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  • wpf do animation until background worker finishes its work

    - by toni
    Hi! I have an application that do some hard stuff when user clicks a start button and takes a long time. During this I would like to do some animation over a label, for example, changing opacity from 0 to 1 and vice versa and change foreground color between several colors at the same time changing opacity. I want it stops doing animation when background worker finishes its work. How can I do this? and how can I start animation and stop it from c#? Thanks very much!

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  • How to check when animation finishes if animation block is

    - by pumpk1n
    I have a controller which adds as subviews a custom UIView class called Circle. Let's call a particular instance of Circle, "circle". I have a method in Circle, animateExpand, which expands the circle by animating the view. In the following code (which lives in the controller) I want to alloc and init a circle, add it to a NSMutableArray circleArray, animate the expansion, and at the end of the expansion, i want to remove the object from the array. My attempt: Circle *circle = [[Circle alloc] init]; [circleArray addObject:circle]; [circle animateExpand]; [circleArray removeObjectIdenticalTo:circle]; [circle release]; The problem is [circleArray removeObjectIdenticalTo:circle]; gets called before the animation finishes. Presumbly because the animation is done on a seperate thread. I cant implement the deletion in completion:^(BOOL finished){ }, because the Circle class does not know about a circleArray. Any solutions would be helpful, thanks!

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  • PreferenceActivity used as main activity has strange animation

    - by Tobia Loschiavo
    Hi, I have a preference screen (subclass of PreferenceActivity) set as main activity (opened when the application starts). Anyway the animation android uses to open this activity is different from standard activity. It seems that two types of animation run concurrently: the usual fade animation and the right to left one. This is the code of the onCreate() method: getPreferenceManager().setSharedPreferencesName("app"); addPreferencesFromResource(R.xml.preferences); screen = getPreferenceScreen(); How can fix this glitch? Thanks

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  • WPF MVVM Property Change Animation

    - by cjibo
    I am looking for a clean way to start an animation that will have dynamic values. Basically I want to do an animation where an element changes width based on the data of another element. Say I have a TextBlock that's Text Property is Binding. When this property changes I want a visual element say a Rectangle for our sake to do a DoubleAnimation changing the width from previous value to the new value. I am trying to stay away from putting code in my view if possible. I've looked into DataTriggers but they seem to require that you know what the value would be such as an Enum. In my case it is just the value changing that needs to trigger a storyboard and the animation would need to start at the current(previous) value and move nicely to the new value. Any ideas. Maybe I just missed a property.

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  • How can an animator do animation targeted for the iPhone

    - by teepusink
    Hi, I'm working with an animator for the iPhone. The animator I'm working with isn't a programmer and has a background in Flash. (right now she's doing the animation in Flash and I need to convert to Objective C). For some it's ok because I can just use image frames, but there are more complex animation that would take longer for me to convert to Objective C. Is there any tools out there that can help the work flow easier? Just trying to find a way so I can just take the animation and stick it into the project. Thanks, Tee

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  • How to provide animation when calling another activity in Android?

    - by sunil
    Hi, I have two Activities A and B. I want to have the shrink Animation when Activity A calls B and maximize animation when Activity B calls A. I don't need the animation xml files for this. When we call another Activity in Android it gives its default animation and then it calls shrink animation. What I want is that the default animation should not occur and the animation that I want should occur. Can we actually give the animation when calling another Activity? Hope to get a quick response. Regards Sunil

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  • How to check image during animation

    - by TomTom
    I have set up an animation in the following way (self is an UIImageView, myImages an Array of UIImages): self.animationImages = myImages; self.animationDuration = 50; self.animationRepeatCount = 0; [self startAnimating]; During the animation I'd like to check the current image. I tried it the following way if([self image]==[UIImage imageNamed:@"image1.png"]); but this does not work. Is there a straight forward way for this? Can I keep track of which image is shown during the animation?

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  • Javascript Animation Toogle

    - by user1507270
    I am new to JavaScript (I had some lessons in school but those were basically basics of all basics :) ) and I am seeking for help with this animation made from scratch. Here is a code that I wrote: http://jsfiddle.net/bPZeH/1/. What it basically does is that it animates height of one div. What I would like to know is, how to write the function startAnimation(), so that if I click on the div while it is being animated, it will reverse animation (for instance: instead of animating height from 150px to 400px it will stop at the current value and then animate back to 150px). I basically want to make toogle from one value to the other. It would also be okay if it were able to toogle only after the animation has finished, but I would prefer the first option. Thanky you very much.

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  • Android TranslateAnimation resets after animation

    - by monmonja
    I'm creating something like a SlideDrawer but with most customization, basically the thing is working but the animation is flickering at the end. To further explain, I got an TranslateAnimation then after this animation it returns back to the original position, if i set setFillAfter then the buttons inside the layout stops working. If i listen to onAnimationEnd and set other's layout to View.GONE the layout fickers. Judging from it is that on animation end, the view goes back to original position before the View.GONE is called. Any advice would be awesome. Thanks

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  • How to update entity states and animations in a component-based game

    - by mivic
    I'm trying to design a component-based entity system for learning purposes (and later use on some games) and I'm having some troubles when it comes to updating entity states. I don't want to have an update() method inside the Component to prevent dependencies between Components. What I currently have in mind is that components hold data and systems update components. So, if I have a simple 2D game with some entities (e.g. player, enemy1, enemy 2) that have Transform, Movement, State, Animation and Rendering components I think I should have: A MovementSystem that moves all the Movement components and updates the State components And a RenderSystem that updates the Animation components (the animation component should have one animation (i.e. a set of frames/textures) for each state and updating it means selecting the animation corresponding to the current state (e.g. jumping, moving_left, etc), and updating the frame index). Then, the RenderSystem updates the Render components with the texture corresponding to the current frame of each entity's Animation and renders everything on screen. I've seen some implementations like Artemis framework, but I don't know how to solve this situation: Let's say that my game has the following entities. Each entity have a set of states and one animation for each state: player: "idle", "moving_right", "jumping" enemy1: "moving_up", "moving_down" enemy2: "moving_left", "moving_right" What are the most accepted approaches in order to update the current state of each entity? The only thing that I can think of is having separate systems for each group of entities and separate State and Animation components so I would have PlayerState, PlayerAnimation, Enemy1State, Enemy1Animation... PlayerMovementSystem, PlayerRenderingSystem... but I think this is a bad solution and breaks the purpose of having a component-based system. As you can see, I'm quite lost here, so I'd very much appreciate any help.

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  • Possible iphone animation timing/rendering bug?

    - by David
    Hi all, I have been working on an iphone apps for several weeks. Now I encounter an animation problem that I can't figure out how to resolve. Mayhbe you can help. Here is the details (a little long, bear with me): Basically the effect I want to achieve is, when user click a button, a loading view pops up, hiding the whole screen; and then the apps does a lot of heavy computation, which takes a few seconds. Once the computation is done, soem result views (something likes checkers on a checker board) are rendered under the loading view. Once all result views are rendered, I used animation animation to remove the loading view nand show the result views to the user. Here is what I do: when user click a button, run this code: [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:1.0]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationTransition:UIViewAnimationTransitionCurlDown forView:self.view cache:YES]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(loadingViewInserted:finished:context:)]; // use a really high index number so it will always on top [self.view insertSubview:loadingViewController.view atIndex:1000]; [UIView commitAnimations]; In the "loadingViewInserted" function, it calls another function doing the heavy computation work. Once the computation is done, a lot of result views (like checkers on a checker board) are rendered under the loading view. for(int colIndex = 1; colIndex <= result.columns; colIndex++) { for(int rowIndex = 1; rowIndex <= result.rows; rowIndex++) { ResultView *rv = [ResultView resultViewWithData:results[colIndex][rowIndex]]; [self.view addSubview:rv]; } } Once all result views are added, following animation is invoked to remove the loading view: [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:1.0]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationTransition:UIViewAnimationTransitionCurlUp forView:self.view cache:YES]; [loadingViewController.view removeFromSuperview]; [UIView commitAnimations]; By doing this, most of the time (maybe 90%) it does exactly what I want. However, sometime I see some weird result: the loading view shows up first as expected, then before it disappears, some result views, which suppose to be under the loading view, suddenly appears on top of the loading view; and some of them are partial rendered. And then the loading view curled up, and everything looks normal again. The weird situation only lasts for less than a second, but already bad enough to screw up the UI. I have tried all different kinds of thing to fix this (using another thread to remove the loading view, make the loading view non-transparent), but none of them works. The only thing that makes a little better is, I hide all the result views first; after the last animation finished, in its call back, unhide all result views. But this loses the nice effect that when curling up the loading view, the results are already there. At this point, I really think this is a bug in iphone (I compile it with OS 3.0) OS. Or maybe you can point out what I have done wrong (or could do differently). (thanks for finishing this long post, :-) )

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  • Pausing a .gif animation in Google Chrome

    - by Ciaran
    Is it possible to "pause" an animated gif file in Google Chrome? If so, how do I do it? I've tried Esc without luck. I'm aware that other browsers can do this using the Esc key I thought I saw a similar question on here before but couldn't find it - close as dupe if you can find it

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  • dz's Open Flash Chart 2 disabling animation problem (Rails)

    - by greg
    How to disable the startup animation in OFC2? Since I started using the dz build, the on-show animation is on by default, which sucks quite a lot. Neither of these work: graph.animate=false graph.on_show=false Also, dz's build implements the tooltip hover support poorly - the tooltip continues to hover even when the cursor is on another flash object. Has anyone overcome these problems?

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  • ListView Long Click Animation

    - by spaceboy2000
    I would like to capture long click events in a ListView, which was easily done using a OnItemLongClickListener. However, that lacks the fading animation of the selector transitioning to a long press that is seen when the long click is handled by onCreateContextMenu. How can I get that animation using OnItemLongClickListener?

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  • iPhone: Execute code after animation of UIDeviceOrientation change finishes

    - by carloe
    Not sure if I can explain this correctly, but I am trying to execute a method device orientation animation finishes. Right now I have [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(didRotate:) name:UIDeviceOrientationDidChangeNotification object:nil];, but that triggers instantly. Is there a way to have it call didRotate after the view rotation animation is completed? Thanks!

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  • WPF Animation / Processing priority

    - by Matt B
    Hi all, I have a button which has an animation (in xaml) on it's click event. Cool so far. Problem is that I also have processing occurring on the click event (so I can do stuff) - and this occurs first. How do I prioritise or re-order so that the animation takes place before any custom processing... Thanks.

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  • Can you preload images in a dojo animation.

    - by asynchronous-challenged
    I have a dojo animation object of about 15 images. I'm also using dojo.fx.chain to link them all together. Right before I create all my dojo.fadeIn's and dojo.fadeOut's I added in some basic javascript to preload each image. My question is: Am I doing this the hard way or is there some function/attr I can set in the animation object to do this?

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  • Libraries for text animation in Flex / Actionscript ?

    - by Simon
    Are there any good libraries for cool text animation effects for use in Actionscript (for use in an intro screen or banner). I've given up tryin to use Flash itself because that takes forever, and I dont know which of the many flash text animation tools to choose from. I'd like to be able to dynamically product cool text effects with different messages.

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  • Animation effect on C#

    - by Optimizer
    Can someone point me to a C# open source implementaion with a simple image animations. e.g. I feed the input image to animator, and the animation code produces a few dozen of images which if displayed sequentially looks like animation. I am not something extremely fancy - a simple DirectX filter like animations would do. Thank you.

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  • How do I cleanly design a central render/animation loop?

    - by mtoast
    I'm learning some graphics programming, and am in the midst of my first such project of any substance. But, I am really struggling at the moment with how to architect it cleanly. Let me explain. To display complicated graphics in my current language of choice (JavaScript -- have you heard of it?), you have to draw graphical content onto a <canvas> element. And to do animation, you must clear the <canvas> after every frame (unless you want previous graphics to remain). Thus, most canvas-related JavaScript demos I've seen have a function like this: function render() { clearCanvas(); // draw stuff here requestAnimationFrame(render); } render, as you may surmise, encapsulates the drawing of a single frame. What a single frame contains at a specific point in time, well... that is determined by the program state. So, in order for my program to do its thing, I just need to look at the state, and decide what to render. Right? Right. But that is more complicated than it seems. My program is called "Critter Clicker". In my program, you see several cute critters bouncing around the screen. Clicking on one of them agitates it, making it bounce around even more. There is also a start screen, which says "Click to start!" prior to the critters being displayed. Here are a few of the objects I'm working with in my program: StartScreenView // represents the start screen CritterTubView // represents the area in which the critters live CritterList // a collection of all the critters Critter // a single critter model CritterView // view of a single critter Nothing too egregious with this, I think. Yet, when I set out to flesh out my render function, I get stuck, because everything I write seems utterly ugly and reminiscent of a certain popular Italian dish. Here are a couple of approaches I've attempted, with my internal thought process included, and unrelated bits excluded for clarity. Approach 1: "It's conditions all the way down" // "I'll just write the program as I think it, one frame at a time." if (assetsLoaded) { if (userClickedToStart) { if (critterTubDisplayed) { if (crittersDisplayed) { forEach(crittersList, function(c) { if (c.wasClickedRecently) { c.getAgitated(); } }); } else { displayCritters(); } } else { displayCritterTub(); } } else { displayStartScreen(); } } That's a very much simplified example. Yet even with only a fraction of all the rendering conditions visible, render is already starting to get out of hand. So, I dispense with that and try another idea: Approach 2: Under the Rug // "Each view object shall be responsible for its own rendering. // "I'll pass each object the program state, and each can render itself." startScreen.render(state); critterTub.render(state); critterList.render(state); In this setup, I've essentially just pushed those crazy nested conditions to a deeper level in the code, hiding them from view. In other words, startScreen.render would check state to see if it needed actually to be drawn or not, and take the correct action. But this seems more like it only solves a code-aesthetic problem. The third and final approach I'm considering that I'll share is the idea that I could invent my own "wheel" to take care of this. I'm envisioning a function that takes a data structure that defines what should happen at any given point in the render call -- revealing the conditions and dependencies as a kind of tree. Approach 3: Mad Scientist renderTree({ phases: ['startScreen', 'critterTub', 'endCredits'], dependencies: { startScreen: ['assetsLoaded'], critterTub: ['startScreenClicked'], critterList ['critterTubDisplayed'] // etc. }, exclusions: { startScreen: ['startScreenClicked'], // etc. } }); That seems kind of cool. I'm not exactly sure how it would actually work, but I can see it being a rather nifty way to express things, especially if I flex some of JavaScript's events. In any case, I'm a little bit stumped because I don't see an obvious way to do this. If you couldn't tell, I'm coming to this from the web development world, and finding that doing animation is a bit more exotic than arranging an MVC application for handling simple requests - responses. What is the clean, established solution to this common-I-would-think problem?

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  • HTML5 Canvas Tileset Animation

    - by Veyha
    How to do in HTML5 canvas Image animating? I am have this code now: http://jsfiddle.net/WnjB6/1/ In here I am can add animations something like - Animation.add('stand', [0, 1, 2, 3, 4, 5]); But how to play this animation? My image drawing function is - drawTile(canvasX, canvasY, tile, tileWidth, tileHeight); Animation['stand']; return 0, 1, 2, 3, 4, 5 I am need something like when I am run Animation.play('stand') run animation from 'stand' array. I am try to do this something like one day, but no have more idea how. :( Thanks and sorry for my bad English language.

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  • Core Animation problem on iPhone

    - by Mac
    I'm new to iPhone development, and doing some experimentation with Core Animation. I've run into a small problem regarding the duration of the animation I'm attempting. Basically, Ive got a view with two subviews, and I'm trying to animate their opacity so that one fades in while the other fades out. Problem is, instead of a gradual fade in/out, the subviews simply switch instantly to/from full/zero opacity. I've tried to adjust the animation duration with CATransaction with no noticable effect. It's also not specific to animating opacity - animating position shows the same problem. The code I'm using (inside a method of the superview) follows: CALayer* oldLayer = ((UIView*) [[self subviews] objectAtIndex:0]).layer; CALayer* newLayer = ((UIView*) [[self subviews] objectAtIndex:1]).layer; [CATransaction begin]; [CATransaction setAnimationDuration:1.0f]; oldLayer.opacity = 0.0; newLayer.opacity = 1.0; [CATransaction commit]; Does anyone have an idea what the problem might be?

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  • GWT Animation final value is not respected

    - by brad
    I have a FlowPanel that I'm trying to animate back and forth like an iphone nav. (See this post for my original question on how to do this) So I have it "working" with the code shown below. I say working in quotes because I'm finding that my final position of my scroller is not precise and always changes when scrolling. The GWT.log always says the actual values I'm looking for, so for instance with the call below to scrollTo, my GWT.log says: ScrollStart: 0 scrollStop: -246 But when I actually analyze the element in fireBug, its css, left position is never exactly -246px. Sometimes it's off by as much as 10px so my panel has just stopped scrolling before being finished. The worst part is that this nav animates back and forth, so subsequent clicks can really throw it off, and I need pixel perfect positioning otherwise the whole things looks off. I don't even know where to start with debugging this other than what I've already done. Any tips are appreciated. Code to call animation scroller = new Scroller(); scroller.scrollTo(-246,400); Animation Code public class Scroller extends Animation { private FlowPanel scroller; private final Element e; public Scroller(){ scroller = new FlowPanel(); e = scroller.getElement(); } public void scrollTo(int position, int milliseconds) { scrollStart = e.getOffsetLeft(); scrollStop = position; GWT.log("ScrollStart: " + scrollStart + " scrollStop: " + scrollStop); run(milliseconds); } @Override protected void onUpdate(double progress) { double position = scrollStart + (progress * (scrollStop - scrollStart)); e.getStyle().setLeft(position, Style.Unit.PX); } }

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