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  • CATransitionFade not working on newly added subviews

    - by David Liu
    For some reason, fading in new buttons using CATransition isn't working for me when it's a newly added button. The fade animation, however, is working on existing subviews. Code: // Add new button. CATransition *animation = [CATransition animation]; [animation setDuration:0.5]; [animation setType:kCATransitionFade]; [[button layer] addAnimation:animation forKey:@"fadeIn"]; [self.view addSubview:button]; // Enable previous button (Enabling fades in different type of background) if(toolbar.buttons.count != 0){ UIButton * prevButton = [toolbar.buttons objectAtIndex:(toolbar.buttons.count - 1)]; prevButton.enabled = YES; [[prevButton layer] addAnimation:animation forKey:@"fadeIn"]; }

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  • How do I get more control of UIImageView animation?

    - by Pickles
    I'm trying to display a series of images in a animation where the duration between the images changes frame to frame. I can successfully animate images where the duration is the same. I've looked into subclassing UIImageView but it doesn't seem to allow you access anything that could be helpful. I've also looked into subclassing UIView directly but it seems like I'd have to write a lot of the stuff that UIImageView already does for me. Is there a way to do this with UIImageView? Or if I am going to have to build my own UIView animation can someone point me the right direction to get started? Thanks.

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  • How to show the animation without exposing the code?

    - by bonCodigo
    There's an animation done in jQuery within jsfiddle. I do not have a website as of now to "implant" it and share the URL. I also can't give the jsfiddle. So how can I share my animation to the audience without showing the code? Does github or any other facility tools allow locking the code and showing the final product without having a website, yet I could get a URL for the audience to view it? I regret for the rookie-question in this context as I am still new to web stuff. EDIT: jsFiddle shows 3 code windows along the results :html, css, js. My requirement is to only show the results window to the audience and by all means to hide codes and leads via URL to the codes. Ideal solution demands a results to be shown and URL that is encrypted (at best).

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  • How to do something after effect animation ends in Flex?

    - by Chobicus
    I'm a beginner in Flex so there must be more elegant way of doing this. //move effect private var m:Move = new Move(); //this function creates labels with some text and starts move effect on them public function moveText(i:int):void { var myLabel:Label = new Label(); myLabel.text = "some text"; m.target = myLabel; ... m.play(); } Method moveText is called in a loop so I guess that labels don't get "garbage collected". What I want to do is to remove Labels created in moveText method after play animation ends. Another way of doing this is maybe creating some kind of "pool" of labels which I would use to move arround text. I don't know how would I return labels in to "pool". The question is how to do something after effect animation ends?

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  • Like to Upgrade My PC (7 year old) - for animation and hardcore gaming ! - help me [closed]

    - by sri
    I like to buy a new computer for my studies and as well as gaming. My old pc has 1.5 GB RAM with 512MB Graphics card. And it is very old to run Adobe CS5 version and other high end animation software. My budget will be INR 20k-25k. I have 500GB hard disk, keyboard and mouse new. So apart from this, I like to buy : Intel or AMD is good ? My idea is : Corei5 or Corei7 = which is best and economy ? Which mother board. 4 GB RAM with upto 8 GB RAM slot for future upgrade. 1 GB or 2 GB Graphic card - which one ? If I am wrong - please suggest me

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  • Animating sprites in HTML5 canvas

    - by fnx
    I'm creating a 2D platformer game with HTML5 canvas and javascript. I'm having a bit of a struggle with animations. Currently I animate by getting preloaded images from an array, and the code is really simple, in player.update() I call a function that does this: var animLength = this.animations[id].length; this.counter++; this.counter %= 3; if (this.counter == 2) this.spriteCounter++; this.spriteCounter %= animLength; return this.animations[id][this.spriteCounter]; There are a couple of problems with this one: When the player does 2 actions that require animating at the same time, animation speed doubles. Apparently this.counter++ is working twice at the same time. I imagine that if I start animating multiple sprites with this, the animation speed will multiply by the amount of sprites. Other issue is that I couldn't make the animation run only once instead of looping while key is held down. Someone told me that I should create a function Animation(animation id, isLooped boolean) and the use something like player.sprite = new Animation("explode", false) but I don't know how to make it work. Yes I'm a noob... :)

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  • Correct way to switch between UIView with ARC. My way leads to memory leaks :( (iOS)

    - by Andrei Golubev
    i use xcode 4.4 with ARC on.. I have dynamically created UIViews in the ViewController.m: UIView*myviews[10]; Then in the - (void)viewDidLoad function i fill each of it with pictures i need myviews[viewIndex] = [[UIView alloc]initWithFrame:myrec]; UIImage *testImg; UIImageView * testImgView; testImg = [UIImage imageNamed:[NSString stringWithFormat:@"imgarray%d.png", viewIndex]; testImgView.image = testImg; viewindex++; So all seems to be fine, when i want to jump from one view to another i do with two buttons next: [self.view addSubview:views[viewIndex]]; CATransition *animation = [CATransition animation]; [animation setDelegate:self]; [animation setDuration:1.0f]; [animation setType:@"rippleEffect"]; [animation setSubtype:kCATransitionFromTop]; //[animation setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]]; [self.view.layer addAnimation:animation forKey:@"transitionViewAnimation"]; Nothing seems to be bad, but the memory consumption grows with huge speed when i switch between views.. and then i get low memory warning or sometimes application will just crash. I have tried to use UIViewController array and was switching between the controllers: nothing changes, the memory low warning is what i end up with.. Maybe i need to clean the memory somehow? But how? ARC does not allow to use release and so on.. last what i have tried (sorry, maybe not very professional) before to add new subview is this NSArray *viewsToRemove = [self.view subviews]; for (UIView *views in viewsToRemove) { [views removeFromSuperview]; } But this does not help either.. Please don't judge too strong, i am still new to iOS and Objective-c..

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  • Why is -webkit-keyframes not working in my SASS mixin?

    - by Tintin81
    I have this SASS mixin that should make a button flash: @mixin background_animation($color) { -webkit-animation: backgroundAnimation 800ms infinite; @-webkit-keyframes backgroundAnimation { 0% {background-color: $color;} 50% {background-color: red;} 100% {background-color: $color;} } } I am using it like this: @include background_animation(#000000); However, it's not working. The background color of the button won't flash. Can anybody tell me what I'm missing here? P.S. The code works fine when not including it as a mixin. The generated CSS looks like this: -webkit-animation-delay: 0s; -webkit-animation-direction: normal; -webkit-animation-duration: 0.800000011920929s; -webkit-animation-fill-mode: none; -webkit-animation-iteration-count: infinite; -webkit-animation-name: backgroundAnimation; -webkit-animation-timing-function: cubic-bezier(0.25, 0.1, 0.25, 1); ... other rules omitted for brevity

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  • Fragments keep going back to the default position when MapView is Zoomed In/Out

    - by hectichavana
    I have an activity with 3 fragments displayed, a MapActivity, a ListActivity, and a (normal) DetailsActivity. The ListActivity and DetailsActivity is placed over the MapActivity. There's a function to hide both ListActivity and DetailsActivity with an Animation, and onAnimationEnd() I set a new layout for the hidden Activity. The problem I'm facing is, everytime one of the ListActivity or DetailsActivity hidden (picture State 2), and then I pinch the screen on the MapActivity to zoom the map, it always goes back to the default view (picture State 1). The closed Activities are automatically opened again. Does anybody know how to prevent the hidden fragments from going to the first state again when I pinch the MapActivity? this is an example of the function how I hide the DetailsActivity(): public void hideDetailview() { final Animation close = AnimationUtils.loadAnimation(this, R.anim.close); close.setFillEnabled(true); close.setAnimationListener(closeDetailAnimationListener); fragment_detail.startAnimation(close); Toast.makeText(MainFragmentActivity.this,WWHApplication.getDrawer(), Toast.LENGTH_SHORT).show(); } private AnimationListener closeDetailAnimationListener = new AnimationListener() { @Override public void onAnimationStart(Animation animation) { } @Override public void onAnimationRepeat(Animation animation) { } @Override public void onAnimationEnd(Animation animation) { int newLeft = -330; fragment_detail.layout(newLeft, fragment_detail.getTop(), newLeft + fragment_detail.getMeasuredWidth(), fragment_detail.getTop() + fragment_detail.getMeasuredHeight()); } };

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  • How do you hide/show UISearchBar's scope bar with animation?

    - by zekel
    I want to show no scope bar when the table is empty (before the search bar edits for the first time), no scope bar when it's editing, and finally show it when editing done. I know about the UISearchBarDelegate protocol, but I don't know how to show/hide the scope bar with animation. I know UISearchBar has setShowsScopeBar:, but no setShowsScopeBar:animated: the way it does for setShowsCancelButton:animated.

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  • Toggle jquery div expand over the another div Animation (Z-Index).

    - by ricky roy
    Hi, Following url there is right hand toggle menu which is on flash. I need a Same functionality On jquery. I have try but the problem is to fixing the position. of next div and Image bellow http://www.junkiesdigital.com/ I have made a use Jquery function but I unable to get the exact animation. Here is the page. http://www.junkiesdigital.com/html/Index.htm Any one help me out this problem. Kind regards, Thanks

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  • How do I add animation to an iPhone app?

    - by james p
    So I came from a Flash background where I can animate in timeline. I've completed the Beginning iPhone Development book and just realized that I still don't know how to get an animation in. I'm guessing I need to import png sequences? Can anyone point me to an appropriate place to learn more about this topic? I want to make a game and my game objects need to animate. Thanks in advance!!

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  • How to resize a flash animation to fit HTML container?

    - by Andree
    Hi there, I have a flash animation with the size of 1280x1024 and I want to embed it into an HTML file. I want the flash file to be displayed in 800x600. This is my code: <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en"> <body align="center"> <object> <param name="movie" value="/flash/connect.swf" /> <embed src="/flash/connect.swf" width="800" height="600"></embed> </object> </body> </html> Well, it doesn't work. I do have a 800x600 frame, but the flash file itself still displayed on its original size. Can someone tell me what have I done wrong here? Thanks, Andree

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  • Why does my jQuery animation require an extra click in IE8 to finish?

    - by Eric Reynolds
    I am pretty new to jQuery in general, however the following code works perfectly in Chrome and Firefox, but not in IE8. In IE8, I have to click anywhere on the page to start the animation after selecting a radio button. Here is the code: $("input[name=method]").change(function() { if($("input:radio[name=method]:checked").val() == 'installer') { $('#download').slideUp(0).removeClass("vendorSize").text("Download").addClass("installerSize").slideDown(500); } else if($("input:radio[name=method]:checked").val() == 'url') { $('#download').slideUp(0).removeClass("installerSize").text("Download From Vendor Website").addClass("vendorSize").slideDown(500); } }); Anyone know why this breaks in IE8 but not in the other browsers? If you feel this would work better using .animate (not that I think it should matter), can you provide an example of how to code it? Thanks, Eric R

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  • Where can I find a jQuery color animation plugin?

    - by George Edison
    I need an up-to-date jQuery color animation plugin that works in IE 8. I tried using the one at http://plugins.jquery.com/project/color but it causes errors like "Invalid property value." in the following line of code from color.js: fx.elem.style[attr] = "rgb(" + [ Math.max(Math.min( parseInt((fx.pos * (fx.end[0] - fx.start[0])) + fx.start[0]), 255), 0), Math.max(Math.min( parseInt((fx.pos * (fx.end[1] - fx.start[1])) + fx.start[1]), 255), 0), Math.max(Math.min( parseInt((fx.pos * (fx.end[2] - fx.start[2])) + fx.start[2]), 255), 0) ].join(",") + ")"; Where can I get something that works? By the way, I really hate IE, if that helps.

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  • Expandable list with animated effect

    - by Naveen Chauhan
    I am using this animation class to create the animation when i shrink and expand the list on some click event import android.view.View; import android.view.animation.Animation; import android.view.animation.Transformation; import android.widget.LinearLayout.LayoutParams; public class ExpandAnimation extends Animation{ private View mAnimatedView; private LayoutParams mViewLayoutParams; private int mMarginStart, mMarginEnd; private boolean mIsVisibleAfter = false; private boolean mWasEndedAlready = false; public ExpandAnimation(View view, int duration){ setDuration(duration); mAnimatedView = view; System.out.println(view.getVisibility()); mViewLayoutParams = (LayoutParams)view.getLayoutParams(); mIsVisibleAfter = (view.getVisibility() == View.VISIBLE); System.out.println("mIsVisibleAfter:- "+ mIsVisibleAfter); mMarginStart = mViewLayoutParams.bottomMargin; System.out.println("mMarginStart:- "+ mMarginStart); mMarginEnd = (mMarginStart == 0 ?(0 - view.getHeight()):0); System.out.println("mMarginEnd:- "+mMarginEnd); view.setVisibility(View.VISIBLE); } @Override protected void applyTransformation(float interpolatedTime, Transformation t){ super.applyTransformation(interpolatedTime, t); System.out.println("mMarginEnd:- "+interpolatedTime); if(interpolatedTime<1.0f){ System.out.println("Inside if true"); mViewLayoutParams.bottomMargin = mMarginStart + (int) ((mMarginEnd - mMarginStart)*interpolatedTime); System.out.println("mViewLayoutParams.bottomMargin:- "+mViewLayoutParams.bottomMargin); mAnimatedView.requestLayout(); }else if(!mWasEndedAlready){ mViewLayoutParams.bottomMargin = mMarginEnd; mAnimatedView.requestLayout(); System.out.println("mIsVisibleAfter:- "+mIsVisibleAfter); if(mIsVisibleAfter){ mAnimatedView.setVisibility(View.GONE); } mWasEndedAlready = true; } } } i am using following lines on some click event in my activity class to create the object of my animation class View toolbar = (View) findViewById(R.id.toolbar1); ExpandAnimation expandani = new ExpandAnimation(toolbar,500); toolbar.startAnimation(expandani); My probem is that when click event occurs, my list expand and then shrink but it must stop when it grows completely and shrink when i click on up image. please let me know that how my animation class is working. i have also tried myself by using SOP statements which you can see in my animation class.

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  • Click Function on jQuery plugin only allows for single click

    - by user1427307
    I've created this simple plugin to add multiple animations on click but the problem is that once the object is clicked it can not repeat the animation by clicking again, i can't figure out why the added class is not removing itself after the click function is complete to allow it to be clicked again and repeat.. any suggestions? (function($) { $.fn.vivify = function(options) { var defaults = { animation: 'bounce', }; var options = $.extend(defaults, options); return this.each(function() { var o = options; var obj = $(this); var animation = o.animation; obj.bind("click", function() { obj.addClass(o.animation); obj.addClass('vivify'); }, function() { obj.removeClass(o.animation); }); }) } })(jQuery);

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  • How to determine the best "framerate" (setInterval delay) to use in a JavaScript animation loop?

    - by Ricket
    When writing a JavaScript animation, you of course make a loop using setInterval (or repeated setTimeout). But what is the best delay to use in the setInterval/setTimeout call(s)? In the jQuery API page for the .animate() function, the user "fbogner" says: Just if anyone is interested: Animations are "rendered" using a setInterval with a time out of 13ms. This is quite fast! Chrome's fastest possible interval is about 10ms. All other browsers "sample" at about 20-30ms. Any idea how jQuery determined to use this specific number?

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  • iPhone app memory leak with UIImage animation? Problem testing on device

    - by user157733
    I have an animation which works fine in the simulator but crashes on the device. I am getting the following error... Program received signal: “0”. The Debugger has exited due to signal 10 (SIGBUS) A bit of investigating suggests that the UIImages are not getting released and I have a memory leak. I am new to this so can someone tell me if this is the likely cause? If you could also tell me how to solve it then that would be amazing. The images are 480px x 480px and about 25kb each. My code is below... NSArray *rainImages = [NSArray arrayWithObjects: [UIImage imageNamed:@"rain-loop0001.png"], [UIImage imageNamed:@"rain-loop0002.png"], [UIImage imageNamed:@"rain-loop0003.png"], [UIImage imageNamed:@"rain-loop0004.png"], [UIImage imageNamed:@"rain-loop0005.png"], [UIImage imageNamed:@"rain-loop0006.png"], //more looping images [UIImage imageNamed:@"rain-loop0045.png"], [UIImage imageNamed:@"rain-loop0046.png"], [UIImage imageNamed:@"rain-loop0047.png"], [UIImage imageNamed:@"rain-loop0048.png"], [UIImage imageNamed:@"rain-loop0049.png"], [UIImage imageNamed:@"rain-loop0050.png"], nil]; rainImage.animationImages = rainImages; rainImage.animationDuration = 4.15/2; rainImage.animationRepeatCount = 0; [rainImage startAnimating]; [rainImage release]; Thanks

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  • How do I control the background color during the iPhone flip view animation transition?

    - by Rob S.
    I have some pretty standing flipping action going on: [UIView beginAnimations:@"swapScreens" context:nil]; [UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:self.view cache:YES]; [UIView setAnimationDuration:1.0]; [self.view exchangeSubviewAtIndex:0 withSubviewAtIndex:1]; [UIView commitAnimations]; To Apple's credit, this style of animation is amazingly easy to work with. Very cool, and I've been able to animate transitions, flips, fades etc. throughout the app very easily. Question: During the flip transition, the background visible 'behind' the two views during the flip is white and I'd like it to be black. I've: Set the background of the containing view (self.view above) - no dice. I really thought that would work. Set the background of each view to black - no dice. I didn't think this would work although you give different things a shot to understand better :) Google'd like crazy; keep landing on Safari-related listings. Thanks in advance!

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  • How to solve the delay problem in animation of sprites ?

    - by srikanth rongali
    My problem is, I did coding for a sprite. It should change it should change it's image from( 1, 2, 3). It should look like count down time to start a game. 1, 2, 3 are 3 png images. But the images are not displayed in equal intervals of time. I mean time between (1 - 2), (2 - 3) is not same. It is random. Please help me with my problem. Help me if there is better solution than what I am doing.(My animation should be like, before any game starts we see count down 1 then 2 then 3 then GO). -(id)init { if((self = [super init])) { [[CCDirector sharedDirector] setAnimationInterval:60.0/60]; [[CCDirector sharedDirector] setDisplayFPS:NO]; CCAnimation* numberAnimation = [CCAnimation animationWithName:@"countDown" delay: 60.0/60]; for( int i=1;i<4;i++) [numberAnimation addFrameWithFilename: [NSString stringWithFormat:@"number_%02d.png", i]]; id numberAction = [CCAnimate actionWithAnimation: numberAnimation restoreOriginalFrame:NO]; id action2 = [CCFadeOut actionWithDuration:0.5f]; CCSprite *number; number = [CCSprite spriteWithFile:@"number.png"]; .... } }

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  • How to use python to create a GUI application which have cool animation/effects under Linux (like 3D

    - by sgon00
    Hi, I am not sure if my question title makes sense to you or not. I am seeing many cool applications which have cool animations/effects. I would like to learn how to use python to create this kind of GUI applications under Linux. "cool animation/effects" like 3D wall in Cooliris which is written in flash and compiz effects with opengl. I also heard of some python GUI library like wxPython and pyQT. Since I am completely new to python GUI programming, can anyone suggest me where to start and what I should learn to achieve and create such application? maybe learn pyQT with openGL feature? pyopengl binding? I have no clue on where to start. thank you very much for your time and suggestion. By the way, in case if someone need to know which kind of application I am going to create, well, just any kind of applications. maybe photo explorer with 3D wall, maybe IM client, maybe facebook client etc...

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  • iphone - why is this flip animation using layers not working?

    - by Digital Robot
    I would like to make an animation that goes like this: imagine a picture sitting on a shelve. It drops from the shelve and as it falls it rotates along the horizontal axis and translates along the vertical axis. I would like to do this with perspective and the back side should be the image reversed, like the picture is a kind of slide. I have done this: CALayer* layer = myImageView.layer; layer.doubleSided = YES; CAKeyframeAnimation* animationTransform = [CAKeyframeAnimation animationWithKeyPath:@"transform"]; CATransform3D startTransform = CATransform3DIdentity; CATransform3D endTransform = CATransform3DTranslate (layer.transform, 0.0f, 200.0f, 0.0f); endTransform = CATransform3DRotate (endTransform, degreesToRadian(350.0f), 1.0f, 0.0f, 0.0f); endTransform.m34 = 1.0 / -500; NSArray *values = [NSArray arrayWithObjects: [NSValue valueWithCATransform3D:startTransform], [NSValue valueWithCATransform3D:endTransform], nil]; [animationTransform setValues:values]; NSArray *tempos = [NSArray arrayWithObjects: [NSNumber numberWithFloat:0.0f], [NSNumber numberWithFloat:0.7f], nil]; [animationTransform setKeyTimes:tempos]; NSArray *timing = [NSArray arrayWithObjects: [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut], nil]; [animationTransform setTimingFunctions:timing]; animationTransform.fillMode = kCAFillModeRemoved; animationTransform.removedOnCompletion = YES; animationTransform.repeatCount = 1; animationTransform.duration = 3.7f; animationTransform.cumulative = YES; the result of this has nothing to do with anything. The result is: the image translates down an inch on the screen and then up half inch. Then it disappears and appears at its starting position again. What am I missing? thanks

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