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  • jQuery animation works in IE8, not in Firefox or Webkit

    - by Don
    My CSS: #content { border: 2px solid #4190d4; padding: 220px; background-color: #282828; margin-top: 65px; -moz-border-radius: 8px; -webkit-border-radius: 8px; } My jQuery: $("#header a").click(function() { $('#content').animate({padding: 300}, 500); } This code works perfectly fine in IE8, my #content div grows from 220px to 300px. In Firefox or Webkit-based browsers, though, my #content div first shrinks to 0px and then resizes to 300px. I'm using jQuery 1.4.2, Firefox 3.6 and Chrome 4.0.249.89. Any ideas?

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  • iPhone UIView frame animation inconsistent why?

    - by Rick
    I have an app that uses an image loaded in from an UIImagePickerController instance. Once the picker is dismissed so as to reduce the jarring transition from the picker layout to the layout of the next function I initially have the UIImageView for the image fill the whole screen and then when the picker is dismissed the image 'squeezes' up to the top left of the screen. from the initWithFrame... targetPicView = [[UIImageView alloc] initWithFrame:CGRectMake(0.0, 0.0, 320.0, 480.0)]; [targetPicView setContentMode:UIViewContentModeScaleToFill]; this in a function called after dismissing the picker... [UIView beginAnimations:@"squeeze" context:context]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; [UIView setAnimationDuration:0.75]; [targetPicView setFrame:CGRectMake(20.0, 20.0, 130.0, 150.0)]; [UIView commitAnimations]; The weird thing is that this works great when the image has been chosen from the library, the view shrinks down with the top left corner in place just as I planned but... If the image comes from the camera then the view shrinks with the top right corner in place instead and appears to come in from the left side of the screen. Can anyone shed any light on this?

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  • UIView "suck" animation

    - by igul222
    I'd like to use the UIView "sucking" transition (view is "sucked" into a point) referenced here: http://iphonedevwiki.net/index.php/UIViewAnimationState#Using_suckEffect The method above, however, uses private APIs, which makes it next to useless for an App Store app. How can I recreate a similar effect without relying on private APIs? I'm guessing the answer has to do with OpenGL, although I have zero experience there.

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  • UIView Animation: Shrink

    - by Moduspwnens
    I'm looking to have my main view shrink to reveal the next view in the same way the Facebook app's views shrink when you press the top-left button. I already have it working with one of the included animations like this: [UIView beginAnimations:nil context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; [UIView setAnimationDuration:1.0]; [UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:self.navigationController.view cache:NO]; [self.navigationController popToRootViewControllerAnimated:YES]; [UIView commitAnimations]; I'm fairly well-experienced with the iPhone SDK but haven't spent a lot of time with UIView animations.

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  • Python Animation Timing

    - by M3RPHY
    I'm currently working on sprite sheet tool in python that exports the organization into an xml document but I've run into some problems trying to animate a preview. I'm not quite sure how to time the frame rate with python. For example, assuming I have all of my appropriate frame data and drawing functions, how would I go about coding the timing to display it at 30 frames per second (or any other arbitrary rate).

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  • Core Data + Core Animation/CALayer together??

    - by ivanTheTerrible
    I am making an Cocoa app with custom interfaces. So far I have implemented one version of the app using CALayer doing the rendering, which has been great given the hierarchical structure of CALayers, and its [hitTest:] function for handling mouse events. In this early version, the model of the app are my custom classes. However, as the program grows I feel the urge of using Core Data for the model, not just for the ease of binding/undo management, but also want to try out the new technology. My method so far: In Core Data: creating a Block entity, with attributes xPos, yPos, width, height...etc. Then, creating a BlockView : CALayer class for drawing, which uses methods such as self.position.x = [self valueForKey:@"xPos"] to fetch the values from the model. In this case, every BlockView object has to also keep a local copy of xPos, which is NOT good. Do any of you guys have better suggestions? Edit: This app is a information visualization tool. So the positions, dimensions of the blocks are important, and should be persisted for later analysis.

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  • UISearchBar animation hidding button

    - by David Carvalho
    Hello I currently have a UISearchBar (attached to a UISearchDisplayController), but I reduced the width of the search bar so I could display a custom button to its right when the search bar is not selected. The button is used to access other views. However, when I select the search bar and then press cancel (or even perform a search) and return to the normal view, where the search bar should be displayed with my custom button, the search bar animates and takes up all the room for the button and the is not displayed. Essentially, the search bar takes up all the width of the screen when I only want it to take up a part of it. Is there any way to prevent the search bar from animating to the whole width of the screen? This is how I defined the CGRect of the search bar: self = [[UISearchBar alloc] initWithFrame:CGRectMake(0.0f, 0.0f, 250.0f, 45.0f)] Any help would be great. Regards

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  • UIView animation along a round path?

    - by david
    I need to make my little guy (in a UIIamgeView) jump forward and it has to look natural. I want to know is there a way to do it with CoreAnimation (beginAnimation/commitAnimation)? I could do it by setting a point in between in the air but the movement looks not natural :P

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  • Animation not playing

    - by Tate Allen
    Hello again, I didn't say this last time but I am relatively new to iPhone programming and extremely new to iPhone game development so bear with me. In my game, when I tilt the device, the character moves and faces the correct direction, but does not animate. I am using an animated UIImageView. Here is the code: float newX = character.center.x + (accel.x * 12); if (newX 30 && newX < 290) character.center = CGPointMake(newX, character.center.y); if (accel.x < 0) { NSArray *imgArray = [[NSArray alloc] initWithObjects: [UIImage imageNamed:@"run3left.png"], [UIImage imageNamed:@"run1left.png"], [UIImage imageNamed:@"run2left.png"], [UIImage imageNamed:@"run1left.png"], nil]; character.animationImages = imgArray; character.animationDuration = 0.5; character.contentMode = UIViewContentModeBottomLeft; [self.view addSubview:character]; [character startAnimating]; } if (accel.x > 0) { NSArray *imgArray = [[NSArray alloc] initWithObjects: [UIImage imageNamed:@"run3.png"], [UIImage imageNamed:@"run1.png"], [UIImage imageNamed:@"run2.png"], [UIImage imageNamed:@"run1.png"], nil]; character.animationImages = imgArray; character.animationDuration = 0.5; character.contentMode = UIViewContentModeBottomLeft; [self.view addSubview:character]; [character startAnimating]; } }

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  • Siverlight animation issue

    - by George2
    Hello everyone, Suppose I have the following XAML snippets, my confusion is what is the meaning of the value for Storyboard.TargetProperty? i.e. the meaning of "(UIElement.RenderTransform).(TransformGroup.Children)[0].(ScaleTransform.ScaleX)". <DoubleAnimationUsingKeyFrames Storyboard.TargetName="p1" Storyboard.TargetProperty="(UIElement.RenderTransform).(TransformGroup.Children)[0].(ScaleTransform.ScaleX)" BeginTime="00:00:00"> <SplineDoubleKeyFrame KeyTime="00:00:00" Value="1"/> <SplineDoubleKeyFrame KeyTime="00:00:00.2500000" Value="1"/> <SplineDoubleKeyFrame KeyTime="00:00:00.5000000" Value="1"/> </DoubleAnimationUsingKeyFrames> ... <Path Height="2.75" Width="2.75" Data="M2.75,1.375 C2.75,2.1343915 2.1343915,2.75 1.375,2.75 C0.61560845,2.75 0,2.1343915 0,1.375 C0,0.61560845 0.61560845,0 1.375,0 C2.1343915,0 2.75,0.61560845 2.75,1.375 z" Fill="#FF9F9B9B" Stretch="Fill" Stroke="#FF000000" StrokeThickness="0" Canvas.Left="7" Canvas.Top="14" x:Name="p1"> <Path.RenderTransform> <TransformGroup> <ScaleTransform/> <SkewTransform/> <RotateTransform/> <TranslateTransform/> </TransformGroup> </Path.RenderTransform> </Path> thanks in advance, George

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  • View Animation (Resizing a Ball)

    - by user270811
    hi, i am trying to do this: 1) user long touches the screen, 2) a circle/ball pops up (centered around the user's finger) and grows in size as long as the user is touching the screen 3) once the user lets go of the finger, the ball (now in its final size) will bounce around. i think i have the bouncing around figure out from the DivideAndConquer example, but i am not sure how to animate the ball's growth. i looked at various view flipper examples such as this: http://www.inter-fuser.com/2009/08/android-animations-3d-flip.html but it seems like view flipper is best for swapping two static pictures. i wasn't able to find a good view animator example other than the flippers. also, i would prefer to use images as opposed to just a circle. can someone point me in the right direction? thanks.

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  • Need some guidelines on iPad animation programming

    - by thomasvsundert
    Hi, I'm creating an interactive e-book for the iPad. This book will contain multiple pages that will consist of a lot of animations (frame and motion animations), transitions,... I was wondering what my development options are, should I use OpenGL, Quartz,...? I've use UIImageView.animationImages before and found that it had really bad performance. What's the best way to draw frame based animations? Does anybody have some good pointers to resources on this? thanks in advance, Thomas

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  • software for sorting algorithms animation

    - by Dinesh
    I am planning on working on an interactive application that graphically animates the various sorting algorithms in action. Most of the examples of this kind on the web seems to be using java applets. I was wondering what other software/tools would be well suited to develop an application like this. It may or may not be web-based. Any help would be greatly appreciated. Thanks Dinesh

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  • Why don't this toggle animation execute in all browsers

    - by Sam Horner
    Hey guys This file isn't executing in any browser other than firefox on mac. Added everything i can think to get it sorted. http://samhorner.co.uk/dev/samhorner/ Clicking on the twitter bar should close it, then open it again when you click on it again, only one click works on the other browsers. The blue box is a flash area in the background. Thanks or the help. Cheers Sam

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  • jQuery - color cycle animation with hsv colorspace?

    - by Sgt. Floyd Pepper
    Hi there, I am working on a project, which I need a special body-background for. The background-color should cycle through the color spectrum like a mood light. So I found this: http://buildinternet.com/2009/09/its-a-rainbow-color-changing-text-and-backgrounds/ "But" this snippet is working with the RGB colorspace which has some very light and dark colors in it. Getting just bright colors will only work with the HSV colorspace (e.g. having S and V static at 100 and letting H cycle). I don’t know how to convert and in fact how to pimp this snippet for my needs. Does anyone has an idea?? Thanks in advance. Best, Floyd

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  • Best approach to make Page Flip animation on iPhone (like magazine)

    - by 2Fast4YouBR
    Hi all, What would be the besta approach to make one oage flip like a real magazine, like I put the finger in the corner of the screen then flip the page... Like this video: http://www.youtube.com/watch?v=dy4Y9j7COgg&feature=related Is it a sequence of images ? all images are in one view or Imageview ? Or there is another way to do it using the some stuff of the SDK? is this effect exisits or we have to develop ? cheers

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  • Disable animation when moving CALayers

    - by Sean Clark Hess
    The following code animates the movement, even though I didn't use beginAnimations:context. How do I get it to move without animating? This is a new iphone view project, and these are the only updates to it. // Implement viewDidLoad to do additional setup after loading the view, typically from a nib. - (void)viewDidLoad { [super viewDidLoad]; sublayer = [CALayer new]; sublayer.backgroundColor = [[UIColor redColor] CGColor]; sublayer.frame = CGRectMake(0, 0, 100, 100); [self.view.layer addSublayer:sublayer]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { sublayer.position = [[touches anyObject] locationInView:self.view]; }

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  • Creating a Pop animation similar to the presentation of UIAlertView

    - by JK
    I would like to present a view in the same manner as that of UIAlertView - a pop/spring. Unfortunately subclassing UIAlertView is not an option for the view I need to present. I have written some code, but I can't seem to get it as realistic as I would like. I would appreciate any suggestions for greater realism or a link if anything similar has been done (I could not find anything on Google). Thank you. - (id)initWithFrame:(CGRect)frame { if ((self = [super initWithFrame:frame])) { self.backgroundColor = [UIColor whiteColor]; v = [[UIView alloc] initWithFrame:CGRectMake(140, 140, 60, 60)]; v.backgroundColor = [UIColor blueColor]; [self addSubview:v]; [self animate]; } return self; } - (void)animate { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationCurve:UIViewAnimationCurveLinear]; [UIView setAnimationDuration:0.2]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(popStep1Complete)]; v.frame = CGRectMake(90, 90, 140, 140); [UIView commitAnimations]; } - (void)popStep1Complete { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationCurve:UIViewAnimationCurveLinear]; [UIView setAnimationDuration:0.15]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(popStep2Complete)]; v.frame = CGRectMake(110, 110, 100, 100); [UIView commitAnimations]; } - (void)popStep2Complete { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationCurve:UIViewAnimationCurveLinear]; [UIView setAnimationDuration:0.15]; v.frame = CGRectMake(100, 100, 120, 120); [UIView commitAnimations]; }

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  • Objects do not retain the frame that I give then when using CGAffineTransforms with Core Animation

    - by user170030
    Hi, I'm making a game where when a card is touched, it grows so that it is focused, and when you 'let go', it goes back to its original size and place. This seems pretty standard, however, when I add cards and move the hand around to accommodate different numbers of cards, touching the card makes it go to its original place, and not to the new place. This has been stumping me for a while now Any hints would be much appreciated. Thanks !

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  • Activating Webkit CSS3 animation using Javascript

    - by jeffreyveon
    I am looking to use Webkit CSS3 to move a absolutely positioned DIV from one location to another on the screen when a button is pressed, by changing its left and right CSS properties. However, all the examples for doing this that I saw use a static CSS rule to apply this transition. I don't know the new position before hand, so how do I apply this CSS3 transition dynamically?

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  • 3D Animation Rotating and Translating simultaneously in WPF

    - by sklitzz
    Hi, I have ModelVisual3D of a cube. I want to translate and rotate it at the same time. I wish the center of rotation to be in the middle of the cube(the cube rotates around its own axis). But when I try to do this applying both transformations the effect is not what you would expect. Since the object is translating the center of rotation is different thus making it move and rotate in a strange way. How do I get the desired effect? Transform3DGroup transGroup = new Transform3DGroup(); DoubleAnimation cardAnimation = new DoubleAnimation(); cardAnimation.From = 0; cardAnimation.To = 3; cardAnimation.Duration = new Duration(TimeSpan.FromSeconds(2)); Transform3D transform = new TranslateTransform3D(0,0,0); transGroup.Children.Add(transform); RotateTransform3D rotateTransform = new RotateTransform3D(); AxisAngleRotation3D rotateAxis = new AxisAngleRotation3D(new Vector3D(0, 1, 0), 180); Rotation3DAnimation rotateAnimation = new Rotation3DAnimation(rotateAxis, TimeSpan.FromSeconds(2)); rotateAnimation.DecelerationRatio = 0.8; transGroup.Children.Add(rotateTransform); Model.Transform = transGroup; transform.BeginAnimation(TranslateTransform3D.OffsetXProperty, cardAnimation); rotateTransform.BeginAnimation(RotateTransform3D.RotationProperty, rotateAnimation);

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  • xna manual animation

    - by tasyjean
    i want to animate 3d model in xna programmatically ,i tried to transform bones but nothing to happen only the whole model transform not individual bones as i want i read the 3d model by basic model processor so how i do this ? and is there any need to extended model processor like skinnedModelSample please explain the steps

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