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  • Create swipe controlled simple flipbook style animation in ObjC

    - by eco_bach
    Hi I am a beginner in Obj C development, though quite experienced (over 10 years) with other ECMAscript based languages and OOP development. I want to build a simple flipbook style animation, controlled through swiping motion. I'm sure extremely simple for any advanced ObjC coders. Can anyone with extensive ObjC-CocoaTouch experience give me some higher level recommendations? ie, 1 -general application design, should I start with a simple view based application, or navigation based or? 2 -should I use 3rd party animation frameworks such as Cocos2D, or stick with built in classes and methods? 3 -if using built in methods, classes, what is the recommended way of achieving a animation, that will be controlled via swipe and touch gestures? 4 -I want to eventually have multiple 'flipbooks' that I can 'instantly' swap with one another, ie to give the net effect of an object changing color, etc, but not sure how to approach this from a memory management point of view, related to #1 above Except for point 3 above, I'm not expecting any actual code examples. Just general guidelines to follow and perhaps, what are some next steps I should take in my goal as an ObjC code samurai.

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  • animation on image view on grid view

    - by yahska
    i am having a grid view with 2 coloums and each item in grid view having one image and 2 textview below the image. i have added one button over each image and after clicking on button i want that image should scale and move down to bottom tab. like it should appear image drop down from its position in side one button of tabview. i am able to add animation on image using this code AnimationSet set = new AnimationSet(true); Animation trAnimation = new TranslateAnimation(0, 160,0, 100); trAnimation.setDuration(500); set.addAnimation(trAnimation); Animation scaleAnimation = AnimationUtils.loadAnimation(this, R.anim.anim_scale); set.addAnimation(scaleAnimation); set.setFillEnabled(true) ; set.setFillAfter(true); view.setAlpha(100) ; view.startAnimation(set); but problem is that image is not coming to bottom of screen it is going inside of grid item where it is placed . anybody knows how to move this image to bottom.

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  • simple image animation with the keyboard

    - by conorhiggins
    Hi the app I am currently working on requires a simple animation to be performed, which I am able to do but timing is an issue. The app uses the slightly opaque keyboard and I have set up a black background to make it more visually pleasing . The app is a utility app and as the user clicks on a settings button the app will flip which looks great. However there is a problem at the moment in that while the app is flipping the keyboard also closes which itself looks great also, however the background remains. I was wondering if there was a way of animating the background image to follow the keyboard's animation pattern and speed? If I set up a discrete animation time the chances are there will be some sort of overlap and either the image will show too long or the keyboard will show too long. Any suggestions? Another option is to make the keyboard show constantly if anyone knows how to do that? i would rather animate it though as it is quite a simple app and so I would like to make it as aesthetically pleasing as possible. /Conor

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  • TabBar as rootController flip animation.

    - by user558076
    Hi there, I'm using a TabBarController as the root controller for my app. I have all the views I use (5 tabs) all hooked together through it in interface builder. What I'm trying to do is trigger a slide or flip animation when moving between tabs. However, I only want this to occur when I change tabs programmatically (ie the animation is triggered when someone does a swipe gesture in the one of the views, but not when they just select one of the tabs). The way I'm currently handling this is by calling: [appDelegate.myTab setSelectedIndex:0]; when the iphone detects a swipe. I've been searching the internet for 5 straight hours and can't seem to find a way to add an animation here. It'd be really cool if there were something like: [appDelegate.myTab setSelectedIndex:0 animated:(YES)]; However, there isn't... I can't imagine no one's ever tried this before, but for the life of me, I can't find anything online that explains how this can be done. Thank you in advance for your help.

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  • Improving the efficiency of multiple concurrent Core Animation animations

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

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  • Reading BVH file in pyopengl

    - by Vic
    Hi I am trying to animate a skeleton using a BVH file. I am doing this in pyopengl. Now I have googled and got to know that python has a generic module that can be used to read BVH file but i don't know how to use it or how to import that module. Can anyone help me with that. Any sample code or any other help would be appreciated. Thanks Vikram

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  • How do i rotate a CALayer around a diagonal line?

    - by Mattias Wadman
    Hi. I'm trying to implement a flip animation to be used in board game like iPhone-application. The animation is supposed to look like a game piece that rotates and changes to the color of its back (kind of like an Reversi piece). I've managed to create an animation that flips the piece around its orthogonal axis, but when I try to flip it around a diagonal axis by changing the rotation around the z-axis the actual image also gets rotated (not surprisingly). Instead I would like to rotate the image "as is" around a diagonal axis. I have tried to change layer.sublayerTransform but with no success. Here is my current implementation. It works by doing a trick to resolve the issue of getting a mirrored image at the end of the animation. The solution is to not actually rotate the layer 180 degrees, instead it rotates it 90 degrees, changes image and then rotates it back. + (void)flipLayer:(CALayer *)layer toImage:(CGImageRef)image withAngle:(double)angle { const float duration = 0.5f; CAKeyframeAnimation *diag = [CAKeyframeAnimation animationWithKeyPath:@"transform.rotation.z"]; diag.duration = duration; diag.values = [NSArray arrayWithObjects: [NSNumber numberWithDouble:angle], [NSNumber numberWithDouble:0.0f], nil]; diag.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:1.0f], nil]; diag.calculationMode = kCAAnimationDiscrete; CAKeyframeAnimation *flip = [CAKeyframeAnimation animationWithKeyPath:@"transform.rotation.y"]; flip.duration = duration; flip.values = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:M_PI / 2], [NSNumber numberWithDouble:0.0f], nil]; flip.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:0.5f], [NSNumber numberWithDouble:1.0f], nil]; flip.calculationMode = kCAAnimationLinear; CAKeyframeAnimation *replace = [CAKeyframeAnimation animationWithKeyPath:@"contents"]; replace.duration = duration / 2; replace.beginTime = duration / 2; replace.values = [NSArray arrayWithObjects:(id)image, nil]; replace.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], nil]; replace.calculationMode = kCAAnimationDiscrete; CAAnimationGroup *group = [CAAnimationGroup animation]; group.removedOnCompletion = NO; group.duration = duration; group.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]; group.animations = [NSArray arrayWithObjects:diag, flip, replace, nil]; group.fillMode = kCAFillModeForwards; [layer addAnimation:group forKey:nil]; }

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  • How do i rotate a CALayer around a diagonal axis?

    - by Mattias Wadman
    Hi, im trying to implement a flip animation to be used in board game like application. The animation is suppose to look like a game piece that rotate and change to the color of its back. I have managed to get a animation that flips around orthogonal axis, but when i try to flip around a diagonal axis by changing the rotation around the z-axis not surprisingly the actual image also gets rotated. Instead i would like to rotate the image as it is around a diagonal axis. I have tried to change layer.sublayerTransform but with no success. Here is the current implementation. It works by doing a trick to resolve the issue of getting a mirrored image at the end of the animation. The solution is to not actually rotate the layer 180 degrees, instead it rotates it 90 degrees, changes image and then rotates it back. + (void)flipLayer:(CALayer *)layer toImage:(CGImageRef)image withAngle:(double)angle { const float duration = 0.5f; CAKeyframeAnimation *diag = [CAKeyframeAnimation animationWithKeyPath:@"transform.rotation.z"]; diag.duration = duration; diag.values = [NSArray arrayWithObjects: [NSNumber numberWithDouble:angle], [NSNumber numberWithDouble:0.0f], nil]; diag.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:1.0f], nil]; diag.calculationMode = kCAAnimationDiscrete; CAKeyframeAnimation *flip = [CAKeyframeAnimation animationWithKeyPath:@"transform.rotation.y"]; flip.duration = duration; flip.values = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:M_PI / 2], [NSNumber numberWithDouble:0.0f], nil]; flip.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:0.5f], [NSNumber numberWithDouble:1.0f], nil]; flip.calculationMode = kCAAnimationLinear; CAKeyframeAnimation *replace = [CAKeyframeAnimation animationWithKeyPath:@"contents"]; replace.duration = duration / 2; replace.beginTime = duration / 2; replace.values = [NSArray arrayWithObjects:(id)image, nil]; replace.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], nil]; replace.calculationMode = kCAAnimationDiscrete; CAAnimationGroup *group = [CAAnimationGroup animation]; group.removedOnCompletion = NO; group.duration = duration; group.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]; group.animations = [NSArray arrayWithObjects:diag, flip, replace, nil]; group.fillMode = kCAFillModeForwards; [layer addAnimation:group forKey:nil]; }

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  • How to move a kinect skeleton to another position

    - by Ewerton
    I am working on a extension method to move one skeleton to a desired position in the kinect field os view. My code receives a skeleton to be moved and the destiny position, i calculate the distance between the received skeleton hip center and the destiny position to find how much to move, then a iterate in the joint applying this factor. My code, actualy looks like this. public static Skeleton MoveTo(this Skeleton skToBeMoved, Vector4 destiny) { Joint newJoint = new Joint(); ///Based on the HipCenter (i dont know if it is reliable, seems it is.) float howMuchMoveToX = Math.Abs(skToBeMoved.Joints[JointType.HipCenter].Position.X - destiny.X); float howMuchMoveToY = Math.Abs(skToBeMoved.Joints[JointType.HipCenter].Position.Y - destiny.Y); float howMuchMoveToZ = Math.Abs(skToBeMoved.Joints[JointType.HipCenter].Position.Z - destiny.Z); float howMuchToMultiply = 1; // Iterate in the 20 Joints foreach (JointType item in Enum.GetValues(typeof(JointType))) { newJoint = skToBeMoved.Joints[item]; // This adjust, try to keeps the skToBeMoved in the desired position if (newJoint.Position.X < 0) howMuchToMultiply = 1; // if the point is in a negative position, carry it to a "more positive" position else howMuchToMultiply = -1; // if the point is in a positive position, carry it to a "more negative" position // applying the new values to the joint SkeletonPoint pos = new SkeletonPoint() { X = newJoint.Position.X + (howMuchMoveToX * howMuchToMultiply), Y = newJoint.Position.Y, // * (float)whatToMultiplyY, Z = newJoint.Position.Z, // * (float)whatToMultiplyZ }; newJoint.Position = pos; skToBeMoved.Joints[item] = newJoint; //if (skToBeMoved.Joints[JointType.HipCenter].Position.X < 0) //{ // if (item == JointType.HandLeft) // { // if (skToBeMoved.Joints[item].Position.X > 0) // { // } // } //} } return skToBeMoved; } Actualy, only X position is considered. Now, THE PROBLEM: If i stand in a negative position, and move my hand to a positive position, a have a strange behavior, look this image To reproduce this behaviour you could use this code using (SkeletonFrame frame = e.OpenSkeletonFrame()) { if (frame == null) return new Skeleton(); if (skeletons == null || skeletons.Length != frame.SkeletonArrayLength) { skeletons = new Skeleton[frame.SkeletonArrayLength]; } frame.CopySkeletonDataTo(skeletons); Skeleton skeletonToTest = skeletons.Where(s => s.TrackingState == SkeletonTrackingState.Tracked).FirstOrDefault(); Vector4 newPosition = new Vector4(); newPosition.X = -0.03412333f; newPosition.Y = 0.0407479f; newPosition.Z = 1.927342f; newPosition.W = 0; // ignored skeletonToTest.MoveTo(newPosition); } I know, this is simple math, but i cant figure it out why this is happen. Any help will be apreciated.

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  • how to do android image animation

    - by user270811
    hi, i am trying to get a simple image animation going. i want to make it looks as if the helicopter's propeller blades are turning. i have 3 images for the helicopter, and i am showing one of these images depending on the animation progress. the problem is that all three images end up overlapping each other as opposed to just one image showing up at one time, thereby creating the animation. this is what i did so far, i even tried to clear canvas by doing this canvas.drawColor(Color.BLACK), but that would clear out the whole canvas, which is not what i want. this is what i have: 1) in the View class: static class Helicopter { private long mLastUpdate; private long mProgress = 0; private final float mX; private final float mY; private final Bitmap mHelicopter1; private final Bitmap mHelicopter2; private final Bitmap mHelicopter3; private final float mRadius; Helicopter(long mLastUpdate, float mX, float mY, Bitmap helicopter1, Bitmap helicopter2, Bitmap helicopter3) { this.mLastUpdate = mLastUpdate; this.mX = mX; this.mY = mY; this.mHelicopter1 = helicopter1; this.mHelicopter2 = helicopter2; this.mHelicopter3 = helicopter3; mRadius = ((float) mHelicopter1.getWidth()) / 2f; } public void update(long now) { mProgress += (now - mLastUpdate); if(mProgress >= 400L) { mProgress = 0; } mLastUpdate = now; } public void setNow(long now) { mLastUpdate = now; } public void draw(Canvas canvas, Paint paint) { if (mProgress < 150L) { canvas.drawBitmap(mHelicopter1, mX - mRadius, mY - mRadius, paint); } else if (mProgress < 300L) { canvas.drawBitmap(mHelicopter2, mX - mRadius, mY - mRadius, paint); } else if(mProgress < 400L) { canvas.drawBitmap(mHelicopter3, mX - mRadius, mY - mRadius, paint); } } public boolean done() { return mProgress > 700L; } } private ArrayList<Helicopter> mHelicopters = new ArrayList<Helicopter>(); 2) this is being called in the run() of a thread: private void doDraw(Canvas canvas) { final long now = SystemClock.elapsedRealtime(); canvas.save(); for (int i = 0; i < mHelicopters.size(); i++) { final Helicopter explosion = mHelicopters.get(i); explosion.update(now); } for (int i = 0; i < mHelicopters.size(); i++) { final Helicopter explosion = mHelicopters.get(i); explosion.draw(canvas, mPaint); } canvas.restore(); } can someone help me? i have looked at a lot of the examples on the web on animation, they seem to always involve text, but not images. thanks.

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  • android imageview onClickListener animation

    - by Javadid
    hi. I guess this is kind of a idiotic question but i have tried setting onClicklistener on an ImageView and it has worked. But the problem is that the user cannot sense the click. I mean if some of u have worked on other mobile environs(like apple iphone) then wen we click on a Image in other environs then it gives an effect on the image so that the user can understand that the image has been clicked. I have tried setting alpha using "setalpha" method but it doesnt work. Though the same thing is working fine on onFocusListener implementation. Can some1 suggest a different way to modify the image on click... I am new to android so havent learnt the nuances of simple animation also... if there is any simple animation i can use for the same then plzz plzzz let me know... Thanx...

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  • Silverlight animation not smooth

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

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  • Expand and Shrink UIScrollView with animation

    - by Dilip Rajkumar
    I am having a UITableView inside a scrollview. So I am trying to do a accordion like component using UITableView. So I need to expand the UITableView to add more cell. In that case I have to increase the height of UIScrollView with a animation so that it matches the table animation. - (NSIndexPath *)tableView:(UITableView *)tableView willSelectRowAtIndexPath:(NSIndexPath *)indexPath { NSInteger row = [indexPath row]; BOOL preventReopen = NO; if (row == expandedRowIndex + 1 && expandedRowIndex != -1) return nil; [tableView beginUpdates]; if (expandedRowIndex != -1) { familyTableView.frame = CGRectMake(familyTableView.frame.origin.x, familyTableView.frame.origin.y, familyTableView.frame.size.width, 3*50+22); toolsTableView.frame = CGRectMake(toolsTableView.frame.origin.x, familyTableView.frame.origin.y + familyTableView.frame.size.height + 20, toolsTableView.frame.size.width, 4*50+22); myAccountTableView.frame = CGRectMake(myAccountTableView.frame.origin.x, toolsTableView.frame.origin.y + toolsTableView.frame.size.height + 20, myAccountTableView.frame.size.width, 2*50+22); settingsScrollView.contentSize = CGSizeMake(320, familyTableView.frame.size.height + toolsTableView.frame.size.height+ myAccountTableView.frame.size.height + 380); settingsScrollView.contentInset = UIEdgeInsetsMake(0, 0, familyTableView.frame.size.height + toolsTableView.frame.size.height+ myAccountTableView.frame.size.height + 380, 0); NSInteger rowToRemove = expandedRowIndex + 1; preventReopen = row == expandedRowIndex; if (row > expandedRowIndex) row--; expandedRowIndex = -1; [tableView deleteRowsAtIndexPaths:[NSArray arrayWithObject:[NSIndexPath indexPathForRow:rowToRemove inSection:0]] withRowAnimation:UITableViewRowAnimationTop]; }else { familyTableView.frame = CGRectMake(familyTableView.frame.origin.x, familyTableView.frame.origin.y, familyTableView.frame.size.width, (3*50+22) + 100); toolsTableView.frame = CGRectMake(toolsTableView.frame.origin.x, familyTableView.frame.origin.y + familyTableView.frame.size.height + 20, toolsTableView.frame.size.width, 4*50+22); myAccountTableView.frame = CGRectMake(myAccountTableView.frame.origin.x, toolsTableView.frame.origin.y + toolsTableView.frame.size.height + 20, myAccountTableView.frame.size.width, 2*50+22); settingsScrollView.contentSize = CGSizeMake(320, familyTableView.frame.size.height + toolsTableView.frame.size.height+ myAccountTableView.frame.size.height + 380); settingsScrollView.contentInset = UIEdgeInsetsMake(0, 0, familyTableView.frame.size.height + toolsTableView.frame.size.height+ myAccountTableView.frame.size.height + 380, 0); } NSInteger rowToAdd = -1; if (!preventReopen) { rowToAdd = row + 1; expandedRowIndex = row; [tableView insertRowsAtIndexPaths:[NSArray arrayWithObject:[NSIndexPath indexPathForRow:rowToAdd inSection:0]] withRowAnimation:UITableViewRowAnimationTop]; } [tableView endUpdates]; return nil; } I am not good at animation. Any help is greatly appreciated. What I need is when we do [tableView beginUpdates] we have to start animating the resize effect to UIScrollView and it should end when [tableView endUpdates] executes. So the Accordion executes flawlessly. Thanks in advance for any help..

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  • Some animation requests in a Silverlight application

    - by Mohit Deshpande
    I am making a flash card application. It shows the question and then a textbox for user input, all wrapped in a border or rectangle. So what I want is an animation that "flips" the rectangle or border upside-down and then their is text on the "back". Also, I want my application to APPEAR transition from one card to another by "flying off" the screen then "another" card comes in to replace the other one in the opposite direction. But actually I'm want just a little animation of the border or rectangle moving off the screen then coming back in, but in the opposite direction.

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  • Android animation clipping when going between layouts

    - by Ravedave
    I have a fairly complex layout. I use a relative layout as the root and then inside of it I have a few table views and some further nesting. When I animate an imageview between these layouts my image clips. I have a background on the parent layout and the animation looks like it's going under it. I have set android:clipChildren="false" and android:clipToPadding="false" on all of the layouts. I've also set anim.setZAdjustment(Animation.ZORDER_TOP); on all of my animations. What am I doing wrong?

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  • jQuery animation queues

    - by OneNerd
    I am at a dead end, so hoping you jQuery gurus can help. I have a total of 10 elements (actually small images) on a page. I need to animate them like this: first 2 show up then the next 2 show up then the next 3 show up then the next 1 shows up then the last 2 show up So, I have added attributes to each one (sequence_num = "1" (or 2 or 3 etc) so I can easily choose via the $() which ones to animate using the animate() function.) My goal is to write a function that does the animation (I can do that - i think i have grasped the animate() function). What I am getting stuck on is how to delay the animation so the proper groups of objects are animated in before the next group starts. I have tried the queue parameter of the animate() function, but that doesn't seem to work for what I am trying to do. Does anyone have any experience with this?

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  • Setting an delegate for the UIDatePicker animation?

    - by james.ingham
    If I had a date picker within an action sheet and called the following line: [datePicker setDate:newDate animated:YES]; And then my app hides the action sheet the date picker is within, is there anyway to set up a animation delegate so that the user see's the animation of the date picker first and then hides the action sheet? I have done this with UIView's by calling: [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(METHOD)]; However I can not see anything like this for the date picker. Thanks in advanced - James

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  • iPhone "slide to unlock" animation

    - by Russ
    Any ideas as to how Apple implemented the "slide to unlock" (also, "slide to power off" is another identical example) animation? I thought about some sort of animating mask - but masking is not available on the iPhone OS for performance reasons. Is there some private API effect (like SuckEffect) that they might have used? A spotlight type of effect? Some Core Animation thing? Edit: It's definitely not a series of stills. I've seen examples of being edit a plist value or something and customize the string on jailbroken iphones.

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  • Android SDK - Animation prevents further events on View like OnClick()

    - by Ron
    I have an ImageView which is animated via startAnimation() to slide it into the screen. It is visible and enabled in the XML. When I add a Handler for a delay or an onClick event, nothing happens. When I remove the startAnimation() everything works fine. Except the animation of course. Heres my code: balloon.setOnClickListener(new OnClickListener() { @Override public void onClick(View view) { view.setVisibility(View.GONE); } }); Animation dropDown = AnimationUtils.loadAnimation(context, R.anim.balloon_slide_down); dropDown.setStartOffset(1500); balloon.startAnimation(dropDown); Any ideas why that is? I'm quite frustrated by now... Thanks, Ron

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  • slide animation skipped when using updatepanel callback

    - by superexsl
    Hey, I'm trying to use UpdatePanels and JQuery but the panels seem to cancel out the JQuery. I want the user to press the search button, have the system perform the search using AJAX and then display the search results by sliding down the div using JQuery. However, it seems that if there are any delays, (I put the thread to sleep for a second), then the results just appear instead of sliding down. If I remove the sleep thread the sliding animation is fine. I've got the code below to execute the JQuery once the AJAX is loaded: <script type="text/javascript"> var prm = Sys.WebForms.PageRequestManager.getInstance(); prm.add_pageLoaded(showDiv); function showDiv(sender, args){ $("#results_bar").slideDown('slow'); } </script> Any ideas why the animation is skipped if there's a delay? Thanks

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  • WPF Animation of border width

    - by Dave Perry
    I've got a dockpanel on my ui as follows; <DockPanel> <Border DockPanel.Dock="Top">Header</Border> <Border DockPanel.Dock="Bottom">My footer</Border> <Border DockPanel.Dock="Left">Menu</Border> <Border>Content</Border> </DockPanel> What I want to do is to have a storyboard animation to show / hide the Menu on the left-hand side. I've got my border to increase the width when it has loaded but I want a way to close / reopen it. I need a button somewhere but I want this to trigger the animation in the border control rather than itself. Ideally I was thinking of something like the Toolbox / Server Explorer in visual studio. Does anyone have any pointers / examples for getting started? Thanks

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  • How to remove animation glitch ?

    - by hib
    Hi all , I am downloading and then parsing some data on separate thread and then updating my ui on main thread with the following code but in this scenario I am getting animation "glitch" . I have read this word somewhere . - (void)didFinishParsing2:(NSArray *)appList { [self performSelectorOnMainThread:@selector(handleLoadedApps2:) withObject:appList waitUntilDone:NO]; self.queue = nil; // we are finished with the queue and our ParseOperation } - (void)handleLoadedApps2:(NSArray *)loadedApps{ [activityLabel removeFromSuperview]; self.controller.MyArray = (MyClass *)[arrMyArray objectAtIndex:0]; [[MySharedClass sharedSource].detailSource setObject:self.controller.MyArray forKey:someObject]; self.controller.hidesBottomBarWhenPushed = YES; isPushed = YES; [[self navigationController] pushViewController:self.controller animated:YES]; } Can anyone tell me what I am doing wrong so that I can remove the animation glitch .

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  • Some math and animation

    - by Ockonal
    Hello, I have a grass texture: I use it in my 2d-game. I want to animate it by code, without any predefined animations. The grass should interact with wind. So when the wind is stronger, the grass should stoop into need side more. First version of animation I made using sinusoid function, but such animation is a bit ugly, because the base of the grass moves left/right like all another part of picture. And with sinusoid I'm not able to regulate stoop of the image. Any advices?

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  • Handling inverse kinematics: animation blending or math?

    - by meds
    I've been working for the past four days on inverse kinematics for my game engine. I'm working on a game with a shoestring budget so when the idea of inverse kinematics came up I knew I had to make it such that the 3D models bones would be mathematically changed to appear to be stepping on objects. This is causing some serious problems with my animation, after it was technically implemented the animations started looking quite bad when the character was wlaking up inclines or steps even though mathematically the stepping was correct and was even smoothly interpolating. So I was wondering, is it actually possible to get a smooth efficient inverse kinematic system based exclusively on math where bones are changed or is this just a wild goose chase and I should either solve the inverse kinematics problem with animation blending or don't do it at all?

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  • UIView animation doesn't work first time

    - by BobC
    Hello everybody, I have a seachButton in the navigation bar which upon hitting calls following method: - (IBAction)search:(id)sender { if (nil == searchViewController) searchViewController = [[SearchViewController alloc] initWithNibName:@"SearchViewController" bundle:nil]; searchViewController.view.backgroundColor = [UIColor clearColor]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:1.0]; [UIView setAnimationTransition:UIViewAnimationTransitionCurlDown forView:searchViewController.view cache:NO]; [self.view addSubview:searchViewController.view]; [UIView commitAnimations]; } It should load SearchViewController.xib which contains a view with UISearchBar and two buttons. When I call the search method for the first time, the view appears very quickly with some weird animation, when I call it again, the animation is alright. Does anyone have a clue what could be wrong?

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