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  • How to Disable the Animations on the Windows 8 Start Screen

    - by Usman
    Who doesn’t love animations? They make everything look so cool. But in some cases, animations are a distraction, and the same is true for Windows 8′s start screen (the “Modern UI”). Fortunately, there’s a very simple way to disable all those animations. Keep reading to find out how it’s done. The animations are especially noticeable when you switch from the good ol’ peaceful desktop to the start screen by pressing the winkey. I don’t know about you, but it feels like I’m getting dizzy by watching all those crazy animations over and over again. People have found out ways to enhance the start screen animations, add delay to various elements and stuff like that. But we’re going the other way, disabling the animations completely. To do so, log in, and when the start screen appears, type “Computer” (it will pop up in the search results before you’ve even finished typing). Our Geek Trivia App for Windows 8 is Now Available Everywhere How To Boot Your Android Phone or Tablet Into Safe Mode HTG Explains: Does Your Android Phone Need an Antivirus?

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  • Which is Better? The Start Screen in Windows 8 or the Old Start Menu? [Analysis]

    - by Asian Angel
    There has been quite a bit of controversy surrounding Microsoft’s emphasis on the new Metro UI Start Screen in Windows 8, but when it comes down to it which is really better? The Start Screen in Windows 8 or the old Start Menu? Tech blog 7 Tutorials has done a quick analysis to see which one actually works better (and faster) when launching applications and doing searches. Images courtesy of 7 Tutorials. You can view the results and a comparison table by visiting the blog post linked below. Windows 8 Analysis: Is the Start Screen an Improvement vs. the Start Menu? [7 Tutorials] How to Stress Test the Hard Drives in Your PC or Server How To Customize Your Android Lock Screen with WidgetLocker The Best Free Portable Apps for Your Flash Drive Toolkit

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  • Animation API vs frame animation

    - by Max
    I'm pretty far down the road in my game right now, closing in on the end. And I'm adding little tweaks here and there. I used custom frame animation of a single image with many versions of my sprite on it, and controlled which part of the image to show using rectangles. But I'm starting to think that maybe I should've used the Animation API that comes with android instead. Will this effect my performance in a negative way? Can I still use rectangles to draw my bitmap? Could I add effects from the Animation API to my current frame-controlled animation? like the fadeout-effect etc? this would mean I wont have to change my current code. I want some of my animations to fade out, and just noticed that using the Animation API makes things alot easier. But needless to say, I would prefer not having to change all my animation-code. I'm bad at explaining, so Ill show a bit of how I do my animation: private static final int BMP_ROWS = 1; //I use top-view so only need my sprite to have 1 direction private static final int BMP_COLUMNS = 3; public void update(GameControls controls) { if (sprite.isMoving) { currentFrame = ++currentFrame % BMP_COLUMNS; } else { this.setFrame(1); } } public void draw(Canvas canvas, int x, int y, float angle) { this.x=x; this.y=y; canvas.save(); canvas.rotate(angle , x + width / 2, y + height / 2); int srcX = currentFrame * width; int srcY = 0 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); canvas.restore(); }

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  • lxc containers hangs after upgrade to 13.10

    - by doug123
    I have 3 lxc containers. They were all working fine on 12.10 and I upgraded the containers with do-release-upgrade on the containers to 13.04 and 13.10 and that worked great. Then I upgraded the host to 13.04 and then 13.10 and now the 3 containers hang with this: >lxc-start -n as1 -l DEBUG -o $(tty) lxc-start 1383145786.513 INFO lxc_start_ui - using rcfile /var/lib/lxc/as1/config lxc-start 1383145786.513 WARN lxc_log - lxc_log_init called with log already initialized lxc-start 1383145786.513 INFO lxc_apparmor - aa_enabled set to 1 lxc-start 1383145786.514 DEBUG lxc_conf - allocated pty '/dev/pts/2' (5/6) lxc-start 1383145786.514 DEBUG lxc_conf - allocated pty '/dev/pts/13' (7/8) lxc-start 1383145786.514 DEBUG lxc_conf - allocated pty '/dev/pts/14' (9/10) lxc-start 1383145786.514 DEBUG lxc_conf - allocated pty '/dev/pts/15' (11/12) lxc-start 1383145786.514 DEBUG lxc_conf - allocated pty '/dev/pts/17' (13/14) lxc-start 1383145786.514 DEBUG lxc_conf - allocated pty '/dev/pts/18' (15/16) lxc-start 1383145786.514 DEBUG lxc_conf - allocated pty '/dev/pts/19' (17/18) lxc-start 1383145786.514 DEBUG lxc_conf - allocated pty '/dev/pts/20' (19/20) lxc-start 1383145786.514 INFO lxc_conf - tty's configured lxc-start 1383145786.514 DEBUG lxc_start - sigchild handler set lxc-start 1383145786.514 DEBUG lxc_console - opening /dev/tty for console peer lxc-start 1383145786.514 DEBUG lxc_console - using '/dev/tty' as console lxc-start 1383145786.514 DEBUG lxc_console - 6242 got SIGWINCH fd 25 lxc-start 1383145786.514 DEBUG lxc_console - set winsz dstfd:22 cols:177 rows:53 lxc-start 1383145786.514 INFO lxc_start - 'as1' is initialized lxc-start 1383145786.522 DEBUG lxc_start - Not dropping cap_sys_boot or watching utmp lxc-start 1383145786.524 DEBUG lxc_conf - mac address of host interface 'vethB4L35W' changed to private fe:7c:96:a0:ae:29 lxc-start 1383145786.525 DEBUG lxc_conf - instanciated veth 'vethB4L35W/vethVC61K2', index is '26' lxc-start 1383145786.529 DEBUG lxc_cgroup - cgroup 'memory.limit_in_bytes' set to '20G' lxc-start 1383145786.529 DEBUG lxc_cgroup - cgroup 'cpuset.cpus' set to '12-23' lxc-start 1383145786.529 INFO lxc_cgroup - cgroup has been setup lxc-start 1383145786.555 DEBUG lxc_conf - move 'eth0' to '6249' lxc-start 1383145786.555 INFO lxc_conf - 'as1' hostname has been setup lxc-start 1383145786.575 DEBUG lxc_conf - 'eth0' has been setup lxc-start 1383145786.575 INFO lxc_conf - network has been setup lxc-start 1383145786.575 INFO lxc_conf - looking at .44 42 252:0 / / rw,relatime - ext4 /dev/mapper/limitorderbook1-root rw,errors=remount-ro,data=ordered . lxc-start 1383145786.575 INFO lxc_conf - now p is . /. lxc-start 1383145786.575 INFO lxc_conf - looking at .52 44 0:5 / /dev rw,relatime - devtmpfs udev rw,size=32961632k,nr_inodes=8240408,mode=755 . lxc-start 1383145786.575 INFO lxc_conf - now p is . /dev. lxc-start 1383145786.575 INFO lxc_conf - looking at .61 52 0:11 / /dev/pts rw,nosuid,noexec,relatime - devpts devpts rw,mode=600,ptmxmode=000 . lxc-start 1383145786.575 INFO lxc_conf - now p is . /dev/pts. lxc-start 1383145786.575 INFO lxc_conf - looking at .68 44 0:15 / /run rw,nosuid,noexec,relatime - tmpfs tmpfs rw,size=6594456k,mode=755 . lxc-start 1383145786.575 INFO lxc_conf - now p is . /run. lxc-start 1383145786.575 INFO lxc_conf - looking at .69 68 0:18 / /run/lock rw,nosuid,nodev,noexec,relatime - tmpfs none rw,size=5120k . lxc-start 1383145786.575 INFO lxc_conf - now p is . /run/lock. lxc-start 1383145786.575 INFO lxc_conf - looking at .72 68 0:19 / /run/shm rw,nosuid,nodev,relatime - tmpfs none rw . lxc-start 1383145786.575 INFO lxc_conf - now p is . /run/shm. lxc-start 1383145786.575 INFO lxc_conf - looking at .73 68 0:21 / /run/user rw,nosuid,nodev,noexec,relatime - tmpfs none rw,size=102400k,mode=755 . lxc-start 1383145786.575 INFO lxc_conf - now p is . /run/user. lxc-start 1383145786.575 INFO lxc_conf - looking at .76 44 0:14 / /sys rw,nosuid,nodev,noexec,relatime - sysfs sysfs rw . lxc-start 1383145786.575 INFO lxc_conf - now p is . /sys. lxc-start 1383145786.575 INFO lxc_conf - looking at .77 76 0:16 / /sys/fs/cgroup rw,relatime - tmpfs none rw,size=4k,mode=755 . lxc-start 1383145786.575 INFO lxc_conf - now p is . /sys/fs/cgroup. lxc-start 1383145786.575 INFO lxc_conf - looking at .78 77 0:20 / /sys/fs/cgroup/cpuset rw,relatime - cgroup cgroup rw,cpuset,clone_children . lxc-start 1383145786.575 INFO lxc_conf - now p is . /sys/fs/cgroup/cpuset. lxc-start 1383145786.575 INFO lxc_conf - looking at .79 77 0:23 / /sys/fs/cgroup/cpu rw,relatime - cgroup cgroup rw,cpu . lxc-start 1383145786.575 INFO lxc_conf - now p is . /sys/fs/cgroup/cpu. lxc-start 1383145786.575 INFO lxc_conf - looking at .80 77 0:24 / /sys/fs/cgroup/cpuacct rw,relatime - cgroup cgroup rw,cpuacct . lxc-start 1383145786.575 INFO lxc_conf - now p is . /sys/fs/cgroup/cpuacct. lxc-start 1383145786.575 INFO lxc_conf - looking at .81 77 0:25 / /sys/fs/cgroup/memory rw,relatime - cgroup cgroup rw,memory . lxc-start 1383145786.575 INFO lxc_conf - now p is . /sys/fs/cgroup/memory. lxc-start 1383145786.575 INFO lxc_conf - looking at .82 77 0:26 / /sys/fs/cgroup/devices rw,relatime - cgroup cgroup rw,devices . lxc-start 1383145786.575 INFO lxc_conf - now p is . /sys/fs/cgroup/devices. lxc-start 1383145786.575 INFO lxc_conf - looking at .83 77 0:27 / /sys/fs/cgroup/freezer rw,relatime - cgroup cgroup rw,freezer . lxc-start 1383145786.575 INFO lxc_conf - now p is . /sys/fs/cgroup/freezer. lxc-start 1383145786.575 INFO lxc_conf - looking at .84 77 0:28 / /sys/fs/cgroup/blkio rw,relatime - cgroup cgroup rw,blkio . lxc-start 1383145786.575 INFO lxc_conf - now p is . /sys/fs/cgroup/blkio. lxc-start 1383145786.575 INFO lxc_conf - looking at .85 77 0:29 / /sys/fs/cgroup/perf_event rw,relatime - cgroup cgroup rw,perf_event . lxc-start 1383145786.575 INFO lxc_conf - now p is . /sys/fs/cgroup/perf_event. lxc-start 1383145786.575 INFO lxc_conf - looking at .94 77 0:30 / /sys/fs/cgroup/hugetlb rw,relatime - cgroup cgroup rw,hugetlb . lxc-start 1383145786.575 INFO lxc_conf - now p is . /sys/fs/cgroup/hugetlb. lxc-start 1383145786.575 INFO lxc_conf - looking at .95 77 0:31 / /sys/fs/cgroup/systemd rw,nosuid,nodev,noexec,relatime - cgroup systemd rw,name=systemd . lxc-start 1383145786.575 INFO lxc_conf - now p is . /sys/fs/cgroup/systemd. lxc-start 1383145786.575 INFO lxc_conf - looking at .96 76 0:17 / /sys/fs/fuse/connections rw,relatime - fusectl none rw . lxc-start 1383145786.575 INFO lxc_conf - now p is . /sys/fs/fuse/connections. lxc-start 1383145786.575 INFO lxc_conf - looking at .98 76 0:6 / /sys/kernel/debug rw,relatime - debugfs none rw . lxc-start 1383145786.575 INFO lxc_conf - now p is . /sys/kernel/debug. lxc-start 1383145786.575 INFO lxc_conf - looking at .101 76 0:10 / /sys/kernel/security rw,relatime - securityfs none rw . lxc-start 1383145786.575 INFO lxc_conf - now p is . /sys/kernel/security. lxc-start 1383145786.575 INFO lxc_conf - looking at .102 76 0:22 / /sys/fs/pstore rw,relatime - pstore none rw . lxc-start 1383145786.575 INFO lxc_conf - now p is . /sys/fs/pstore. lxc-start 1383145786.575 INFO lxc_conf - looking at .103 44 0:3 / /proc rw,nosuid,nodev,noexec,relatime - proc proc rw . lxc-start 1383145786.575 INFO lxc_conf - now p is . /proc. lxc-start 1383145786.575 INFO lxc_conf - looking at .104 44 9:2 / /data rw,relatime - ext4 /dev/md2 rw,errors=remount-ro,data=ordered . lxc-start 1383145786.575 INFO lxc_conf - now p is . /data. lxc-start 1383145786.575 INFO lxc_conf - looking at .105 44 8:1 / /boot rw,relatime - ext2 /dev/sda1 rw,errors=continue . lxc-start 1383145786.575 INFO lxc_conf - now p is . /boot. lxc-start 1383145786.576 DEBUG lxc_conf - mounted '/data/srv/lxc/as1' on '/usr/lib/x86_64-linux-gnu/lxc' lxc-start 1383145786.576 DEBUG lxc_conf - mounted 'none' on '/usr/lib/x86_64-linux-gnu/lxc//dev/pts', type 'devpts' lxc-start 1383145786.576 DEBUG lxc_conf - mounted 'none' on '/usr/lib/x86_64-linux-gnu/lxc//proc', type 'proc' lxc-start 1383145786.576 DEBUG lxc_conf - mounted 'none' on '/usr/lib/x86_64-linux-gnu/lxc//sys', type 'sysfs' lxc-start 1383145786.576 DEBUG lxc_conf - mounted 'none' on '/usr/lib/x86_64-linux-gnu/lxc//run', type 'tmpfs' lxc-start 1383145786.576 INFO lxc_conf - mount points have been setup lxc-start 1383145786.577 INFO lxc_conf - console has been setup lxc-start 1383145786.577 INFO lxc_conf - 8 tty(s) has been setup lxc-start 1383145786.577 INFO lxc_conf - rootfs path is ./data/srv/lxc/as1., mount is ./usr/lib/x86_64-linux-gnu/lxc. lxc-start 1383145786.577 INFO lxc_apparmor - I am 1, /proc/self points to 1 lxc-start 1383145786.577 DEBUG lxc_conf - created '/usr/lib/x86_64-linux-gnu/lxc/lxc_putold' directory lxc-start 1383145786.577 DEBUG lxc_conf - mountpoint for old rootfs is '/usr/lib/x86_64-linux-gnu/lxc/lxc_putold' lxc-start 1383145786.577 DEBUG lxc_conf - pivot_root syscall to '/usr/lib/x86_64-linux-gnu/lxc' successful lxc-start 1383145786.577 DEBUG lxc_conf - umounted '/lxc_putold/dev/pts' lxc-start 1383145786.577 DEBUG lxc_conf - umounted '/lxc_putold/run/lock' lxc-start 1383145786.577 DEBUG lxc_conf - umounted '/lxc_putold/run/shm' lxc-start 1383145786.577 DEBUG lxc_conf - umounted '/lxc_putold/run/user' lxc-start 1383145786.577 DEBUG lxc_conf - umounted '/lxc_putold/sys/fs/cgroup/cpuset' lxc-start 1383145786.577 DEBUG lxc_conf - umounted '/lxc_putold/sys/fs/cgroup/cpu' lxc-start 1383145786.577 DEBUG lxc_conf - umounted '/lxc_putold/sys/fs/cgroup/cpuacct' lxc-start 1383145786.577 DEBUG lxc_conf - umounted '/lxc_putold/sys/fs/cgroup/memory' lxc-start 1383145786.577 DEBUG lxc_conf - umounted '/lxc_putold/sys/fs/cgroup/devices' lxc-start 1383145786.577 DEBUG lxc_conf - umounted '/lxc_putold/sys/fs/cgroup/freezer' lxc-start 1383145786.577 DEBUG lxc_conf - umounted '/lxc_putold/sys/fs/cgroup/blkio' lxc-start 1383145786.577 DEBUG lxc_conf - umounted '/lxc_putold/sys/fs/cgroup/perf_event' lxc-start 1383145786.577 DEBUG lxc_conf - umounted '/lxc_putold/sys/fs/cgroup/hugetlb' lxc-start 1383145786.577 DEBUG lxc_conf - umounted '/lxc_putold/sys/fs/cgroup/systemd' lxc-start 1383145786.577 DEBUG lxc_conf - umounted '/lxc_putold/sys/fs/fuse/connections' lxc-start 1383145786.577 DEBUG lxc_conf - umounted '/lxc_putold/sys/kernel/debug' lxc-start 1383145786.577 DEBUG lxc_conf - umounted '/lxc_putold/sys/kernel/security' lxc-start 1383145786.577 DEBUG lxc_conf - umounted '/lxc_putold/sys/fs/pstore' lxc-start 1383145786.577 DEBUG lxc_conf - umounted '/lxc_putold/proc' lxc-start 1383145786.577 DEBUG lxc_conf - umounted '/lxc_putold/data' lxc-start 1383145786.577 DEBUG lxc_conf - umounted '/lxc_putold/boot' lxc-start 1383145786.577 DEBUG lxc_conf - umounted '/lxc_putold/dev' lxc-start 1383145786.577 DEBUG lxc_conf - umounted '/lxc_putold/run' lxc-start 1383145786.577 DEBUG lxc_conf - umounted '/lxc_putold/sys/fs/cgroup' lxc-start 1383145786.577 DEBUG lxc_conf - umounted '/lxc_putold/sys' lxc-start 1383145786.577 DEBUG lxc_conf - umounted '/lxc_putold' lxc-start 1383145786.577 INFO lxc_conf - created new pts instance lxc-start 1383145786.578 DEBUG lxc_conf - drop capability 'sys_boot' (22) lxc-start 1383145786.578 DEBUG lxc_conf - capabilities have been setup lxc-start 1383145786.578 NOTICE lxc_conf - 'as1' is setup. lxc-start 1383145786.578 DEBUG lxc_cgroup - cgroup 'memory.limit_in_bytes' set to '20G' lxc-start 1383145786.578 DEBUG lxc_cgroup - cgroup 'cpuset.cpus' set to '12-23' lxc-start 1383145786.578 INFO lxc_cgroup - cgroup has been setup lxc-start 1383145786.578 INFO lxc_apparmor - setting up apparmor lxc-start 1383145786.578 INFO lxc_apparmor - changed apparmor profile to lxc-container-default lxc-start 1383145786.578 NOTICE lxc_start - exec'ing '/sbin/init' lxc-start 1383145786.578 INFO lxc_conf - looking at .15 20 0:14 / /sys rw,nosuid,nodev,noexec,relatime - sysfs sysfs rw . lxc-start 1383145786.578 INFO lxc_conf - now p is . /sys. lxc-start 1383145786.578 INFO lxc_conf - looking at .16 20 0:3 / /proc rw,nosuid,nodev,noexec,relatime - proc proc rw . lxc-start 1383145786.578 INFO lxc_conf - now p is . /proc. lxc-start 1383145786.578 INFO lxc_conf - looking at .17 20 0:5 / /dev rw,relatime - devtmpfs udev rw,size=32961632k,nr_inodes=8240408,mode=755 . lxc-start 1383145786.578 INFO lxc_conf - now p is . /dev. lxc-start 1383145786.578 INFO lxc_conf - looking at .18 17 0:11 / /dev/pts rw,nosuid,noexec,relatime - devpts devpts rw,mode=600,ptmxmode=000 . lxc-start 1383145786.578 INFO lxc_conf - now p is . /dev/pts. lxc-start 1383145786.578 INFO lxc_conf - looking at .19 20 0:15 / /run rw,nosuid,noexec,relatime - tmpfs tmpfs rw,size=6594456k,mode=755 . lxc-start 1383145786.578 INFO lxc_conf - now p is . /run. lxc-start 1383145786.578 INFO lxc_conf - looking at .20 1 252:0 / / rw,relatime - ext4 /dev/mapper/limitorderbook1-root rw,errors=remount-ro,data=ordered . lxc-start 1383145786.578 INFO lxc_conf - now p is . /. lxc-start 1383145786.578 INFO lxc_conf - looking at .22 15 0:16 / /sys/fs/cgroup rw,relatime - tmpfs none rw,size=4k,mode=755 . lxc-start 1383145786.578 INFO lxc_conf - now p is . /sys/fs/cgroup. lxc-start 1383145786.578 INFO lxc_conf - looking at .23 15 0:17 / /sys/fs/fuse/connections rw,relatime - fusectl none rw . lxc-start 1383145786.578 INFO lxc_conf - now p is . /sys/fs/fuse/connections. lxc-start 1383145786.578 INFO lxc_conf - looking at .24 15 0:6 / /sys/kernel/debug rw,relatime - debugfs none rw . lxc-start 1383145786.579 INFO lxc_conf - now p is . /sys/kernel/debug. lxc-start 1383145786.579 INFO lxc_conf - looking at .25 15 0:10 / /sys/kernel/security rw,relatime - securityfs none rw . lxc-start 1383145786.579 INFO lxc_conf - now p is . /sys/kernel/security. lxc-start 1383145786.579 INFO lxc_conf - looking at .26 19 0:18 / /run/lock rw,nosuid,nodev,noexec,relatime - tmpfs none rw,size=5120k . lxc-start 1383145786.579 INFO lxc_conf - now p is . /run/lock. lxc-start 1383145786.579 INFO lxc_conf - looking at .27 19 0:19 / /run/shm rw,nosuid,nodev,relatime - tmpfs none rw . lxc-start 1383145786.579 INFO lxc_conf - now p is . /run/shm. lxc-start 1383145786.579 INFO lxc_conf - looking at .28 22 0:20 / /sys/fs/cgroup/cpuset rw,relatime - cgroup cgroup rw,cpuset,clone_children . lxc-start 1383145786.579 INFO lxc_conf - now p is . /sys/fs/cgroup/cpuset. lxc-start 1383145786.579 INFO lxc_conf - looking at .29 19 0:21 / /run/user rw,nosuid,nodev,noexec,relatime - tmpfs none rw,size=102400k,mode=755 . lxc-start 1383145786.579 INFO lxc_conf - now p is . /run/user. lxc-start 1383145786.579 INFO lxc_conf - looking at .30 15 0:22 / /sys/fs/pstore rw,relatime - pstore none rw . lxc-start 1383145786.579 INFO lxc_conf - now p is . /sys/fs/pstore. lxc-start 1383145786.579 INFO lxc_conf - looking at .31 22 0:23 / /sys/fs/cgroup/cpu rw,relatime - cgroup cgroup rw,cpu . lxc-start 1383145786.579 INFO lxc_conf - now p is . /sys/fs/cgroup/cpu. lxc-start 1383145786.579 INFO lxc_conf - looking at .32 22 0:24 / /sys/fs/cgroup/cpuacct rw,relatime - cgroup cgroup rw,cpuacct . lxc-start 1383145786.579 INFO lxc_conf - now p is . /sys/fs/cgroup/cpuacct. lxc-start 1383145786.579 INFO lxc_conf - looking at .33 22 0:25 / /sys/fs/cgroup/memory rw,relatime - cgroup cgroup rw,memory . lxc-start 1383145786.579 INFO lxc_conf - now p is . /sys/fs/cgroup/memory. lxc-start 1383145786.579 INFO lxc_conf - looking at .34 22 0:26 / /sys/fs/cgroup/devices rw,relatime - cgroup cgroup rw,devices . lxc-start 1383145786.579 INFO lxc_conf - now p is . /sys/fs/cgroup/devices. lxc-start 1383145786.579 INFO lxc_conf - looking at .35 22 0:27 / /sys/fs/cgroup/freezer rw,relatime - cgroup cgroup rw,freezer . lxc-start 1383145786.579 INFO lxc_conf - now p is . /sys/fs/cgroup/freezer. lxc-start 1383145786.579 INFO lxc_conf - looking at .36 22 0:28 / /sys/fs/cgroup/blkio rw,relatime - cgroup cgroup rw,blkio . lxc-start 1383145786.579 INFO lxc_conf - now p is . /sys/fs/cgroup/blkio. lxc-start 1383145786.579 INFO lxc_conf - looking at .37 22 0:29 / /sys/fs/cgroup/perf_event rw,relatime - cgroup cgroup rw,perf_event . lxc-start 1383145786.579 INFO lxc_conf - now p is . /sys/fs/cgroup/perf_event. lxc-start 1383145786.579 INFO lxc_conf - looking at .38 22 0:30 / /sys/fs/cgroup/hugetlb rw,relatime - cgroup cgroup rw,hugetlb . lxc-start 1383145786.579 INFO lxc_conf - now p is . /sys/fs/cgroup/hugetlb. lxc-start 1383145786.579 INFO lxc_conf - looking at .39 20 9:2 / /data rw,relatime - ext4 /dev/md2 rw,errors=remount-ro,data=ordered . lxc-start 1383145786.579 INFO lxc_conf - now p is . /data. lxc-start 1383145786.579 INFO lxc_conf - looking at .40 20 8:1 / /boot rw,relatime - ext2 /dev/sda1 rw,errors=continue . lxc-start 1383145786.579 INFO lxc_conf - now p is . /boot. lxc-start 1383145786.579 INFO lxc_conf - looking at .41 22 0:31 / /sys/fs/cgroup/systemd rw,nosuid,nodev,noexec,relatime - cgroup systemd rw,name=systemd . lxc-start 1383145786.579 INFO lxc_conf - now p is . /sys/fs/cgroup/systemd. lxc-start 1383145786.579 NOTICE lxc_start - '/sbin/init' started with pid '6249' lxc-start 1383145786.579 WARN lxc_start - invalid pid for SIGCHLD <4>init: ureadahead main process (7) terminated with status 5 <4>init: console-font main process (94) terminated with status 1 And it will just sit there like that for hours at least. The container becomes pingable but I can't ssh and if I try lxc-console -n as1 I get a blank screen. If I do lxc-stop -n as1 or ^C in the window where it has hung I get: ^CTERM environment variable not set. <4>init: plymouth-upstart-bridge main process (192) terminated with status 1 <4>init: hwclock-save main process (187) terminated with status 70 * Asking all remaining processes to terminate... ...done. * All processes ended within 1 seconds... ...done. * Deactivating swap... ...fail! mount: cannot mount block device /dev/md2 read-only * Will now restart But after 20 minutes it hasn't restarted. Any ideas why these containers are hanging?

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  • jerky animation using Core Animation

    - by Paul from Boston
    In my iPhone app, I am trying to get some red and white stripes that are scrolling across the screen to animate smoothly when the speed of the stripes gets high. In my app the user starts the animation and changes the scrolling speed by a finger swipe and changes the width of the stripes by a two finger pinch. Animation is stopped in response to a double tap. If the speed gets high or the stripes get narrow the animation is no longer smooth to the eye. The edges of the stripes seem to jump around. The animation is simple. I draw the stripes in a layer that's a bit larger than the screen. I then set up an animation that moves the layer position by exactly the distance from one red stripe to the next. The duration is set by the speed of the finger swipe and the repeat count is 1. When the animation stops the delegate checks a flag to see if the user wants to stop the scrolling. If not, the animation is restarted again for one cycle. Are there better ways of doing this so that the animation is smooth at high speeds or with narrow stripes? Thanks--

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  • Data-driven animation states

    - by user8363
    I'm trying to handle animations in a 2D game engine hobby project, without hard-coding them. Hard coding animation states seems like a common but very strange phenomenon, to me. A little background: I'm working with an entity system where components are bags of data and subsystems act upon them. I chose to use a polling system to update animation states. With animation states I mean: "walking_left", "running_left", "walking_right", "shooting", ... My idea to handle animations was to design it as a data driven model. Data could be stored in an xml file, a rdbms, ... And could be loaded at the start of a game / level/ ... This way you can easily edit animations and transitions without having to go change the code everywhere in your game. As an example I made an xml draft of the data definitions I had in mind. One very important piece of data would simply be the description of an animation. An animation would have a unique id (a descriptive name). It would hold a reference id to an image (the sprite sheet it uses, because different animations may use different sprite sheets). The frames per second to run the animation on. The "replay" here defines if an animation should be run once or infinitely. Then I defined a list of rectangles as frames. <animation id='WIZARD_WALK_LEFT'> <image id='WIZARD_WALKING' /> <fps>50</fps> <replay>true</replay> <frames> <rectangle> <x>0</x> <y>0</y> <width>45</width> <height>45</height> </rectangle> <rectangle> <x>45</x> <y>0</y> <width>45</width> <height>45</height> </rectangle> </frames> </animation> Animation data would be loaded and held in an animation resource pool and referenced by game entities that are using it. It would be treated as a resource like an image, a sound, a texture, ... The second piece of data to define would be a state machine to handle animation states and transitions. This defines each state a game entity can be in, which states it can transition to and what triggers that state change. This state machine would differ from entity to entity. Because a bird might have states "walking" and "flying" while a human would only have the state "walking". However it could be shared by different entities because multiple humans will probably have the same states (especially when you define some common NPCs like monsters, etc). Additionally an orc might have the same states as a human. Just to demonstrate that this state definition might be shared but only by a select group of game entities. <state id='IDLE'> <event trigger='LEFT_DOWN' goto='MOVING_LEFT' /> <event trigger='RIGHT_DOWN' goto='MOVING_RIGHT' /> </state> <state id='MOVING_LEFT'> <event trigger='LEFT_UP' goto='IDLE' /> <event trigger='RIGHT_DOWN' goto='MOVING_RIGHT' /> </state> <state id='MOVING_RIGHT'> <event trigger='RIGHT_UP' goto='IDLE' /> <event trigger='LEFT_DOWN' goto='MOVING_LEFT' /> </state> These states can be handled by a polling system. Each game tick it grabs the current state of a game entity and checks all triggers. If a condition is met it changes the entity's state to the "goto" state. The last part I was struggling with was how to bind animation data and animation states to an entity. The most logical approach seemed to me to add a pointer to the state machine data an entity uses and to define for each state in that machine what animation it uses. Here is an xml example how I would define the animation behavior and graphical representation of some common entities in a game, by addressing animation state and animation data id. Note that both "wizard" and "orc" have the same animation states but a different animation. Also, a different animation could mean a different sprite sheet, or even a different sequence of animations (an animation could be longer or shorter). <entity name="wizard"> <state id="IDLE" animation="WIZARD_IDLE" /> <state id="MOVING_LEFT" animation="WIZARD_WALK_LEFT" /> </entity> <entity name="orc"> <state id="IDLE" animation="ORC_IDLE" /> <state id="MOVING_LEFT" animation="ORC_WALK_LEFT" /> </entity> When the entity is being created it would add a list of states with state machine data and an animation data reference. In the future I would use the entity system to build whole entities by defining components in a similar xml format. -- This is what I have come up with after some research. However I had some trouble getting my head around it, so I was hoping op some feedback. Is there something here what doesn't make sense, or is there a better way to handle these things? I grasped the idea of iterating through frames but I'm having trouble to take it a step further and this is my attempt to do that.

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  • How to port animation from one skeleton to another?

    - by shawn
    While I need to do this in a Blender3D modeler script, the math should be similar for other modelers or realtime engines. Blender3D specific terminology: Armature = skeleton EditBone = rest pose bone (stores the rest pose matrix) PoseBone = can store a different pose (animation matrix) for each frame of your animation I need to share animations (Blender Actions) between Armatures which have EditBones with same names and which have the same positions, but can have different (rest pose) angles and scales. Plus the Armatures might have different bone hierarchy (bone parenting/ no bone parenting). Why I need this: I've made an importer/exporter for a 3d format for a game. The format doesn't store enough info to connect/parent the bones, which makes posing/animating character models in a 3d modeller nearly impossible (original model files for the 3d modeler don't exist, this is for modding). As there are only 2 character skeleton types in the game, I decided to optionally allow to generate the bone from a hardcoded data in the model importer and undo that in the exporter. This allows to easily pose the model for checking weights, easily create weights, makes it easier for Blender to generate automatic weights and of course makes animating possible. This worked perfectly: the importer optionally generated the Armature itself and the exporter removed those changes, so the exported model works with existing animations in the game. But now I'm writing an importer and exporter for the game's animation format and here come the problems of: Trying to make original animations work in Blender with my "custom" (modified) Armature Trying to make animations created by using the "custom" (modified) Armature work with the original models in the game (and Blender). Constraints or bone snapping inside Blender won't work as they don't care that the bones have different angles in the rest pose, they will still face the same direction. It seems I just need to get the "difference" between the EditBone matrices of all EditBones for the two Armatures somehow and apply that difference to PoseBone matrices of all PoseBones, for all frames of my animation. I need to know how to get that difference and how to apply it. BTW, PoseBone matrices are relative to rest pose, they are by default [1.000000, 0.000000, 0.000000, 0.000000](matrix [row 0]) [0.000000, 1.000000, 0.000000, 0.000000](matrix [row 1]) [0.000000, 0.000000, 1.000000, 0.000000](matrix [row 2]) [0.000000, 0.000000, 0.000000, 1.000000](matrix [row 3]) So the question is: How to get the difference between two bone (EditBone) matrices to apply that difference to the animation matrices (PoseBone matrices)? Please be easy on the matrix math.

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  • How do I apply skeletal animation from a .x (Direct X) file?

    - by Byte56
    Using the .x format to export a model from Blender, I can load a mesh, armature and animation. I have no problems generating the mesh and viewing models in game. Additionally, I have animations and the armature properly loaded into appropriate data structures. My problem is properly applying the animation to the models. I have the framework for applying the models and the code for selecting animations and stepping through frames. From what I understand, the AnimationKeys inside the AnimationSet supplies the transformations to transform the bind pose to the pose in the animated frame. As small example: Animation { {Armature_001_Bone} AnimationKey { 2; //Position 121; //number of frames 0;3; 0.000000, 0.000000, 0.000000;;, 1;3; 0.000000, 0.000000, 0.005524;;, 2;3; 0.000000, 0.000000, 0.022217;;, ... } AnimationKey { 0; //Quaternion Rotation 121; 0;4; -0.707107, 0.707107, 0.000000, 0.000000;;, 1;4; -0.697332, 0.697332, 0.015710, 0.015710;;, 2;4; -0.684805, 0.684805, 0.035442, 0.035442;;, ... } AnimationKey { 1; //Scale 121; 0;3; 1.000000, 1.000000, 1.000000;;, 1;3; 1.000000, 1.000000, 1.000000;;, 2;3; 1.000000, 1.000000, 1.000000;;, ... } } So, to apply frame 2, I would take the position, rotation and scale from frame 2, create a transformation matrix (call it Transform_A) from them and apply that matrix the vertices controlled by Armature_001_Bone at their weights. So I'd stuff TransformA into my shader and transform the vertex. Something like: vertexPos = vertexPos * bones[ int(bfs_BoneIndices.x) ] * bfs_BoneWeights.x; Where bfs_BoneIndices and bfs_BoneWeights are values specific to the current vertex. When loading in the mesh vertices, I transform them by the rootTransform and the meshTransform. This ensures they're oriented and scaled correctly for viewing the bind pose. The problem is when I create that transformation matrix (using the position, rotation and scale from the animation), it doesn't properly transform the vertex. There's likely more to it than just using the animation data. I also tried applying the bone transform hierarchies, still no dice. Basically I end up with some twisted models. It should also be noted that I'm working in openGL, so any matrix transposes that might need to be applied should be considered. What data do I need and how do I combine it for applying .x animations to models?

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  • Need help about Drag a sprite with Animation (Cocos2d)

    - by Zishan
    I want to play an animation when someone drag a sprite from it's default position to another selected position. If he drag half of the selected position then animation will be play half. Example, I have 15 Frames of a animation and have a projectile arm. The projectile arm can be rotate maximum 30°, if someone rotate the arm 2° then animation sprite will be show 2nd frame, if rotate 12° then animation sprite will be show 6th frame.... and so on. Also when he release the arm, then the arm will be reverse back to it's default position and animation frames also will be reverse back to it's default first frame. I am new on cocos2d.I know how to make an animation and how to drag a sprite but I have no idea how to do this. Can anyone Please give me any idea or any tutorial how to do this, it will be very helpful for me. Thank you in advance.

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  • Drawing an animation over an already drawn screen

    - by Chandan Pednekar
    I am working on a XNA WP7 card game whose basic prototype is complete. In game screen, 6 cards are displayed at a time (3 for each of the two players say 1,2 and 3). If player A attacks one of player B's card then I want to show an animation over player B's card i.e the victim card(say a claw scratch for e.g.) My question is how do I approach with the animation system so that I can draw an animation over a card upon certain events e.g. dead, fire, claw attack etc. I have an attack function which detects which type of card is attacking which type of card. Depending on the type of attacker card I want to display the animation on the victim card. Can I call animation classes function for different animations in the attack function itself without actually having to call separate draw and update functions. If so, how? Also how do I play sound at the same time when the animation is going on?

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  • Animation Color [on hold]

    - by user2425429
    I'm having problems in my java program for animation. I'm trying to draw a hexagon with a shape similar to that of a trapezoid. Then, I'm making it move to the right for a certain amount of time (DEMO_TIME). Animation and ScreenManager are "API" classes, and AnimationTest1 is a demo. In my test program, it runs with a black screen and white stroke color. I'd like to know why this happened and how to fix it. I'm a beginner, so I apologize for this question being stupid to all you game programmers. Here is the code I have now: import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.util.ArrayList; import java.util.List; import java.util.concurrent.Executor; import java.util.concurrent.Executors; import javax.swing.ImageIcon; public class AnimationTest1 { public static void main(String args[]) { AnimationTest1 test = new AnimationTest1(); test.run(); } private static final DisplayMode POSSIBLE_MODES[] = { new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(640, 480, 32, 0), new DisplayMode(640, 480, 24, 0), new DisplayMode(640, 480, 16, 0) }; private static final long DEMO_TIME = 4000; private ScreenManager screen; private Image bgImage; private Animation anim; public void loadImages() { // create animation List<Polygon> polygons=new ArrayList(); int[] x=new int[]{20,4,4,20,40,56,56,40}; int[] y=new int[]{20,32,40,44,44,40,32,20}; polygons.add(new Polygon(x,y,8)); anim = new Animation(); //# of frames long startTime = System.currentTimeMillis(); long currTimer = startTime; long elapsedTime = 0; boolean animated = false; Graphics2D g = screen.getGraphics(); int width=200; int height=200; while (currTimer - startTime < DEMO_TIME*2) { //draw the polygons if(!animated){ for(int j=0; j<polygons.size();j++){ for(int pos=0; pos<polygons.get(j).npoints; pos++){ polygons.get(j).xpoints[pos]+=1; } } anim.setNewPolyFrame(polygons , width , height , 64); } else{ // update animation anim.update(elapsedTime); draw(g); g.dispose(); screen.update(); try{ Thread.sleep(20); } catch(InterruptedException ie){} } if(currTimer - startTime == DEMO_TIME) animated=true; elapsedTime = System.currentTimeMillis() - currTimer; currTimer += elapsedTime; } } public void run() { screen = new ScreenManager(); try { DisplayMode displayMode = screen.findFirstCompatibleMode(POSSIBLE_MODES); screen.setFullScreen(displayMode); loadImages(); } finally { screen.restoreScreen(); } } public void draw(Graphics g) { // draw background g.drawImage(bgImage, 0, 0, null); // draw image g.drawImage(anim.getImage(), 0, 0, null); } } ScreenManager: import java.awt.Color; import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Toolkit; import java.awt.Window; import java.awt.event.KeyListener; import java.awt.event.MouseListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; import javax.swing.JPanel; public class ScreenManager extends JPanel { private GraphicsDevice device; /** Creates a new ScreenManager object. */ public ScreenManager() { GraphicsEnvironment environment=GraphicsEnvironment.getLocalGraphicsEnvironment(); device = environment.getDefaultScreenDevice(); setBackground(Color.white); } /** Returns a list of compatible display modes for the default device on the system. */ public DisplayMode[] getCompatibleDisplayModes() { return device.getDisplayModes(); } /** Returns the first compatible mode in a list of modes. Returns null if no modes are compatible. */ public DisplayMode findFirstCompatibleMode( DisplayMode modes[]) { DisplayMode goodModes[] = device.getDisplayModes(); for (int i = 0; i < modes.length; i++) { for (int j = 0; j < goodModes.length; j++) { if (displayModesMatch(modes[i], goodModes[j])) { return modes[i]; } } } return null; } /** Returns the current display mode. */ public DisplayMode getCurrentDisplayMode() { return device.getDisplayMode(); } /** Determines if two display modes "match". Two display modes match if they have the same resolution, bit depth, and refresh rate. The bit depth is ignored if one of the modes has a bit depth of DisplayMode.BIT_DEPTH_MULTI. Likewise, the refresh rate is ignored if one of the modes has a refresh rate of DisplayMode.REFRESH_RATE_UNKNOWN. */ public boolean displayModesMatch(DisplayMode mode1, DisplayMode mode2) { if (mode1.getWidth() != mode2.getWidth() || mode1.getHeight() != mode2.getHeight()) { return false; } if (mode1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode1.getBitDepth() != mode2.getBitDepth()) { return false; } if (mode1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode1.getRefreshRate() != mode2.getRefreshRate()) { return false; } return true; } /** Enters full screen mode and changes the display mode. If the specified display mode is null or not compatible with this device, or if the display mode cannot be changed on this system, the current display mode is used. <p> The display uses a BufferStrategy with 2 buffers. */ public void setFullScreen(DisplayMode displayMode) { JFrame frame = new JFrame(); frame.setUndecorated(true); frame.setIgnoreRepaint(true); frame.setResizable(true); device.setFullScreenWindow(frame); if (displayMode != null && device.isDisplayChangeSupported()) { try { device.setDisplayMode(displayMode); } catch (IllegalArgumentException ex) { } } frame.createBufferStrategy(2); Graphics g=frame.getGraphics(); g.setColor(Color.white); g.drawRect(0, 0, frame.WIDTH, frame.HEIGHT); frame.paintAll(g); g.setColor(Color.black); g.dispose(); } /** Gets the graphics context for the display. The ScreenManager uses double buffering, so applications must call update() to show any graphics drawn. <p> The application must dispose of the graphics object. */ public Graphics2D getGraphics() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); return (Graphics2D)strategy.getDrawGraphics(); } else { return null; } } /** Updates the display. */ public void update() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); if (!strategy.contentsLost()) { strategy.show(); } } // Sync the display on some systems. // (on Linux, this fixes event queue problems) Toolkit.getDefaultToolkit().sync(); } /** Returns the window currently used in full screen mode. Returns null if the device is not in full screen mode. */ public Window getFullScreenWindow() { return device.getFullScreenWindow(); } /** Returns the width of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getWidth() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getWidth(); } else { return 0; } } /** Returns the height of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getHeight() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getHeight(); } else { return 0; } } /** Restores the screen's display mode. */ public void restoreScreen() { Window window = device.getFullScreenWindow(); if (window != null) { window.dispose(); } device.setFullScreenWindow(null); } /** Creates an image compatible with the current display. */ public BufferedImage createCompatibleImage(int w, int h, int transparency) { Window window = device.getFullScreenWindow(); if (window != null) { GraphicsConfiguration gc = window.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, transparency); } return null; } } Animation: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.awt.image.BufferedImage; import java.util.ArrayList; import java.util.List; /** The Animation class manages a series of images (frames) and the amount of time to display each frame. */ public class Animation { private ArrayList frames; private int currFrameIndex; private long animTime; private long totalDuration; /** Creates a new, empty Animation. */ public Animation() { frames = new ArrayList(); totalDuration = 0; start(); } /** Adds an image to the animation with the specified duration (time to display the image). */ public synchronized void addFrame(BufferedImage image, long duration){ ScreenManager s = new ScreenManager(); totalDuration += duration; frames.add(new AnimFrame(image, totalDuration)); } /** Starts the animation over from the beginning. */ public synchronized void start() { animTime = 0; currFrameIndex = 0; } /** Updates the animation's current image (frame), if necessary. */ public synchronized void update(long elapsedTime) { if (frames.size() >= 1) { animTime += elapsedTime; /*if (animTime >= totalDuration) { animTime = animTime % totalDuration; currFrameIndex = 0; }*/ while (animTime > getFrame(0).endTime) { frames.remove(0); } } } /** Gets the Animation's current image. Returns null if this animation has no images. */ public synchronized Image getImage() { if (frames.size() > 0&&!(currFrameIndex>=frames.size())) { return getFrame(currFrameIndex).image; } else{ System.out.println("There are no frames!"); System.exit(0); } return null; } private AnimFrame getFrame(int i) { return (AnimFrame)frames.get(i); } private class AnimFrame { Image image; long endTime; public AnimFrame(Image image, long endTime) { this.image = image; this.endTime = endTime; } } public void setNewPolyFrame(List<Polygon> polys,int imagewidth,int imageheight,int time){ BufferedImage image=new BufferedImage(imagewidth, imageheight, 1); Graphics g=image.getGraphics(); for(int i=0;i<polys.size();i++){ g.drawPolygon(polys.get(i)); } addFrame(image,time); g.dispose(); } }

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  • Dynamic character animation - Using the physics engine or not

    - by Lex Webb
    I'm planning on building a dynamic reactant animation engine for the characters in my 2D Game. I have already built templates for a skeleton based animation system using key frames and interpolation to specify a limbs position at any given moment in time. I am using Farseer physics (an extension of Box2D) in Monogame/XNA in C# My real question lies in how i go about tying this character animation into the physics engine. I have two options: Moving limbs using physics engine - applying a interpolated force to each limb (dynamic body) in order to attempt to get it to its position as donated by the skeleton animation. Moving limbs by simply changing the position of a fixed body - Updating the new position of each limb manually, attempting to take into account physics collisions. Then stepping the physics after the animation to allow for environment interaction. Each of these methods have their distinct advantages and disadvantages. Physics based movement Advantages: Possibly more natural/realistic movement Better interaction with game objects as force applying to objects colliding with characters would be calculated for me. No need to convert to dynamic bodies when reacting to projectiles/death/fighting. Disadvantages: Possible difficulty in calculating correct amount of force to move a limb a certain distance at a constant rate. Underlying character balance system would need to be created that would need to be robust enough to prevent characters falling over at the touch of a feather. Added code complexity and processing time for the above. Static Object movement Advantages: Easy to interpolate movement of limbs between game steps Moving limbs is as simple as applying a rotation to the skeleton bone. Greater control over limbs, wont need to worry about characters falling over as all animation would be pre-defined. Disadvantages: Possible unnatural movement (Depends entirely on my animation skills!) Bad physics collision reactions with physics engine (Dynamic bodies simply slide out of the way of static objects) Need to calculate collisions with physics objects and my limbs myself and apply directional forces to them. Hard to account for slopes/stairs/non standard planes when animating walking/running animations. Need to convert objects to dynamic when reacting to projectile/fighting/death physics objects. The Question! As you can see, i have thought about this extensively, i have also had Google into physics based animation and have found mostly dissertation papers! Which is filling me with sense that it may a lot more advanced than my mathematics skills. My question is mostly subjective based on my findings above/any experience you may have: Which of the above methods should i use when creating my game? I am willing to spend the time to get a physics solution working if you think it would be possible. In the end i want to provide the most satisfying experience for the gamer, as well as a robust and dynamic system i can use to animate pretty much anything i need.

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  • PowerPoint '10 avoid animation completion on click & advance slide or start new one

    - by ScottS
    Scenario I have PowerPoint 2010 On the "Transitions" tab the "Advance Slide On Mouse Click" check box is checked. I have a long, slow, timed, non-repeating animation working in the background of the slide. I click to advance the slide before the animation is finished, but ... Instead of advancing the slide, the animation moves to the completed state ... Forcing a second click to actually advance the slide. Additionally If I have other animations on the slide that are initiated by a click, the long animation also advances to a finished state before starting the new animation. Desired Behavior On click, I want the slide to advance or the next on-click animation to start whether the long animation is done or not, and without having that long animation first "complete" itself. In the case of another animation, I simply want the long animation to continue, while also doing the new animation. Ultimate Question Is there a way to either: Set an option somewhere to not have that animation complete on click and simply "continue" to animate with the start of a new animation or to advance the slide (as the case may be)? Create a VBA script that will produce the desired behavior for the long animation?

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  • PowerPoint avoid animation completion on click & advance slide or start new one

    - by ScottS
    Scenario I have PowerPoint 2010 On the "Transitions" tab the "Advance Slide On Mouse Click" check box is checked. I have a long, slow, timed, non-repeating animation working in the background of the slide. I click to advance the slide before the animation is finished, but ... Instead of advancing the slide, the animation moves to the completed state ... Forcing a second click to actually advance the slide. Additionally If I have other animations on the slide that are initiated by a click, the long animation also advances to a finished state before starting the new animation. Desired Behavior On click, I want the slide to advance or the next on-click animation to start whether the long animation is done or not, and without having that long animation first "complete" itself. In the case of another animation, I simply want the long animation to continue, while also doing the new animation. Ultimate Question Is there a way to either: Set an option somewhere to not have that animation complete on click and simply "continue" to animate with the start of a new animation or to advance the slide (as the case may be)? Create a VBA script that will produce the desired behavior for the long animation?

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  • Need help with animation on iPhone

    - by Arun Ravindran
    I'm working on an animated clock application for the iPhone, and I have to pivot all the 3 nodes in the view, which I have obtained in the following code: [CATransaction begin]; [CATransaction setValue:(id)kCFBooleanTrue forKey:kCATransactionDisableActions]; clockarm.layer.anchorPoint = CGPointMake(0.0, 0.0); [CATransaction commit]; [CATransaction begin]; [CATransaction setValue:(id)kCFBooleanFalse forKey:kCATransactionDisableActions]; [CATransaction setValue:[NSNumber numberWithFloat:50.0] forKey:kCATransactionAnimationDuration]; CABasicAnimation *animation; animation = [CABasicAnimation animationWithKeyPath:@"transform.rotation.z"]; animation.fromValue = [NSNumber numberWithFloat:-60.0]; animation.toValue = [NSNumber numberWithFloat:2 * M_PI]; animation.timingFunction = [CAMediaTimingFunction functionWithName: kCAMediaTimingFunctionLinear]; animation.delegate = self; [clockarm.layer addAnimation:animation forKey:@"rotationAnimation"]; animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]; [CATransaction commit]; The problem it's just rotating once, ie. only 360 degree and then stopping. I want to raotate the needles indefinitely. How would I do that?

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  • Java Animation Memory Overload [on hold]

    - by user2425429
    I need a way to reduce the memory usage of these programs while keeping the functionality. Every time I add 50 milliseconds or so to the set&display loop in AnimationTest1, it throws an out of memory error. Here is the code I have now: import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.util.ArrayList; import java.util.List; import java.util.concurrent.Executor; import java.util.concurrent.Executors; import javax.swing.ImageIcon; public class AnimationTest1 { public static void main(String args[]) { AnimationTest1 test = new AnimationTest1(); test.run(); } private static final DisplayMode POSSIBLE_MODES[] = { new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(640, 480, 32, 0), new DisplayMode(640, 480, 24, 0), new DisplayMode(640, 480, 16, 0) }; private static final long DEMO_TIME = 4000; private ScreenManager screen; private Image bgImage; private Animation anim; public void loadImages() { // create animation List<Polygon> polygons=new ArrayList(); int[] x=new int[]{20,4,4,20,40,56,56,40}; int[] y=new int[]{20,32,40,44,44,40,32,20}; polygons.add(new Polygon(x,y,8)); anim = new Animation(); //# of frames long startTime = System.currentTimeMillis(); long currTimer = startTime; long elapsedTime = 0; boolean animated = false; Graphics2D g = screen.getGraphics(); int width=200; int height=200; //set&display loop while (currTimer - startTime < DEMO_TIME*2) { //draw the polygons if(!animated){ for(int j=0; j<polygons.size();j++){ for(int pos=0; pos<polygons.get(j).npoints; pos++){ polygons.get(j).xpoints[pos]+=1; } } anim.setNewPolyFrame(polygons , width , height , 64); } else{ // update animation anim.update(elapsedTime); draw(g); g.dispose(); screen.update(); try{ Thread.sleep(20); } catch(InterruptedException ie){} } if(currTimer - startTime == DEMO_TIME) animated=true; elapsedTime = System.currentTimeMillis() - currTimer; currTimer += elapsedTime; } } public void run() { screen = new ScreenManager(); try { DisplayMode displayMode = screen.findFirstCompatibleMode(POSSIBLE_MODES); screen.setFullScreen(displayMode); loadImages(); } finally { screen.restoreScreen(); } } public void draw(Graphics g) { // draw background g.drawImage(bgImage, 0, 0, null); // draw image g.drawImage(anim.getImage(), 0, 0, null); } } ScreenManager: import java.awt.Color; import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Toolkit; import java.awt.Window; import java.awt.event.KeyListener; import java.awt.event.MouseListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; import javax.swing.JPanel; public class ScreenManager extends JPanel { private GraphicsDevice device; /** Creates a new ScreenManager object. */ public ScreenManager() { GraphicsEnvironment environment=GraphicsEnvironment.getLocalGraphicsEnvironment(); device = environment.getDefaultScreenDevice(); setBackground(Color.white); } /** Returns a list of compatible display modes for the default device on the system. */ public DisplayMode[] getCompatibleDisplayModes() { return device.getDisplayModes(); } /** Returns the first compatible mode in a list of modes. Returns null if no modes are compatible. */ public DisplayMode findFirstCompatibleMode( DisplayMode modes[]) { DisplayMode goodModes[] = device.getDisplayModes(); for (int i = 0; i < modes.length; i++) { for (int j = 0; j < goodModes.length; j++) { if (displayModesMatch(modes[i], goodModes[j])) { return modes[i]; } } } return null; } /** Returns the current display mode. */ public DisplayMode getCurrentDisplayMode() { return device.getDisplayMode(); } /** Determines if two display modes "match". Two display modes match if they have the same resolution, bit depth, and refresh rate. The bit depth is ignored if one of the modes has a bit depth of DisplayMode.BIT_DEPTH_MULTI. Likewise, the refresh rate is ignored if one of the modes has a refresh rate of DisplayMode.REFRESH_RATE_UNKNOWN. */ public boolean displayModesMatch(DisplayMode mode1, DisplayMode mode2) { if (mode1.getWidth() != mode2.getWidth() || mode1.getHeight() != mode2.getHeight()) { return false; } if (mode1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode1.getBitDepth() != mode2.getBitDepth()) { return false; } if (mode1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode1.getRefreshRate() != mode2.getRefreshRate()) { return false; } return true; } /** Enters full screen mode and changes the display mode. If the specified display mode is null or not compatible with this device, or if the display mode cannot be changed on this system, the current display mode is used. <p> The display uses a BufferStrategy with 2 buffers. */ public void setFullScreen(DisplayMode displayMode) { JFrame frame = new JFrame(); frame.setUndecorated(true); frame.setIgnoreRepaint(true); frame.setResizable(true); device.setFullScreenWindow(frame); if (displayMode != null && device.isDisplayChangeSupported()) { try { device.setDisplayMode(displayMode); } catch (IllegalArgumentException ex) { } } frame.createBufferStrategy(2); Graphics g=frame.getGraphics(); g.setColor(Color.white); g.drawRect(0, 0, frame.WIDTH, frame.HEIGHT); frame.paintAll(g); g.setColor(Color.black); g.dispose(); } /** Gets the graphics context for the display. The ScreenManager uses double buffering, so applications must call update() to show any graphics drawn. <p> The application must dispose of the graphics object. */ public Graphics2D getGraphics() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); return (Graphics2D)strategy.getDrawGraphics(); } else { return null; } } /** Updates the display. */ public void update() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); if (!strategy.contentsLost()) { strategy.show(); } } // Sync the display on some systems. // (on Linux, this fixes event queue problems) Toolkit.getDefaultToolkit().sync(); } /** Returns the window currently used in full screen mode. Returns null if the device is not in full screen mode. */ public Window getFullScreenWindow() { return device.getFullScreenWindow(); } /** Returns the width of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getWidth() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getWidth(); } else { return 0; } } /** Returns the height of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getHeight() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getHeight(); } else { return 0; } } /** Restores the screen's display mode. */ public void restoreScreen() { Window window = device.getFullScreenWindow(); if (window != null) { window.dispose(); } device.setFullScreenWindow(null); } /** Creates an image compatible with the current display. */ public BufferedImage createCompatibleImage(int w, int h, int transparency) { Window window = device.getFullScreenWindow(); if (window != null) { GraphicsConfiguration gc = window.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, transparency); } return null; } } Animation: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.awt.image.BufferedImage; import java.util.ArrayList; import java.util.List; /** The Animation class manages a series of images (frames) and the amount of time to display each frame. */ public class Animation { private ArrayList frames; private int currFrameIndex; private long animTime; private long totalDuration; /** Creates a new, empty Animation. */ public Animation() { frames = new ArrayList(); totalDuration = 0; start(); } /** Adds an image to the animation with the specified duration (time to display the image). */ public synchronized void addFrame(BufferedImage image, long duration){ ScreenManager s = new ScreenManager(); totalDuration += duration; frames.add(new AnimFrame(image, totalDuration)); } /** Starts the animation over from the beginning. */ public synchronized void start() { animTime = 0; currFrameIndex = 0; } /** Updates the animation's current image (frame), if necessary. */ public synchronized void update(long elapsedTime) { if (frames.size() >= 1) { animTime += elapsedTime; /*if (animTime >= totalDuration) { animTime = animTime % totalDuration; currFrameIndex = 0; }*/ while (animTime > getFrame(0).endTime) { frames.remove(0); } } } /** Gets the Animation's current image. Returns null if this animation has no images. */ public synchronized Image getImage() { if (frames.size() > 0&&!(currFrameIndex>=frames.size())) { return getFrame(currFrameIndex).image; } else{ System.out.println("There are no frames!"); System.exit(0); } return null; } private AnimFrame getFrame(int i) { return (AnimFrame)frames.get(i); } private class AnimFrame { Image image; long endTime; public AnimFrame(Image image, long endTime) { this.image = image; this.endTime = endTime; } } public void setNewPolyFrame(List<Polygon> polys,int imagewidth,int imageheight,int time){ BufferedImage image=new BufferedImage(imagewidth, imageheight, 1); Graphics g=image.getGraphics(); for(int i=0;i<polys.size();i++){ g.drawPolygon(polys.get(i)); } addFrame(image,time); g.dispose(); } }

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  • Detecting End of Animation

    - by Will
    So I am making a death animation for a game. enemy1 is a UIImageView, and what I'm doing is when an integer is less than or equal to zero, it calls this deathAnimation which only happens once. What I want to do is use a CGPointMake right when the animation is finished being called. Note that before the deathAnimation is called, there is another animation that is constantly being called 30 times a second. I'm not using anything like cocos2d. if (enemy1health <= 0) { [self slime1DeathAnimation]; //How can i detect the end of this animation } This is how the animation is done -(void)slime1DeathAnimation{ enemy1.animationImages = [[NSArray alloc] initWithObjects: [UIImage imageNamed:@"Slime Death 1.png"], [UIImage imageNamed:@"Slime Death 2.png"], [UIImage imageNamed:@"Slime Death 3.png"], [UIImage imageNamed:@"Slime Death 4.png"], [UIImage imageNamed:@"Slime Death 5.png"], nil]; enemy1.animationDuration = 0.5; enemy1.animationRepeatCount = 1; [enemy1 startAnimating]; } If you need more code just ask

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  • Cocos2d-x 3.0 animation frame by frame

    - by Narek
    As I know animations are actions. Now I need to play animation frame by frame. Say I have an animation from N frames. each frame should be played after t delay. Now I want to play animation frame by frame, each frame advance the animation's state. How I can do this? And what about playing actions frame by frame advancing the state in general. I ask because I use ECS, and I deal with frames. P.S. I want to do something like this: Action * a = MoveTo(initialPoint, finalPoint, durationOfAnimation); a->play(0.001 seconds); a->play(0.003 seconds); a->play(0.02 seconds); a->play(0.67 seconds); a->play(0.06 seconds); And see the animation.

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  • How to position a sprite in a 2D animation skeleton?

    - by Paul Manta
    Given two joints that define a bone, I would like to know how to decide where, between those two joints, I should draw the sprite. This should be a fairly simple thing to solve, but there is one thing that I am not sure about. After I've determined the rotation of the sprite (which is the absolute angle the joints form with the x-axis), I also need to determine the origin point from where I need to start drawing the transformed image. So how should I position the sprite between the two joints? Should I make the center of the image be the midpoint between the two joints, or should I make one the of the joints be the origin? Do these things matter that much (could the wrong positioning make the sprite move oddly during the animation)?

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  • How to design a character animation system?

    - by Andrea Benedetti
    I'm searching for suggestions and resources on the possible ways to design a character animation system. I mean a system built on top of the graphics engine (as graphics engine I use Ogre3D, that provide an animation layer), and in strict contact with the logic of the game. It's for a sports title, so the question is not easy. Edit: What I'm searching for are suggestions and resources about the action state mechines (or animation state machines), that is build on top of the animation pipeline already provided by the graphics engine. So, a state-driver animation interface for use by virtually all higher-level game code.

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  • Game thread, render thread, animation/inverse kinematics, and synchronization

    - by user782220
    In a multithreaded setup with a game logic thread and a render thread, with some kind of skin mesh animation with inverse kinematics plus etc how does animation work? Does the game logic thread just update a number saying time T in the animation and then the render thread infers Who owns the skin mesh animation, the game logic thread or the render thread? How is it stored in the scene graph if it is stored there at all? When the game logic updates does it do the computation of the skin mesh animation and the computation of the inverse kinematics and then store the result directly in the scene graph or is it stored indirectly and the render thread does the computation?

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  • Start Activity with an animation

    - by adityad
    I am trying to start an activity with a custom transition animation. The only way I have found out so far to do this (without using onPendingTransition() in the previous activity) is to use a custom theme on the activity and define either activityOpenEnterAnimation, taskOpenEnterAnimation, windowEnterAnimation or windowAnimationStyle to set the animation. But, none of these attributes are working for me. Some experimentation yielded the following results- If I set the windowAnimationStyle attribute to some custom style which defines values for activityOpenEnterAnimation, taskOpenEnterAnimation, windowEnterAnimation or windowAnimationStyle I can get rid of the default transition animation occurring at the start of the activity. It doesn't show the transition animation using the actual value specified but at least the default animation is not shown. According to the reference doc here, http://developer.android.com/reference/android/R.attr.html I should be able to define an animation at the start of the activity using activityOpenEnterAnimation. But no success so far. Any ideas?

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  • Web Start Application built on NetBeans Platform doesn't create desktop shortcut & start menu item

    - by rudolfv
    I've created a NetBeans Platform application that is launched using Java Web Start. I built the WAR file using the 'Build JNLP Application'-command in Netbeans. I've added a desktop shortcut and menu item to the JNLP file, but for some reason, these are not created when the application is launched. However, when I go to: Control Panel - Java - Temporary Internet Files - View - Select my application Click 'Install shortcuts to the selected application' the desktop and menu shortcuts are created correctly. Also, in the Java Console, the Shortcut Creation option is set to the following (the default, I presume): Prompt user if hinted Below is a snippet of my JNLP file: <jnlp spec="6.0+" codebase="$$codebase"> <information> <title>${app.title}</title> <vendor>SomeVendor (Pty) Ltd</vendor> <description>Some description</description> <icon href="${app.icon}"/> <shortcut online="true"> <desktop/> <menu submenu="MyApp"/> </shortcut> </information> ... I'm stumped. Does anybody have an explanation for this? Thanks PS This is on both Windows XP and Windows 7. NetBeans version: 6.8

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  • XNA Skinning Sample - exporting from Blender recognize only first animation clip

    - by Taylor
    (and sorry for my English) I'm using animation components from XNA Skinning Sample. It works great but when I export a model from Blender, it does not recognize any other animation clips than the first one. So I have three animation clips, but XNA recognize only one. Also, when I looked up on Xml file of the model in Debug\Content\obj directory, there is only one animation clip, but when I check code directly from .fbx file, it seems to be alright. Link to my model files: https://skydrive.live.com/redir?resid=8480AF53198F0CF3!139 BIG Thanks in forward!

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  • Efficient skeletal animation

    - by Will
    I am looking at adopting a skeletal animation format (as prompted here) for an RTS game. The individual representation of each model on-screen will be small but there will be lots of them! In skeletal animation e.g. MD5 files, each individual vertex can be attached to an arbitrary number of joints. How can you efficiently support this whilst doing the interpolation in GLSL? Or do engines do their animation on the CPU? Or do engines set arbitrary limits on maximum joints per vertex and invoke nop multiplies for those joints that don't use the maximum number? Are there games that use skeletal animation in an RTS-like setting thus proving that on integrated graphics cards I have nothing to worry about in going the bones route?

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