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  • addSublayer vs addSubView which is more efficient?

    - by soonio
    I have 5 UIImageViews for displaying 5 images. For my app, I need swap the order of them depending on some events. I achieve this by calling: [anImageView1 removeFromSuperview]; [self.view insertSubview:anImageView1 aboveSubview:anImageView2]; Recently, I've come across a different method for doing this using 1 UIView and 5 UIImageViews. Each layer of UIImageViews are added to this UIView by calling [aView.layer addSublayer:anImageView1.layer]; [aView.layer addSublayer:anImageView2.layer]; etc. and then in order to swap the order of things by calling [anImageView1.layer removeFromSuperLayer]; [aView.layer insertSublayer:anImageView1 above: anImageView2] Both methods work fine, but can someone please point out which method is better and why? I really can't seem to be able to find much on CALayer... Please help! Thank you so much!

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  • CALayer and Quartz Transparency

    - by Brian
    I have a CALayer subclass. I have overridden the drawInContext method. I want the majority of my layer to be transparent except a few areas. I'm using the layer as a menu and I want the icons and labels on the menu to be opaque. Is it possible to have a CALayer's sublayers be opaque if the super CALayer is transparent? Is it possible to draw opaque tems in the drawInContext method of a transparent CALayer? I have tried using CGContextSetAlpha, but I assume it doesn't work since the CALayer that I am drawing for is transparent. As always, any help would be great.

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  • images are getting clipped when Jquery animate opacity is used in IE

    - by Raja
    I use the function given below: function rotate() { //Get the first image var current = ($('div#rotator ul li.show') ? $('div#rotator ul li.show') : $('div#rotator ul li:first')); //Get next image, when it reaches the end, rotate it back to the first image var next = ((current.next().length) ? ((current.next().hasClass('show')) ? $('div#rotator ul li:first') : current.next()) : $('div#rotator ul li:first')); //Set the fade in effect for the next image, the show class has higher z-index next.css({ opacity: 0.0 }) .addClass('show') .animate({ opacity: 1.0 }, 1000); //Hide the current image current.animate({ opacity: 0.0 }, 1000) .removeClass('show'); }; It does a slide show of images. It works perfect on Firefox and Google Chrome but clips the images in IE 7 and IE 8. Any help is much appreciated. Thanks in advance.

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  • glitchy stuttery iphone game loop

    - by Adam
    This is a problem I've been trying to solve for a few days now, and I've looked at the various solutions on stackoverflow and nothing has really seemed to work for me. I'm making an iPhone game with OpenGLES graphics and accelerometer input, at this point it's very simple, but the rendering is already pretty bad... it stutters and seems to jump back or forward in time. It doesn't happen a lot, but it happens enough to be a problem. I mean, who wants to play a game where a bullet gets magically transported into the player, and then it's game over? No one. I've tried using NSTimer for the game loop, I've tried using a separate thread (with a frame rate and continuously) I've tried using different frame rates, from 30FPS to 60FPS (It seems to have a max frame rate around 45FPS, but no problems at 30FPS) I've tried using timeIntervalSince1970 and CFGetAbsoluteTime to measure loop time, with no noticeable diffence Anyone have any ideas on what is the best way to get this looking better? One of the posts I've read suggested running the simulation at a fixed frame rate and then just render as fast as possible, does that seem like a good idea?

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  • Please Critique Code (Java, Java2D, javax.swing.Timer)

    - by Trizicus
    Learn by practice right? Please critique and suggest anything! Thanks :) import java.awt.EventQueue; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import java.awt.event.MouseMotionListener; import javax.swing.JFrame; public class MainWindow { public static void main(String[] args) { new MainWindow(); } JFrame frame; GraphicsPanel gp = new GraphicsPanel(); MainWindow() { EventQueue.invokeLater(new Runnable() { public void run() { frame = new JFrame("Graphics Practice"); frame.setSize(680, 420); frame.setVisible(true); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); gp.addMouseListener(new MouseListener() { public void mouseClicked(MouseEvent e) {} public void mousePressed(MouseEvent e) {} public void mouseReleased(MouseEvent e) {} public void mouseEntered(MouseEvent e) {} public void mouseExited(MouseEvent e) {} }); gp.addMouseMotionListener(new MouseMotionListener() { public void mouseDragged(MouseEvent e) {} public void mouseMoved(MouseEvent e) {} }); frame.add(gp); } }); } } GraphicsPanel: import java.awt.BorderLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import javax.swing.JPanel; import javax.swing.Timer; public class GraphicsPanel extends JPanel { Test t; Timer test; GraphicsPanel() { t = new Test(); setLayout(new BorderLayout()); add(t, BorderLayout.CENTER); test = new Timer(17, new Gameloop(this)); test.start(); } class Gameloop implements ActionListener { GraphicsPanel gp; Gameloop(GraphicsPanel gp) { this.gp = gp; } public void actionPerformed(ActionEvent e) { try { t.incX(); gp.repaint(); } catch (Exception ez) { } } } } Test: import java.awt.Color; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Toolkit; import javax.swing.JComponent; public class Test extends JComponent { Toolkit tk; Image img; int x, y; Test() { tk = Toolkit.getDefaultToolkit(); img = tk.getImage(getClass().getResource("images.jpg")); this.setPreferredSize(new Dimension(15, 15)); } @Override public void paintComponent(Graphics g) { super.paintComponent(g); Graphics2D g2d = (Graphics2D) g.create(); g2d.setColor(Color.red); g2d.drawString("x: " + x, 350, 50); g2d.drawImage(img, x, 80, null); g2d.dispose(); } public void incX() { x++; } }

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  • Animate multiple UIView in a cicle

    - by Giovanni
    Hi all, i'm creating a card game on iphone. My problem is that i want to animate the cards at the beginning of the game making the cards animate from a point to another point in a deck. I move my cards that are UIView, in afor cicle. this is what i do With this code, alla tha cards move together, i need to move the cards separately one after another CGPoint point; // Create the deck of playing cards for (int i = 0; i < 28; i++) { CardView *aCardView = [self.mazzo objectAtIndex:i]; point.x = -100; point.y = 200; aCardView.center = point; aCardView.zPosition = i; [self.viewGioco addSubview:aCardView]; [aCardView release]; //Here i call the method to position the card [aCardView positionCard]; } in the card view there are this methods -(void)positionCard{ [self performSelector:@selector(_positionCard) withObject:nil afterDelay:0.0]; } -(void)_positionCard{ [UIView beginAnimations:@"posizionacarta" context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; [UIView setAnimationDuration:0.3f]; CGPoint point; point.x = 280 + ((arc4random() % 2) - 1); point.y = 240 + ((arc4random() % 2) - 1); self.center = point; [UIView commitAnimations]; [self setNeedsLayout]; }

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  • flex: how to Make two resize effect at the same time

    - by 123quatre
    Hy, Is it possible to resize the application at the same moment when the Accordion size change, to make effect resize og the last one synchronised with resize of Application ? In my code,, the Application is resized after the resize of Accordion is completed: <?xml version="1.0" encoding="utf-8"?> <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute" minWidth="400" minHeight="300" backgroundColor="white" horizontalScrollPolicy="off" verticalScrollPolicy="off" mouseDown="stage.nativeWindow.startMove()"> <mx:Resize id="expand" target="{application}" heightTo="{acc01.height}"/> <mx:Accordion id="acc01" x="0" y="0" resizeToContent="true" resize="expand.play();" horizontalScrollPolicy="off" verticalScrollPolicy="off"> <mx:VBox label="Accordion Pane 1" width="100%" height="100%"> <mx:Label text="hello"/> <mx:Label text="hello"/> <mx:Label text="hello"/> <mx:Label text="hello"/> </mx:VBox> <mx:VBox label="Panel 2" width="100%" height="100%"> <mx:Label text="hello"/> <mx:Label text="hello"/> </mx:VBox> <mx:VBox label="Panel 3" width="100%" height="100%"> <mx:Label text="hello"/> <mx:Label text="hello"/> </mx:VBox> <mx:VBox label="Panel 4" width="100%" height="100%"> <mx:Label text="hello"/> <mx:Label text="hello"/> </mx:VBox> </mx:Accordion> </mx:Application>

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  • jQuery slide effect

    - by Ayrton
    Hi I'm looking for a slide effect for a navigation. But in my opinion the slide effect of jQuery is a little strange, or doesn't really fit my needs. The list items kind of appear but aren't animated (the container is only animated) when I apply the slideDown,slideUp,toggleSlide effect. I would like to have the list items animated as well. I've found an example of this: http://www.creative-exposure.co.uk/ If you someone could help me out, I would really appreciate it. yours truthfully

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  • Issue with CAAnimation and CALayer Transforms

    - by Brian
    I have a CALayer that I want to animate across the screen. I have created two methods: one slide open the layer and one to slide close. These both work by assigning a property to the layer's transform property. Now I want to use a CAKeyFrameAnimation to slide open the layer. I got this working so the layer slides open, but now I can't slide the layer close using my old method. I am trying to figure out why this is. Any help would be great. Code: - (id)init { if( self = [super init] ) { bIsOpen = NO; closeTransform = self.transform; openTransform = CATransform3DMakeTranslation(-235.0, 0.0, 0.0); } return self; } - (void)closeMenu { if( bIsOpen ) { self.transform = closeTransform; bIsOpen = !bIsOpen; } } - (void)openMenu { if( !bIsOpen ) { CAKeyframeAnimation *closeAnimation = [CAKeyframeAnimation animationWithKeyPath:@"transform"]; closeAnimation.duration = 1.0; closeAnimation.removedOnCompletion = NO; closeAnimation.fillMode = kCAFillModeForwards; closeAnimation.values = [NSArray arrayWithObjects:[NSValue valueWithCATransform3D:closeTransform],[NSValue valueWithCATransform3D:openTransform],nil]; closeAnimation.timingFunctions = [NSArray arrayWithObject:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]]; [self addAnimation:closeAnimation forKey:@"transform"]; bIsOpen = !bIsOpen; } }

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  • Removing all CALayer's sublayers

    - by radex
    Hi. I have trouble with deleting all layer's sublayers. I do this manually, but it's unwanted code clutter. I found many topics about this in google, but no answer. I tried to do something like this: for(CALayer *layer in rootLayer.sublayers) { [layer removeFromSublayer]; } but it didn't work. Also, i tried to clone rootLayer.sublayers into separate NSArray, but result was the same. Any ideas? regards, radex PS. sorry for my English. Edit: I thought it works now, but I was wrong. It works good with CALayers, but it doesn't work with CATextLayers. Any ideas?

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  • Good way to make animations with cocos2d?

    - by Johnny Oin
    Hi there, I'm making a little iphone game, and I would get some clues. Let's imagine: Two background sprites moving pretty fast from right to left, and moving up and down with accelerometer. I guess I can't use animations here, cause the movement of the background is recalculated at each frame. So I use a schedule with an interval of 0.025s and move my sprites at each clock with a : sprite.position = ccp(x, y); So here is my problem: the result is laggy, with only these two sprites. I tried both declaring sprites in the header, and getting them with CCNodes and Tags. It's quite the same. So if someone can give me a hint on what is the best way to do that, that would be so nice. I wonder if the problem can't be the fact that sprites are moving very fast, but i'm not sure. Anyway, thanks for your time. J.

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  • How to change the font size gradually in a UILabel?

    - by Flocked
    Hello, is there a way to change the font size gradually in a UILabel? I tried it with: [UIView beginAnimations:@"foo" context:nil]; [UIView setAnimationDuration:0.8]; uiLabel.font = [UIFont boldSystemFontOfSize:144]; [UIView commitAnimations]; The problem is that the change of the font size happens instantly.

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  • Animating list items with jQuery

    - by Giles B
    Hi Guys, Im trying to find the best way of animating a list of items one by one. So for example I have a UL with 7 items in it and when my trigger element is clicked I want each item to fade in one below the other with a slight delay between each item. Any ideas would be most appreciated. Thanks

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  • jQuery Animate Inconsistencies between Browsers

    - by silent1mezzo
    I'm trying to figure out why this works in FireFox, Chrome but not in IE and not properly in Safari and Opera (you can view it working at http://41six.com/about/) HTML: <div id="menu"> <ul> <li> <a href="/" class="home" title="Home" alt="fortyonesix">&nbsp;</a> <div id='home-hover'>Home Page</div> </li> </ul> </div> CSS: #menu .home { display:block; height:24px; width:24px; background-image: url('../images/Home.png'); } #home-hover { position:fixed; padding: 3px 0 3px 10px; left:40px; top:125px; width: 100px; height: 20px; background-color:#000; color: #fff; z-index:9999; opacity: .9; filter: alpha(opacity=90); -ms-filter:"progid:DXImageTransform.Microsoft.Alpha(Opacity=90)"; -moz-border-radius-topright: 5px; -webkit-border-top-right-radius: 5px; -moz-border-radius-bottomright: 5px; -webkit-border-top-bottom-radius: 5px; display:none; } JQuery: $('.home').hover(function() { $('#home-hover').animate({width:'toggle'},200); }, function() { $('#home-hover').animate({width:'toggle'},200); }); It's definitely not pretty but I'm not sure why its not working for Safari, Opera and IE

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  • Complicated jQuery .hover Work

    - by Paul Herz
    The following code is giving me a lot of trouble. To note, .hover changes the background image. Firstly, how can I combine the two with .hover rather than a separate mouseenter and mouseleave? Second, How can I make it so that while the div is shifting upwards, the background image is simultaneously fading? $('div.designbox.orangehello').mouseenter(function() { $('div.designbox.orangehello').animate({ top: '-=10', }, 55, function() { $(this).addClass('hover'); }); }); $('div.designbox.orangehello').mouseleave(function() { $('div.designbox.orangehello').animate({ top: '+=10', }, 55, function() { $(this).removeClass('hover'); }); });

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  • What would you recommend to do simple 2D Graphics?

    - by Tom Ritter
    I want to build a program that will (as part of what it's doing) display lines organically growing and interacting horizontally across the screen. Here's a sample image, just imagine the lines sprouting from the left and growing to the right: The lines would look like the lines used on Google Maps Transit Overlay or OnNYTurf's transit pages. It's a personal project, so I'm open to just about any language and library combination. But I don't know where to start. What have you used in the past to create graphics that are similar to this? What would you recommend? I want it to run on Windows without any extras needed (.Net is fine), and it doesn't have to run elsewhere. I needs to run as an actual program, not javascript in the browser. There's obviously no 'right' answer to this, but the purpose isn't to start an argument about X better than Y but rather just find a list of graphics toolkits that do simple 2D graphics that people recommend because of their ease of use or community or whatever.

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  • Animating the <li> removal in jQuery

    - by Marco
    Hi guys, i'm adding and removing <li> elements with jQuery, that are shown horizontally with the following style: #my_ul { list-style: none; } #my_ul li { float: left; margin: 0px 15px; } For example, if i add four <li> to an <ul> and then i decide to remove the second one, after it has been removed the other two <li> elements on the right immediately move to the left. What i'd like to do is to animate this behaviour, with the remaining <li> elements that softly moves to the left. Any tips? Thanks

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  • How to add animation on open of a Jquery SimpleModal?

    - by Obay
    The animation-enabled example in the SimpleModal site has this animation: 1. Fade in the overlay 2. Slide down the modal div This is the code: $("#the-div").modal({ onOpen: function (dialog) { dialog.overlay.fadeIn('fast', function () { dialog.data.hide(); dialog.container.show('fast', function () { dialog.data.slideDown('fast'); }); }); }}); I want this animation instead: 1. Just display the modal 2. Fade in the overlay Alas, simply removing the 2nd parameter of dialog.overlay.fadeIn() from the code above doesn't work. I also tried removing the parameters of dialog.container.show(), also changing it to dialog.container.open(). I've tried other combinations of the code, to no avail. How do I achieve the animation that I wish?

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