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  • Looking for temporal upsampling / motion interpolation software

    - by timday
    I'm looking for something (prereably FOSS software) which can take an animation with N images as input, and which will output an animation with M frames, where M is in the range 2N to 5N or so. I believe the general technique is called "temporal upsampling" or possibly "inbetweening" (or "'tweening" for short). Note that it does need to make some effort to do motion tracking of things in the scene ("optical flow"); just fading ("dissolve") between keyframes isn't going to cut it. Googling "temporal upsampling" turns up any number of papers on the subject, but I've yet to discover any code/software (a gstreamer plugin would be perfect) I can just use to try the technique out. Any suggestions ? Additional information: "Motion interpolation" seems to be the more widely used name in the TV world for what I'm looking for. See this and the video here too. Interestingly, some cinephiles seem to hate what these technologies do to 24FPS film: e.g a comment "makes Gone With The Wind look like a soap opera shot on video".

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  • Looking for temporal upsampling software

    - by timday
    I'm looking for something (prereably FOSS software) which can take an animation with N images as input, and which will output an animation with M frames, where M is in the range 2N to 5N or so. I believe the general technique is called "temporal upsampling" or possibly "inbetweening" (or "'tweening" for short). Note that it does need to make some effort to do motion tracking of things in the scene ("optical flow"); just fading ("dissolve") between keyframes isn't going to cut it. Googling "temporal upsampling" turns up any number of papers on the subject, but I've yet to discover any code/software I can just use to try the technique out. Any suggestions ?

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  • WPF animation/UI features performance and benchmarking

    - by Rich
    I'm working on a relatively small proof-of-concept for some line of business stuff with some fancy WPF UI work. Without even going too crazy, I'm already seeing some really poor performance when using a lot of the features that I thought were the main reason to consider WPF for UI building in the first place. I asked a question on here about why my animation was being stalled the first time it was run, and at the end what I found was that a very simple UserControl was taking almost half a second just to build its visual tree. I was able to get a work around to the symptom, but the fact that it takes that long to initialize a simple control really bothers me. Now, I'm testing my animation with and without the DropShadowEffect, and the result is night and day. A subtle drop shadow makes my control look so much nicer, but it completely ruins the smoothness of the animation. Let me not even start with the font rendering either. The calculation of my animations when the control has a bunch of gradient brushes and a drop shadow make the text blurry for about a full second and then slowly come into focus. So, I guess my question is if there are known studies, blog posts, or articles detailing which features are a hazard in the current version of WPF for business critical applications. Are things like Effects (ie. DropShadowEffect), gradient brushes, key frame animations, etc going to have too much of a negative effect on render quality (or maybe the combinations of these things)? Is the final version of WPF 4.0 going to correct some of these issues? I've read that VS2010 beta has some of these same issues and that they are supposed to be resolved by final release. Is that because of improvements to WPF itself or because half of the application will be rebuilt with the previous technology?

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  • onComplete for Ajax.Request sometimes does not hide the load animation in Prototype

    - by TenJack
    I have a Ajax.Request in which I use onLoading and onComplete to show and hide a load animation gif. The problem is that every 10 clicks or so, the load animation fails to hide and just stays there animating even though the ajax request has returned successfully. I have a number of div elements that each has its own respective load animation and an onclick with the Ajax.Request that looks like this: <div id="word_block_<%= word_obj.word %>" class="word_block" > <%= image_tag("ajax-loader_word_block.gif", :id => "load_animation_#{word_obj.word}", :style => 'display:none') %> <a href="#" onclick="new Ajax.Request('/test/ajax_load', {asynchronous:true, evalScripts:true, onLoading:function() { Element.show('load_animation_<%= word_obj.word %>')}, onComplete:function(){ Element.hide('load_animation_<%= word_obj.word %>')}}); return false;">Click Here</a> </div> Does it look like anything could be wrong with this? Maybe I should try removing the inline onclick and add an onclick programmatically with javascript? I really have no idea why this keeps happening. I am using the prototype library with ruby on rails.

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  • 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.

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  • i7 Windows 7 laptop or Macbook Pro 15" (For making 3D model and Animation)

    - by sppdhs
    Hi everyone, I'm thinking of buying a new laptop as my current one will be 5 years old next year and it currently gives me a blue screen everytime I run a heavy software to make 3D models and animation. Question is: Should I buy Macbook Pro or a Windows 7 laptop? I tried to research and some say that Windows would be better, especially because you can buy a very high spec laptop with cheaper price. While some other say Macbook Pro is the better choice as it can run bootcamp with windows 7 100% performance on every software even though it's a mac. Is this true? Which one is actually better? Btw, the software that I usually use is 3Ds Max, Maya, and ZBrush. To note as well, I have never used a Mac before. I've checked around some stores and budget wise, I'll need around AU$3000+ to buy a Macbook pro, and AU$2000+ to buy a windows laptop. Quite a big difference in price range. Thanks in advance for your help.

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  • UiBinder Dynamic DockPanel

    - by murray
    Simple Question .... If I have a StackLayoutPanel on the left, I want to click it have a dynamically loaded widget in my DockLayoutPanel on right ... similar to the GWt example http://gwt.google.com/samples/Mail/Mail.html.. where clicking anything under mailboxes would trigger a different widget on right...

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  • Should I use Vaadin Framework

    - by Maksim
    I just tried to play with Vaadin Framework and it seems to me very easy to use. Plus what I like about his framework is that it is built on top of GWT. What do you think, should I continue using this framework or it's better to stick with GWT.

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  • Intermittent fillMode=kCAFillModeForwards bug using CAKeyframeAnimation with path

    - by Mark24x7
    I'm having an intermittent problem when I move a UIImageView around the screen using CAKeyframeAnimation. I want the position of the UIImageView to remain where the animation ends when it is done. This bug only happens for certain start and end points. When I use random points it works correctly most of the time, but about 5-15% of the time it fails and snaps back to the pre-animation position. The problem only appears when using CAKeyframeAnimation using the path property. If I use the values property the bug does not appear. I am setting removedOnCompletion = NO, and fillMode = kCAFillModeForwards. I have posted a link to a test Xcode below. Here is my code for setting up the animation. I have a property usePath. When this is YES, the bug appears. When I set usePath to NO, the snap back bug does not happen. In this case I am using a path that is a simple line, but once I resolve this bug with a simple path, I will use a more complex path with curves in it. // create the point CAKeyframeAnimation *moveAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"]; if (self.usePath) { CGMutablePathRef path = CGPathCreateMutable(); CGPathMoveToPoint(path, NULL, startPt.x, startPt.y); CGPathAddLineToPoint(path, NULL, endPt.x, endPt.y); moveAnimation.path = path; CGPathRelease(path); } else { moveAnimation.values = [NSArray arrayWithObjects: [NSValue valueWithCGPoint:startPt], [NSValue valueWithCGPoint:endPt], nil]; } moveAnimation.calculationMode = kCAAnimationPaced; moveAnimation.duration = 0.5f; moveAnimation.removedOnCompletion = NO; // leaves presentation layer in final state; preventing snap-back to original state moveAnimation.fillMode = kCAFillModeForwards; moveAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut]; // moveAnimation.delegate = self; // start the animation [ball.layer addAnimation:moveAnimation forKey:@"moveAnimation"]; To dl and view my test project goto test project (http://www.24x7digital.com/downloads/PathFillModeBug.zip) Tap the 'Move Ball' button to start the animation of the ball. I have hard coded a start and end point which causes the bug to happen every time. Use the switch to change usePath to YES or NO. When usePath is YES, you will see the snap back bug. When usePath is NO, you will not see the snap back bug. I'm using SDK 3.1.3, but I have seen this bug using SDK 3.0 as well, and I have seen the bug on the Sim and on my iPhone. Any idea on how to fix this or if I am doing something wrong are appreciated. Thanks, Mark.

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  • Suggestions for designing large-scale Java webapp from the group up

    - by Chris Thompson
    Hi all, I'm about to start developing a large-scale system and I'm struggling with which direction to proceed. I've done plenty of Java web apps before and I have plenty of experience with servlet containers and GWT and some experience with Spring. The problem is most of my webapps have been thrown together just to be a proof of concept and what I'm struggling with is what set of frameworks to use. I need to have both a browser based application as well as a web service designed to support access from mobile devices (Android and iPhone for now). Ideally, I'd like to design this system in such a way that I don't end up rewriting all of my servlets for each client (browser and phone) although I don't mind having some small checks in there to properly format the data. In addition, although I'm the only developer now, that won't necessarily be the case down the road and I'd like to design something that scales well both with regards to traffic and number of developers (isn't just a nightmare to maintain). So where I am now is planning on using GWT to design the browser-based interface but I'm struggling with how to reuse that code with to present the interface (most likely xml) for the mobile devices. Using GWT RPC would, I think, make it relatively easy to do all of the AJAX in the browser, but might make generating xml for the mobile phones difficult. In addition, I like the idea of using something like Hibernate for persistence and Spring Security to secure the whole thing. Again, I'm not sure how well those will cooperate with GWT (I think Hibernate should be fine...) There's obviously a lot more to this than I've presented here, but I've tried to give you the 5-minute overview. I'm a bit stumped and was wondering if anybody in the community had any experience starting from this place. Does what I'm trying to do make sense? Is it realistic? I have no doubt I can make all of these frameworks speak the same language, I'm just wondering if it's worth my time to fight with them. Also, am I missing a framework that would be really beneficial? Thanks in advance and sorry for the relatively broad question... Chris

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  • How to see if an object is an array?

    - by edbras
    How can I see in Java if an Object is an array without using reflection? And how can I iterate through all items without using reflection? I use Google GWT so I am not allowed to use reflection :( I would love to implement the following methods without using refelection: private boolean isArray(final Object obj) { ??.. } private String toString(final Object arrayObject) { ??.. } BTW: neither do I want to use Javascript such that I can use it in non-GWT environments Ed

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  • Suggestions for designing large-scale Java webapp from the ground up

    - by Chris Thompson
    Hi all, I'm about to start developing a large-scale system and I'm struggling with which direction to proceed. I've done plenty of Java web apps before and I have plenty of experience with servlet containers and GWT and some experience with Spring. The problem is most of my webapps have been thrown together just to be a proof of concept and what I'm struggling with is what set of frameworks to use. I need to have both a browser based application as well as a web service designed to support access from mobile devices (Android and iPhone for now). Ideally, I'd like to design this system in such a way that I don't end up rewriting all of my servlets for each client (browser and phone) although I don't mind having some small checks in there to properly format the data. In addition, although I'm the only developer now, that won't necessarily be the case down the road and I'd like to design something that scales well both with regards to traffic and number of developers (isn't just a nightmare to maintain). So where I am now is planning on using GWT to design the browser-based interface but I'm struggling with how to reuse that code with to present the interface (most likely xml) for the mobile devices. Using GWT RPC would, I think, make it relatively easy to do all of the AJAX in the browser, but might make generating xml for the mobile phones difficult. In addition, I like the idea of using something like Hibernate for persistence and Spring Security to secure the whole thing. Again, I'm not sure how well those will cooperate with GWT (I think Hibernate should be fine...) There's obviously a lot more to this than I've presented here, but I've tried to give you the 5-minute overview. I'm a bit stumped and was wondering if anybody in the community had any experience starting from this place. Does what I'm trying to do make sense? Is it realistic? I have no doubt I can make all of these frameworks speak the same language, I'm just wondering if it's worth my time to fight with them. Also, am I missing a framework that would be really beneficial? Thanks in advance and sorry for the relatively broad question... Chris

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  • Chaining animations and memory management

    - by bryan1967
    Hey Everyone, Got a question. I have a subclassed UIView that is acting as my background where I am scrolling the ground. The code is working really nice and according to the Instrumentation, I am not leaking nor is my created and still living Object allocation growing. I have discovered else where in my application that adding an animation to a UIImageView that is owned by my subclassed UIView seems to bump up my retain count and removing all animations when I am done drops it back down. My question is this, when you add an animation to a layer with a key, I am assuming that if there is already a used animation in that entry position in the backing dictionary that it is released and goes into the autorelease pool? For example: - (void)animationDidStop:(CAAnimation *)theAnimation finished:(BOOL)flag { NSString *keyValue = [theAnimation valueForKey:@"name"]; if ( [keyValue isEqual:@"step1"] && flag ) { groundImageView2.layer.position = endPos; CABasicAnimation *position = [CABasicAnimation animationWithKeyPath:@"position"]; position.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]; position.toValue = [NSValue valueWithCGPoint:midEndPos]; position.duration = (kGroundSpeed/3.8); position.fillMode = kCAFillModeForwards; [position setDelegate:self]; [position setRemovedOnCompletion:NO]; [position setValue:@"step2-1" forKey:@"name"]; [groundImageView2.layer addAnimation:position forKey:@"positionAnimation"]; groundImageView1.layer.position = startPos; position = [CABasicAnimation animationWithKeyPath:@"position"]; position.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]; position.toValue = [NSValue valueWithCGPoint:midStartPos]; position.duration = (kGroundSpeed/3.8); position.fillMode = kCAFillModeForwards; [position setDelegate:self]; [position setRemovedOnCompletion:NO]; [position setValue:@"step2-2" forKey:@"name"]; [groundImageView1.layer addAnimation:position forKey:@"positionAnimation"]; } else if ( [keyValue isEqual:@"step2-2"] && flag ) { groundImageView1.layer.position = midStartPos; CABasicAnimation *position = [CABasicAnimation animationWithKeyPath:@"position"]; position.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]; position.toValue = [NSValue valueWithCGPoint:endPos]; position.duration = 12; position.fillMode = kCAFillModeForwards; [position setDelegate:self]; [position setRemovedOnCompletion:NO]; [position setValue:@"step1" forKey:@"name"]; [groundImageView1.layer addAnimation:position forKey:@"positionAnimation"]; } } This chains animations infinitely, and as I said one it is running the created and living object allocation doesn't change. I am assuming everytime I add an animation the one that exists in that key position is released. Just wondering I am correct. Also, I am relatively new to Core Animation. I tried to play around with re-using the animations but got a little impatient. Is it possible to reuse animations? Thanks! Bryan

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  • What is the best approach for unit testing/integration testing GXT code?

    - by Arizonahockey
    I have been tasked to setup a continuous integration environment for a GXT 2.1.1 and GWT 2.0.1 environment. Unfortunately I am new to AJAX and Web Services and have little idea how to setup unit tests in the browser environment. Unit tests for the server backend I already have done, since I am a pro at that. GXT is not quite pure GWT which provides some unit testing structure. If anyone has a good starting point...

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  • com.mysql.jdbc.Driver classnotfoundException

    - by Mohammed_Q
    Im getting classnotfountexception on Class.forname("com.mysql.jdbc.Driver") im using: windows vista 64-bit, Eclipse Galileo, GWT framework i downloaded (mysql-connector-java-5.1.6-bin), but what the exact path i should add to. im getting this exception while im in gwt-projects, but normal projects working good, any idea how that should be done???...thanks

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  • Adding a MouseOverHandler to an Element?

    - by JP
    I would like to listen for the mouse over event in GWT 1.6. Since GWT 1.6 has introduced handlers and deprecated listeners I'm unsure as to how I can accomplish this with what little information exists. Note: I have an Element object. That's what I need to add the mouse handler to. I apologize for my lack of clarity. Thanks!

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  • xaml : Retrigger opacity animation on multiple conditions

    - by Sdry
    I have a problem figuring out how datatriggers and multidatatriggers work. I am trying to display a message, and depending on the type of message keep it displayed( + having a background), or having it fade out by a double animation on the opacity property (+ having a transparent background). My xaml view has a game object as datacontext, which has a dependency property of type GameMessage, of which the constructor looks like this: public GameMessage(bool containsMessage, string message, bool canFadeAway) { ContainsMessage = containsMessage; Message = message; CanFadeAway = canFadeAway; } pretty straight forward, I want to display the message when ContainsMessage =equals true, and trigger a fade out animation if canFadeAway equals true. But also set the background based on canFadeAway. <Canvas Name="messageCanvas" Width="300" Height="100" Style="{StaticResource fadeInOut}"> <TextBlock Name="txtMessage" Text="{Binding Path=GameMessage.Message}" Canvas.Top="25" Canvas.Left="0" Foreground="{StaticResource MessageForegroundBrush}"> </TextBlock> </Canvas> Now, the Style and triggers is where I get into trouble: <Style.Triggers> <MultiDataTrigger> <MultiDataTrigger.Conditions> <Condition Binding="{Binding Path=GameMessage.ContainsMessage}" Value="True"/> <Condition Binding="{Binding Path=GameMessage.CanFadeAway}" Value="False"/> </MultiDataTrigger.Conditions> <Setter Property="Background" Value="{StaticResource MessageBackgroundBrush}" /> <Setter Property="Opacity" Value="8" /> </MultiDataTrigger> <MultiDataTrigger> <MultiDataTrigger.Conditions> <Condition Binding="{Binding Path=GameMessage.ContainsMessage}" Value="True"/> <Condition Binding="{Binding Path=GameMessage.CanFadeAway}" Value="True"/> </MultiDataTrigger.Conditions> <Setter Property="Background" Value="Transparent" /> <Setter Property="Opacity" Value="8" /> </MultiDataTrigger> <DataTrigger Binding="{Binding Path=GameMessage.CanFadeAway}" Value="True"> <DataTrigger.EnterActions> <BeginStoryboard > <Storyboard BeginTime="0:0:0" > <DoubleAnimation Storyboard.TargetProperty="Opacity" From="8" To="0" Duration="0:0:1" BeginTime="0:0:0" /> </Storyboard> </BeginStoryboard> </DataTrigger.EnterActions> <DataTrigger.ExitActions> <BeginStoryboard> <Storyboard> <DoubleAnimation Storyboard.TargetProperty="Opacity" To="8" Duration="0:0:0.1" /> </Storyboard> </BeginStoryboard> </DataTrigger.ExitActions> </DataTrigger> </Style.Triggers> </Style> The problem is in resetting the opacity when the GameMessage Property ( of type GameMessage) is of type true,msg",true, and gets replaced by a GameMessage object of the same kind. The opcacity remains 0, and messages only get restored again when I have a message of kind true,"msg,false. After the animation, the opacity is 0, and where I would expect the second multidatatrigger to set it back to 8, and then have the animation performed by the Datatrigger, it doesnt. What would be the best way to get this working ?

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  • How to specify selector when CAKeyframeAnimation is finished?

    - by darenchow
    I'm using a CAKeyframeAnimation to animate a view along a CGPath. When the animation is done, I'd like to be able to call some other method to perform another action. Is there a good way to do this? I've looked at using UIView's setAnimationDidStopSelector:, however from the docs this looks like it only applies when used within a UIView animation block (beginAnimations and commitAnimations). I also gave it a try just in case, but it doesn't seem to work. Here's some sample code (this is within a custom UIView sub-class method): // These have no effect since they're not in a UIView Animation Block [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(animationDidStop:finished:context:)]; // Set up path movement CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:@"path"]; pathAnimation.calculationMode = kCAAnimationPaced; pathAnimation.fillMode = kCAFillModeForwards; pathAnimation.removedOnCompletion = NO; pathAnimation.duration = 1.0f; CGMutablePathRef path = CGPathCreateMutable(); CGPathMoveToPoint(path, NULL, self.center.x, self.center.y); // add all points to the path for (NSValue* value in myPoints) { CGPoint nextPoint = [value CGPointValue]; CGPathAddLineToPoint(path, NULL, nextPoint.x, nextPoint.y); } pathAnimation.path = path; CGPathRelease(path); [self.layer addAnimation:pathAnimation forKey:@"pathAnimation"]; A workaround I was considering that should work, but doesn't seem like the best way, is to use NSObject's performSelector:withObject:afterDelay:. As long as I set the delay equal to the duration of the animation, then it should be fine. Is there a better way? Thanks!

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  • CCAnimate/CCAnimation cause inconsistent setTexture behavior in cocos2d on iPhone

    - by chillid
    Hi, I have a character that goes through multiple states. The state changes are reflected by means of a sprite image (texture) change. The state change is triggered by a user tapping on the sprite. This works consistently and quite well. I then added an animation during State0. Now, when the user taps - setTexture gets executed to change the texture to reflect State1, however some of the times (unpredictable) it does not change the texture. The code flows as below: // 1. // Create the animation sequence CGRect frame1Rect = CGRectMake(0,32,32,32); CGRect frame2Rect = CGRectMake(32,32,32,32); CCTexture2D* texWithAnimation = [[CCTextureCache sharedTextureCache] addImage:@"Frames0_1_thinkNthickoutline32x32.png"]; id anim = [[[CCAnimation alloc] initWithName:@"Sports" delay:1/25.0] autorelease]; [anim addFrame:[CCSpriteFrame frameWithTexture:texWithAnimation rect:frame1Rect offset:ccp(0,0)]]; [anim addFrame:[CCSpriteFrame frameWithTexture:texWithAnimation rect:frame2Rect offset:ccp(0,0)]]; // Make the animation sequence repeat forever id myAction = [CCAnimate actionWithAnimation: anim restoreOriginalFrame:NO]; // 2. // Run the animation: sports = [[CCRepeatForever alloc] init]; [sports initWithAction:myAction]; [self.sprite runAction:sports]; // 3. stop action on state change and change texture: NSLog(@"Stopping action"); [sprite stopAction:sports]; NSLog(@"Changing texture for kCJSports"); [self setTexture: [[CCTextureCache sharedTextureCache] addImage:@"SportsOpen.png"]]; [self setTextureRect:CGRectMake(0,0,32,64)]; NSLog(@"Changed texture for kCJSports"); Note that all the NSLog lines get logged - and the texture RECT changes - but the image/texture changes only some of the times - fails for around 10-30% of times. Locking/threading/timing issue somewhere? My app (game) is single threaded and I only use the addImage and not the Async version. Any help much appreciated.

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  • inconsistent setTexture behavior in cocos2d on iPhone after using CCAnimate/CCAnimation

    - by chillid
    Hi, I have a character that goes through multiple states. The state changes are reflected by means of a sprite image (texture) change. The state change is triggered by a user tapping on the sprite. This works consistently and quite well. I then added an animation during State0. Now, when the user taps - setTexture gets executed to change the texture to reflect State1, however some of the times (unpredictable) it does not change the texture. The code flows as below: // 1. // Create the animation sequence CGRect frame1Rect = CGRectMake(0,32,32,32); CGRect frame2Rect = CGRectMake(32,32,32,32); CCTexture2D* texWithAnimation = [[CCTextureCache sharedTextureCache] addImage:@"Frames0_1_thinkNthickoutline32x32.png"]; id anim = [[[CCAnimation alloc] initWithName:@"Sports" delay:1/25.0] autorelease]; [anim addFrame:[CCSpriteFrame frameWithTexture:texWithAnimation rect:frame1Rect offset:ccp(0,0)]]; [anim addFrame:[CCSpriteFrame frameWithTexture:texWithAnimation rect:frame2Rect offset:ccp(0,0)]]; // Make the animation sequence repeat forever id myAction = [CCAnimate actionWithAnimation: anim restoreOriginalFrame:NO]; // 2. // Run the animation: sports = [[CCRepeatForever alloc] init]; [sports initWithAction:myAction]; [self.sprite runAction:sports]; // 3. stop action on state change and change texture: NSLog(@"Stopping action"); [sprite stopAction:sports]; NSLog(@"Changing texture for kCJSports"); [self setTexture: [[CCTextureCache sharedTextureCache] addImage:@"SportsOpen.png"]]; [self setTextureRect:CGRectMake(0,0,32,64)]; NSLog(@"Changed texture for kCJSports"); Note that all the NSLog lines get logged - and the texture RECT changes - but the image/texture changes only some of the times - fails for around 10-30% of times. Locking/threading/timing issue somewhere? My app (game) is single threaded and I only use the addImage and not the Async version. Any help much appreciated.

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  • javascript accordion - tracking time question

    - by JohnMerlino
    Hey all, I was reading up on this javascript tutorial: http://www.switchonthecode.com/tutor...ccordion-menus Basically, it shows you how to create an accordion using pure javascript, not jquery. All made sense to me until the actual part of tracking the animation. He says "Because of all that, the first thing we do in the animation function is figure out how much time has passed since the last animation iteration." And then uses this code: Code: var elapsedTicks = curTick - lastTick; lastTick is equal to the value of when the function was called (Date().getTime()) and curTick is equal to the value when the function was received. I don't understand why we are subtracting one from the other right here. I can't imagine that there's any noticeable time difference between these two values. Or maybe I'm missing something. Is that animate() function only called once every time a menu title is clicked or is it called several times to create the incremental animation effect? setTimeout("animate(" + new Date().getTime() + "," + TimeToSlide + ",'" + openAccordion + "','" + nID + "')", 33); Thanks for any response.

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  • iphone - keeping the last frame of a frame animation visible

    - by Mike
    I have this code UIImageView *sequence = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"balao_surge0.png"]]; NSMutableArray *array = [[NSMutableArray alloc] init] ; for (int i=0; i<30; i++) { UIImage *oneImage = [UIImage imageNamed:[NSString stringWithFormat:@"balao_surge%d.png",i]]; [array addObject:oneImage]; } sequence.animationImages = array; sequence.animationDuration = 2.0; sequence.animationRepeatCount = 1; [umaVista addSubview:sequence]; [sequence release]; sequence.startAnimating; The animation plays fine, but after the last frame is shown, it vanishes. I would like to make it stay visible, that is, make the animation stop on the last frame. Is there any way to do that? thanks for any help.

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  • Flex vs. jQuery vs. GWTvs./ Closre vs. Cappuccino vs. plain JS and HTML5?

    - by Laith J
    Hello, I'm creating my first web application and I'm really confused as to what technology to go for. My application needs to look serious (like an application), it doesn't need many colorful graphical interfaces. It only needs a toolbar, a tab bar, a split panel (preferably 3 columns), an easily-formatable text field, and a status bar. It will connect to a MySQL database through PHP (unless I go for GWT). Users will upload files. My evaluation of the options: Flex: Probably the easiest to develop but I'm pretty sure my application is something one would use on an iPad and with Flash's future on the iPad still unsure, I don't want to take the risk, otherwise Flex would've been my choice. jQuery: I've heard a lot about it and a lot of people recommend but I don't know how easy it is to use and how customizable the look of my app is. GWT: The problem with GWT is that it doesn't have many widgets. Another problem is that I'm gonna have to host the files in AppEngine's datastore and transfer them back and forth to a web server that will do operations on them (I need to process them) which adds more traffic and slows the process which worsens the user experience. Closure: It has a nice toolbar and a nice text field. I'm not sure how easy it is to use. Plus, I read an article that makes it sound really bad. Cappuccino: It has a very nice UI and it has a mac feel. I'm planning to give my application a mac feel anyway so this will save me a lot of theming. But if I go for this option I won't be able to make use of HTML5's new features (especially working offline). Plain JS and HTML5: This gives me the most flexibility but it is the hardest to work for. I'm sorry if this is subjective but I really need help with this.

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