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  • Scene or Activity Animation

    - by Siddharth
    My game require an animation when one activity finishes and next started because I have develop game with multiple activity not as multiple scene per game. I have to show animation at the time of activity creation and activity destroy. I have trying to create basic animation that was supported by android. And all that xml file I have to post it into the anim folder but the loading of resource was so much high so any type of animation I provide using android method does not work for me it look weird. If scene class has some functionality for animation that please know me then I try to load different type of animation using scene. I have not create multiple scene because I have no awareness about how to manage multiple scene in andengine though I have a working experience of 8 months in andengine. So this help also provide me a great help. Basically I want to create animation like one activity slide out at the same time the other activity slide in. So at a time user can see the transition of activity. Thanks in advance.

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  • Smooth animation on QStackedWidget

    - by saravanan
    Hi., i have five Qwidgets (Each QWidget having different controls). i put all the QWidget into one Parent QStackedWidget. for change the display of Qwidget i am using setCurrentIndex(int) function. There is no problem in displaying. but i need to put animation while changing the page. i tried nothing is working. so i removed the QStackedWidget and i put QWidget directly and i tried with QPropertyAnimation. This QPropertyAnimation is working but it's not the smooth animation. Here my code for QPropertyAnimation. QRect pGeo(8,152,width()-16,height()-160); profilePage->show(); //first QWidget QPropertyAnimation *anim1= new QPropertyAnimation(profilePage, "geometry"); anim1->setStartValue(QRect(200,pGeo.y(),pGeo.width(),pGeo.height())); anim1->setEndValue(pGeo); anim1->setEasingCurve(QEasingCurve::InOutSine); anim1->setDuration(500); anim1->start(); how to do the smooth animation using the QWidget or the QStackedWidget. Please give some suggestion to implement the smooth animation.

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  • animation extender in datalist control in asp.net 2008

    - by BibiBuBu
    Good Day! i have a question that how can i use animation extender in datalist control in asp.net with c#. i want the animation when i click the delete button (delete button will be in repeater). so that when i remove one record then it shows animation to bring the next record. it is in update panel. <cc1:AnimationExtender ID="AnimationExtender1" runat="server" Enabled="True" TargetControlID="btnDeleteId"> <Animations> <OnClick> <Sequence> <EnableAction Enabled="false" /> <Parallel Duration=".2"> <Resize Height="0" Width="0" Unit="px" /> <FadeOut /> </Parallel> <HideAction /> </Sequence> </OnClick> </Animations> </cc1:AnimationExtender> now if i put my button id in the Target control id then it gives error that it should not be in same update panel etc... but over all nothing working for animation. i am binding my datalist in itemDataBound....e.g. ImageButton imgbtn = (ImageButton)e.Item.FindControl("imgBtnPic"); Label lblAvatar = (Label)e.Item.FindControl("lblAvatar"); LinkButton lbName = (LinkButton)e.Item.FindControl("lbtnName"); Can somebody please suggest me something. thanks

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  • COCOS2D - Animation Stops During Move

    - by maiko
    Hey guys! I am trying to run a "Walk" style animation on my main game sprite. The animations work fine, and my sprite is hooked up to my joystick all fine and dandy. However, I think where I setup the call for my walk animations are wrong. Because everytime the sprite is moving, the animation stops. I know putting the animation in such a weak if statement is probably bad, but please tell me how I could get my sprite to animate properly while it is being moved by the joystick. The sprite faces the right direction, so I can tell the action's first frame is being called, however, it doesn't animate until I stop touching my joystick. Here is How I call the action: //WALK LEFT if (joypadCap.position.x <= 69 /*&& joypadCap.position.y < && joypadCap.position.y 40 */ ) { [tjSprite runAction:walkLeft]; }; //WALK RIGHT if ( joypadCap.position.x = 71 /* && joypadCap.position.y < 100 && joypadCap.position.y 40 */) { [tjSprite runAction:walkRight]; }; THIS: is the how the joystick controls the character: CGPoint newLocation = ccp(tjSprite.position.x - distance/8 * cosf(touchAngle), tjSprite.position.y - distance/8 * sinf(touchAngle)); tjSprite.position = newLocation; Please help. Any alternative ways to call the characters walk animation would be greatly appreciated!

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  • IE10 - Progress bar animation issue

    - by user3723885
    I'm trying to incorporate some animated progress bars but I'm having trouble getting them to animate in IE10. I believe the problem is due to the keyframes being inside the media query but have not been able to get it working. Thanks for your help. HTML: <td><div style="width:150px;height:15px;border:1px solid black"> <div class="meter"> <span style="width:85%;"><span class="progress"></span></span> </div> </div></td></tr> CSS: .progress { background-color: #325C74; -webkit-animation: progressBar 3s ease-in-out; -webkit-animation-fill-mode:both; -moz-animation: progressBar 3s ease-in-out; -moz-animation-fill-mode:both; } @-webkit-keyframes progressBar { 0% { width: 0; } 100% { width: 100%; } } @-moz-keyframes progressBar { 0% { width: 0; } 100% { width: 100%; } }

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  • Android page Curl animation

    - by Meymann
    Hi... Two questions: Is there a simple way to do the Curl page flipping animation? A Curl animation is animation of pages flipping, including the page above rolling and the shadows over the lower page. What is the recommended way to do a "gallery" that displays two pages at a time (just like a book)? Is it: Letting the adapter display a linear layout of two images at a time? (it won't let me show a page flipping over the other like a book) Using two pages, placing somehow one near the other, and then when it's time to animate -move the next two pages over? What is the better way that would enable displaying the left page flipping over the right page? Thanks Meymann

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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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  • Recommended Reading for iPhone Core Animation

    - by morgman
    Can anyone here recommend any good books for getting my head around Core animation? I've been through the Apple docs and while I'm sure it's all there, I haven't been able to grok Core Animation yet... Is there an a good example I've missed? or some starting document I've overlooked? If not are there any good books out there on Core Animation... the few hits I've gotten while looking on Amazon don't rate anything too high, mostly MacOSX little iphone. Thanks in advance for any suggestions

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  • Silverlight standard loading animation does not get displayed.

    - by Anne Schuessler
    Can anybody enlighten me as to how the standard Silverlight loading animations (the swirling blue balls) are embedded in a Silverlight application and how they work? I currently don't see it although loading the xap takes long enough for the loading animation to be displayed. The problem is that I'm creating a xap dynamically and trying to write it to the Response Stream which might somehow interfere with the way most Silverlight applications work. So maybe there's something missing from the original aspx page or ClientBin that should be there that has been lost by accident. I haven't found any helpful information about how the loading animation is integrated into Silverlight that could help me debug the problem so far. Does anyone know what the animation needs to triggered as expected?

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  • Let system time determine animation speed, not program FPS

    - by Anders
    I'm writing a card game in ActionScript 3. Each card is represented by an instance of a class extending movieclip exported from Flash CS4 that contains the card graphics and a flip animation. When I want to flip a card I call gotoAndPlay on this movieclip. When the frame rate slows down all animations take longer to finish. It seems Flash will by default animate movieclips in a way that makes sure all frames in the clip will be drawn. Therefor, when the program frame rate goes below the frame rate of the clip, the animation will be played at a slower pace. I would like to have an animation always play at the same speed and as a consequence always be shown on the screen for the same amount of time. If the frame rate is too slow to show all frames, frames are dropped. Is is possible to tell Flash to animate in this way? If not, what is the easiest way to program this behavior myself?

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  • Ellipse Drawing WPF Animation

    - by widmayer
    I am developing a control that is a rectangle area and will draw an ellipse in the rectangle area when a trigger occurs. This control will be able to host other controls like, textbox's, buttons, etc. so the circle will be drawn around them when triggered. I want the circle being drawn as an animation like you were circling the inner controls with a pen. My question is whats the best way to accomplish this. I've been doing some research and I could use WPF animation or I could use GDI+ to accomplish the tasks. I am new to WPF animation so that is why I am asking the question.

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  • UIView Animation iPhone (obtaining information on the frame dynamically)

    - by Urizen
    I have a UIView called goalBar which is being animated by increasing the size of the frame according to a float value called destination: CGRect goalBarRect = CGRectMake(0, 0, destination, 29); [UIView beginAnimations:@"goal" context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; [UIView setAnimationDuration:2.0f]; goalBar.frame = goalBarRect; [UIView commitAnimations]; The animation works perfectly and the rectangular view increases its width over the course of the animation (from 0 to the value for destination). However, I wish to be able to extract the values for the frame of the UIView being animated (i.e. goalBar) as the animation takes place. By that I mean that I wish to place the value of the width for the animated frame in a separate UILabel so that the user sees a counter that provides the width of the UIView as it's being animated. Any help on how to do the above would be gratefully received.

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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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  • sudo ./starling start works well but sudo service starling start fails

    - by Keating Wang
    sudo ./starling start works well but sudo service starling start fails $ sudo ./starling start * Starting Starling Server... [ OK ] $ sudo ./starling stop * Stop Starling Server... [ OK ] $ sudo service starling stop * Starting Starling Server... /home/keating/.rvm/rubies/ruby-1.9.2-p290/lib/ruby/site_ruby/1.9.1/rubygems/dependency.rb:247:in `to_specs': Could not find starling (>= 0) amongst [minitest-1.6.0, rake-0.8.7, rdoc-2.5.8] (Gem::LoadError) from /home/keating/.rvm/rubies/ruby-1.9.2-p290/lib/ruby/site_ruby/1.9.1/rubygems/dependency.rb:256:in `to_spec' from /home/keating/.rvm/rubies/ruby-1.9.2-p290/lib/ruby/site_ruby/1.9.1/rubygems.rb:1229:in `gem' from /home/keating/.rvm/gems/ruby-1.9.2-p290/bin/starling:18:in `<main>' The error above is 'cannot find gem starling' Following the starling file(located in /etc/init.d, rwxrwxrwx): set -e LOGFILE=/var/log/starling/starling.log SPOOLDIR=/var/spool/starling PORT=22122 LISTEN=127.0.0.1 PIDFILE=/var/run/starling.pid NAME=starling DESC="Starling" INSTALL_DIR=/home/keating/.rvm/gems/ruby-1.9.2-p290/bin/ DAEMON=$INSTALL_DIR/$NAME SCRIPTNAME=/etc/init.d/$NAME OPTS="-d" . /lib/lsb/init-functions d_start() { log_begin_msg "Starting Starling Server..." start-stop-daemon --start --quiet --pidfile $PIDFILE --exec $DAEMON -- $OPTS || log_end_msg 1 log_end_msg 0 } d_stop() { log_begin_msg "Stopping Starling Server..." start-stop-daemon --stop --quiet --pidfile $PIDFILE || log_end_msg 1 log_end_msg 0 } case "$1" in start) d_start ;; stop) d_stop ;; restart|force-reload|reload) d_stop sleep 2 d_start ;; *) echo "Usage: $SCRIPTNAME {start|stop|restart|force-reload}" exit 3 ;; esac exit 0

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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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  • How To Disable Loading Of Images In Chrome, Firefox and IE

    - by Gopinath
    Many of us find the necessity to disable loading images in web browsers for various reasons. May be when we are at work place, we don’t our boss to notice flashy browser window or we are connected to low bandwidth connections like GPRS which works faster without images. What ever may be the reason, here are the tips to disable images in Google Chrome, Firefox and Internet Explorer web browsers. Google Chrome – Disable Loading Images To disable loading of images in Google Chrome 1. Click on Tools Icon and choose Options menu item 2. In Google Chrome Options dialog window, switch to the tab Under the hood and click on the button Content Settings 3. Select Images from the list of options available in the left panel and choose the option Do not show any images 4. Close dialog windows and you are done. Firefox – Disable Loading Images To disable loading of images in Firefox 1. Open Firefox 2. Go to Tools -> Options 3. Switch to Content tab 4. Uncheck the option Load images automatically Internet Explorer – Disable Loading Images To disable loading of images in Internet Explorer 1. Launch Internet Explorer 2. Go to Tools -> Internet Options 3. Switch to Advanced tab 4. Uncheck the option Show pictures under Multimedia category cc image credit: flickr/indoloony This article titled,How To Disable Loading Of Images In Chrome, Firefox and IE, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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