses TextBox.Text: <Window xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" x:Class="TextBoxTextQuestion.MainWindow" x:Name="Window" Title="MainWindow" Width="640" Height="480" > <Window.Resources> <Storyboard x:Key="animateTextStoryboard"> <StringAnimationUsingKeyFrames Storyboard.TargetProperty="(TextBox.Text)" Storyboard.TargetName="textControl"> <DiscreteStringKeyFrame KeyTime="0:0:1" Value="Goodbye"/> </StringAnimationUsingKeyFrames> </Storyboard> </Window.Resources> <Window.Triggers> <EventTrigger RoutedEvent="FrameworkElement.Loaded"> <BeginStoryboard Storyboard="{StaticResource animateTextStoryboard}"/> </EventTrigger> </Window.Triggers> <Grid x:Name="LayoutRoot"> <StackPanel Orientation="Vertical" HorizontalAlignment="Center" VerticalAlignment="Center"> <TextBox x:Name="textControl" Text="Hello" FontFamily="Calibri" FontSize="32"/> <TextBox Text="World!" Margin="0,25,0,0" FontFamily="Calibri" FontSize="32"/> </StackPanel> </Grid> </Window>

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  • How do I apply a "template" or "skeleton" of code in C# here?

    - by Scott Stafford
    In my business layer, I need many, many methods that follow the pattern: public BusinessClass PropertyName { get { if (this.m_LocallyCachedValue == null) { if (this.Record == null) { this.m_LocallyCachedValue = new BusinessClass( this.Database, this.PropertyId); } else { this.m_LocallyCachedValue = new BusinessClass( this.Database, this.Record.ForeignKeyName); } } return this.m_LocallyCachedValue; } } I am still learning C#, and I'm trying to figure out the best way to write this pattern once and add methods to each business layer class that follow this pattern with the proper types and variable names substituted. BusinessClass is a typename that must be substituted, and PropertyName, PropertyId, ForeignKeyName, and m_LocallyCachedValue are all variables that should be substituted for. Are attributes usable here? Do I need reflection? How do I write the skeleton I provided in one place and then just write a line or two containing the substitution parameters and get the pattern to propagate itself? EDIT: Modified my misleading title -- I am hoping to find a solution that doesn't involve code generation or copy/paste techniques, and rather to be able to write the skeleton of the code once in a base class in some form and have it be "instantiated" into lots of subclasses as the accessor for various properties. EDIT: Here is my solution, as suggested but left unimplemented by the chosen answerer. // I'll write many of these... public BusinessClass PropertyName { get { return GetSingleRelation(ref this.m_LocallyCachedValue, this.PropertyId, "ForeignKeyName"); } } // That all call this. public TBusinessClass GetSingleRelation<TBusinessClass>( ref TBusinessClass cachedField, int fieldId, string contextFieldName) { if (cachedField == null) { if (this.Record == null) { ConstructorInfo ci = typeof(TBusinessClass).GetConstructor( new Type[] { this.Database.GetType(), typeof(int) }); cachedField = (TBusinessClass)ci.Invoke( new object[] { this.Database, fieldId }); } else { var obj = this.Record.GetType().GetProperty(objName).GetValue( this.Record, null); ConstructorInfo ci = typeof(TBusinessClass).GetConstructor( new Type[] { this.Database.GetType(), obj.GetType()}); cachedField = (TBusinessClass)ci.Invoke( new object[] { this.Database, obj }); } } return cachedField; }

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  • OpenTK C# Loading Model (3DS?) for display and animation

    - by Randomman159
    For the last few days i have been searching for a model importer that support skeletal movement using OpenTK (C#, OpenGL). I am avoiding writing it myself because firstly i am only just learning OpenGL, but also because i don't see why there's a necessity in recreating the wheel. What do you guys use to import your models? I find it interesting that 90% of OpenTK users will import models for various projects, yet i havn't found a single working importer. Could any of you share your code or point me in the direction of a good loader? 3DS files would be best, but anything that can be exported from an autodesk program would be fine, as long as it uses skeleton animation. Thanks for any help :)

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  • CAKeyframeAnimation - Examples

    - by Brian
    I have a a menu that is a CALayer that will slide across the screen to a given point. I want the effect where the menu will go a little past the point, then a little before the point, and then land on the point. I can move the menu by applying a transform, but I was hoping to get this bouncing effect to work. I was looking into CAKeyframeAnimation, but I'm having trouble locating an example/tutorial. Any links or help would be great. Thanks.

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  • What is the best way to slide a panel in WPF?

    - by Kris Erickson
    I have a fairly simple UserControl that I have made (pardon my Xaml I am just learning WPF) and I want to slide the off the screen. To do so I am animating a translate transform (I also tried making the Panel the child of a canvas and animating the X position with the same results), but the panel moves very jerkily, even on a fairly fast new computer. What is the best way to slide in and out (preferably with KeySplines so that it moves with inertia) without getting the jerkyness. I only have 8 buttons on the panel, so I didn't think it would be too much of a problem. Here is the Xaml I am using, it runs fine in Kaxaml, but it is very jerky and slow (as well as being jerkly and slow when run compiled in a WPF app). <UserControl xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Width="1002" Height="578"> <UserControl.Resources> <Style TargetType="Button"> <Setter Property="Control.Padding" Value="4"/> <Setter Property="Control.Margin" Value="10"/> <Setter Property="Control.Template"> <Setter.Value> <ControlTemplate TargetType="Button"> <Grid Name="backgroundGrid" Width="210" Height="210" Background="#00FFFFFF"> <Grid.BitmapEffect> <BitmapEffectGroup> <DropShadowBitmapEffect x:Name="buttonDropShadow" ShadowDepth="2"/> <OuterGlowBitmapEffect x:Name="buttonGlow" GlowColor="#A0FEDF00" GlowSize="0"/> </BitmapEffectGroup> </Grid.BitmapEffect> <Border x:Name="background" Margin="1,1,1,1" CornerRadius="15"> <Border.Background> <LinearGradientBrush StartPoint="0,0" EndPoint="0,1"> <LinearGradientBrush.GradientStops> <GradientStop Offset="0" Color="#FF0062B6"/> <GradientStop Offset="1" Color="#FF0089FE"/> </LinearGradientBrush.GradientStops> </LinearGradientBrush> </Border.Background> </Border> <Border Margin="1,1,1,0" BorderBrush="#FF000000" BorderThickness="1.5" CornerRadius="15"/> <ContentPresenter HorizontalAlignment="Center" Margin="{TemplateBinding Control.Padding}" VerticalAlignment="Center" Content="{TemplateBinding ContentControl.Content}" ContentTemplate="{TemplateBinding ContentControl.ContentTemplate}"/> </Grid> </ControlTemplate> </Setter.Value> </Setter> </Style> </UserControl.Resources> <Canvas> <Grid x:Name="Panel1" Height="578" Canvas.Left="0" Canvas.Top="0"> <Grid.RenderTransform> <TransformGroup> <TranslateTransform x:Name="panelTranslate" X="0" Y="0"/> </TransformGroup> </Grid.RenderTransform> <Grid.RowDefinitions> <RowDefinition Height="287"/> <RowDefinition Height="287"/> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition x:Name="Panel1Col1"/> <ColumnDefinition x:Name="Panel1Col2"/> <ColumnDefinition x:Name="Panel1Col3"/> <ColumnDefinition x:Name="Panel1Col4"/> <!-- Set width to 0 to hide a column--> </Grid.ColumnDefinitions> <Button x:Name="Panel1Product1" Grid.Column="0" Grid.Row="0" HorizontalAlignment="Center" VerticalAlignment="Center"> <Button.Triggers> <EventTrigger RoutedEvent="Button.Click" SourceName="Panel1Product1"> <EventTrigger.Actions> <BeginStoryboard> <Storyboard> <DoubleAnimation BeginTime="00:00:00.6" Duration="0:0:3" From="0" Storyboard.TargetName="panelTranslate" Storyboard.TargetProperty="X" To="-1000"/> </Storyboard> </BeginStoryboard> </EventTrigger.Actions> </EventTrigger> </Button.Triggers> </Button> <Button x:Name="Panel1Product2" Grid.Column="0" Grid.Row="1" HorizontalAlignment="Center" VerticalAlignment="Center"/> <Button x:Name="Panel1Product3" Grid.Column="1" Grid.Row="0" HorizontalAlignment="Center" VerticalAlignment="Center"/> <Button x:Name="Panel1Product4" Grid.Column="1" Grid.Row="1" HorizontalAlignment="Center" VerticalAlignment="Center"/> <Button x:Name="Panel1Product5" Grid.Column="2" Grid.Row="0" HorizontalAlignment="Center" VerticalAlignment="Center"/> <Button x:Name="Panel1Product6" Grid.Column="2" Grid.Row="1" HorizontalAlignment="Center" VerticalAlignment="Center"/> <Button x:Name="Panel1Product7" Grid.Column="3" Grid.Row="0" HorizontalAlignment="Center" VerticalAlignment="Center"/> <Button x:Name="Panel1Product8" Grid.Column="3" Grid.Row="1" HorizontalAlignment="Center" VerticalAlignment="Center"/> </Grid> </Canvas> </UserControl>

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  • Drawing custom graphics on the iPhone: CALayer vs. CGContext

    - by Henry Cooke
    Hi all, I have an application in which I'm doing some custom drawing, a bunch of lines on a gradient background, like so (ignore the text, they're just UILabels): At the moment, that's all done by starting a new CGContext, drawing stuff into it with CGContextDrawLinearGradient and CGContextStrokePath, then finally saving the resulting image with UIGraphicsGetImageFromCurrentImageContext. The positioning info is calculated while I'm laying out those labels, so it'd be a PITA (and duplication of effort) to calculate it all over again when the containing UIView is drawn with drawRect, so I'm drawing it ahead of time into a UIImage. All works fine, so far so good. However, I have a sneaking suspicion that it may be more efficient to use CALayers to do this drawing. My (cursory) understanding of the difference between the two approaches is that a CALayer is more like a bunch of instructions to draw stuff, and so takes up less memory until it's actually drawn onscreen, whereas drawing everything into a UIImage ahead of time means that you've got a sodding great bitmap kicking around in memory all the time, whether it's drawn or not. Is that a correct understanding? What is generally considered to be the best way of drawing custom images on the iPhone?

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  • What causes this error? "CALayer position contains NaN: [240 nan]"

    - by Kevlar
    I've seen this happen whenever i rotate a screen that has a UITableView on it. I've found out that it happens inbetween the willRotate and didRotate method calls in UIViewController My co-workers have seen it in other spots as well, usually around rotation. It hadnt started happening until very recently, and we're stumped as to how we should deal with it (google searches don't turn up the error message in its exact form). Has anyone else encountered this that knows what to do about it?

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  • Animating a custom property of CALayer subclass

    - by jemmons
    I have a CALayer subclass, MyLayer, that has a NSInteger property called myInt. I'd really like to animate this property via CABasicAnimation, but it seems CABasicAnimation only works on so-called "animatable" properties (bounds, position, etc). Is there something I can override to make my custom myInt property animatable?

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  • CATiledLayer: Determining levelsOfDetail when in drawLayer

    - by Russell Quinn
    I have a CATiledLayer inside a UIScrollView and all is working fine. Now I want to add support for showing different tiles for three levels of zooming. I have set levelsOfDetail to 3 and my tile size is 300 x 300. This means I need to provide three sets of tiles (I'm supplying PNGs) to cover: 300 x 300, 600 x 600 and 1200 x 1200. My problem is that inside "(void)drawLayer:(CALayer *)layer inContext:(CGContextRef)ctx" I cannot work out which levelOfDetail is currently being drawn. I can retrieve the bounds currently required by using CGContextGetClipBoundingBox and usually this requests a rect for one of the above sizes, but at layer edges the tiles are usually smaller and therefore this isn't a good method. Basically, if I have set levelsOfDetail to 3, how do I find out if drawLayer is requesting level 1, 2 or 3 when it's called? Thanks, Russell.

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  • IPhone like scrolling on Silverlight ListBox

    - by Larsi
    Hi! I need a listbox with IPhone-like functionality for Silverlight. That is, animated scrolling, and click and drag to scroll. Scrolling will continue a bit after the mouse up event based on the "speed" of the dragging. I've search and found no control vendors providing this. So question is how should I build it? I need some hints to get started. There's two parts to this question: Part 1, How to get the animated scrolling of the listbox. Part 2, How to build a "draggable" scrolling, I guess I should put a canvas on top and track the mouseevent, and simulate some physics. Some hints here would have been great. Thanks Larsi.

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  • Wrapping/warping a CALayer/UIView (or OpenGL) in 3D (iPhone)

    - by jbrennan
    I've got a UIView (and thus a CALayer) which I'm trying to warp or bend slightly in 3D space. That is, imagine my UIView is a flat label which I want to partially wrap around a beer bottle (not 360 degrees around, just on one "side"). I figured this would be possible by applying a transform to the view's layer, but as far as I can tell, this transform is limited to rotation, scale and translation of the layer uniformly. I could be wrong here, as my linear algebra is foggy at this point, to say the least. How can I achieve this?

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  • Preload/predisplay tiles in a CATiledLayer?

    - by jemmons
    On the iPhone (though I imagine it's an equally valid question in Cocoa) I have a UIScrollView around a UIView backed by a CATiledLayer. The way it works by default is to load any uncached/unfetched tiles when my viewport scrolls over a blank section of the CATiledLayer. What I would like to know is if there's a way to trigger CATiledLayer to load a tile that's not actively being displayed? I would like to, for example, preload all tiles contiguous to the currently displayed tile while they are still offscreen, thus avoiding flashing a blank screen that fades in to the image once it's loaded asynchronously. Any ideas?

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  • Easy GWT Animations

    - by brad
    I've started looking at some external GWT libraries for animations, but they all seemd a bit overkill for what i want. I'm trying to mimic JQuery Tools scrollabel plugin in GWT for a scrolling navigation (think iphone). User clicks an item, page scrolls to the child panel of that item, which may also have children that can be clicked. All I need to do is slide a div, x number of pixels backwards and forwards over some fixed rate of time The only real tutorial i've found on writing animations in GWT is 2 years old and seems a bit verbose, (managing individual frames etc...) Is there no simpler solution for easily moving a div from one position to another without requiring all the extra cruft? Forgive me but I'm coming from jQuery coding that has this built in simply and easily.

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  • UILabel fade-in fade-out question

    - by Oscar Peli
    Hi there, I got the following code inside an NSTimer selector: [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:2.0]; [infoLbl setAlpha:0]; [UIView commitAnimations]; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:2.0]; [infoLbl setAlpha:1]; [UIView commitAnimations]; So I want to implement a simple fade-in/fade-out loop upon a UILabel (infoLbl). Well, with this code I get only the fade-in step, since the UILabel suddenly disappear, then fades-in. Some suggestion? Thanks.

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