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  • How can I use this downloaded Class(es) on my Prototype Routine?

    - by O.C.
    I'm a newbie and I'm in need of some help. I'm working on a prototype for an app, but I'm learning at the same time. I want to display a popup image over a given UIView, but I would like it to behave like the UIAlertView or like the Facebook Connect for iPhone modal popup window, in that it has a bouncy, rubbber-band-like animation to it. I was able to find the following class(es) on the net, from someone who was trying to do something similar. He/she put this together, but there was no Demo, no instructions nor a way to contact them. Being that I am so new, I don't have any idea as to how to incorporate this into my code. This is the routine where I need the bouncy image to appear... //======================================================== // // productDetail // - (void) showProductDetail { _productDetailIndex++; if (_productDetailIndex > 7) { return; } else if (_productDetailIndex == 1) { NSString* filename = [NSString stringWithFormat:@"images/ICS_CatalogApp_0%d_ProductDetailPopup.png", _productDetailIndex]; [_productDetail setImageWithName:filename]; _productDetail.transform = CGAffineTransformMakeScale(0.1,0.1); [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.5]; // other animations goes here _productDetail.transform = CGAffineTransformMakeScale(1,1); // other animations goes here [UIView commitAnimations]; } NSString* filename = [NSString stringWithFormat:@"images/ICS_CatalogApp_0%d_ProductDetailPopup.png", _productDetailIndex]; [_productDetail setImageWithName:filename]; _productDetail.x = (self.width - _productDetail.width); _productDetail.y = (self.height - _productDetail.height); } and here is the code I found... float pulsesteps[3] = { 0.2, 1/15., 1/7.5 }; - (void) pulse { self.transform = CGAffineTransformMakeScale(0.6, 0.6); [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:pulsesteps[0]]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(pulseGrowAnimationDidStop:finished:context:)]; self.transform = CGAffineTransformMakeScale(1.1, 1.1); [UIView commitAnimations]; } - (void)pulseGrowAnimationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:pulsesteps[1]]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(pulseShrinkAnimationDidStop:finished:context:)]; self.transform = CGAffineTransformMakeScale(0.9, 0.9); [UIView commitAnimations]; } - (void)pulseShrinkAnimationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:pulsesteps[2]]; self.transform = CGAffineTransformIdentity; [UIView commitAnimations]; } My routine is based on the Prototyping class given by Apple during WWDC 09. It may not be "correct" but it works as is. I just would like to add the animation to this image/screen to really make the concept clear.

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  • Is it possible to use AnimateWindow with AW_BLEND when using a layered window?

    - by wkf
    I am displaying a window using UpdateLayeredWindow and would like to add transition animations. AnimateWindow works if I use the slide or roll effects (though there is some flickering). However, when I try to use AW_BLEND to produce a fade effect, I not only lose any translucency after the animation (per-pixel and on the entire image), but a default window border also appears. Is there a way to prevent the border from appearing?

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  • Saving images inside iPhone application without using database or server side saving technique

    - by bugs_bugs
    Hi Fellas, I am developing an application which requires saving images in the "saved folder" of iPhone Photo album after performing some animations on ImageViews. Is it possible to save the incomplete images temporarily in the iphone application without using database or server side saving technique, so that user can use it for future use and only completely changed ones should get saved in Photo Album? If yes then it would be a great help to get any code or suggestion. Thanks in advance :) !!!!

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  • Where can I find a list of pushViewController transitions?

    - by barfoon
    Hey everyone, Where can I find a list of transitions for bringing a new Viewcontroller onto the stack. My line of code is: [peoplePicker pushViewController:myDetail transition:6]; after selecting a contact. Where can I find a list of transitions, and why does "6" work correctly? Also I get a warning with this code saying it may not respond to transition, even though it produces the transition correctly. What is the proper way to do these animations? Thanks,

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  • Pause and resume thread drawing to SurfaceView

    - by fhucho
    I am developing a chess game for Android (http://androidchess.appspot.com), using SurfaceView for the chessboard. I have a drawing Thread, that draws the chessboard in a loop. The problem is that when there are no active animations (this is more that 90% of time), it makes no sense to waste CPU and battery for drawing. How should I solve this? Maybe somehow pausing and resuming the drawing Thread?

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  • Is it possible to stop a javascript with Firebug without using breakpoints?

    - by Sandra
    Is it possible with Firebug to stop a javascript with a press of a button or a keyboard shortcut instead of stopping it by setting a breakpoint? Why would I like to do this? We have a very dynamic website with lots of animations. It would be a great help if I could just stop the scripts at the moment the animation is doing something I want to inspect. That would be a lot faster than fiddling with the breakpoints.

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  • Animation using AniMate with Unity3D doesn't interact with physical objects

    - by Albz
    I'm designing a maze with Unity3D. The maze has a number of bifurcations and the player will stop before each bifurcation and simply choose left or right. Then an automatic animation will move the player through the next bifurcation till the end of the maze (or till a dead end). To animate the player I'm using AniMate and C# in my Unity project. Using AniMate I'm simply creating a point-to-point animation for each bifurcation (e.g. mage below: from the start/red arrow to point 5) My problem is that my animation script (associated to the "First Person Controller") is not working properly since physics is not respected (the player passes through walls). If in the same project I enable the standard character controls in Unity, then I can navigate in the maze with the physical contrains of walls etc... (i.e. I have colliders). This is an example of the code I'm using when I press left to pass from starting point, trough point 1 to point 2: void FixedUpdate () { if (Input.GetKey(KeyCode.LeftArrow)) { //To point 1 Hashtable props = new Hashtable(); props.Add("position", new Vector3(756f,112f,1124f)); props.Add("physics", true); Ani.Mate.To(transform, 2, props); //To point 2 Hashtable props2 = new Hashtable(); props2.Add("position", new Vector3(731f,112f,1124f)); props2.Add("physics", true); Ani.Mate.To(transform, 2, props2); } } What happens practically when I press the left arrow button is that the player moves directly to point 2 using a straight line passing through the wall. I tried to pass to AniMate "Physics = true" but it doesn't seem to help. Any idea on how to solve this issue? Alternatively... any hint on how to have a more optimized code and just use a series of vector3 coordinates (one for each point) to obtain the simple animation I want without having to declare new Hashtable(); etc... every time? I chose AniMate simply because 1. I'm a beginner with Unity 2. I don't need complex animations (e.g. I don't need to use iTween), just fixed animations along straight lines and I need something really simple and quick to implement in a script. However, if someone has an equally simple solution it will be welcome. thank you in advance for your help

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  • Animating an Image

    - by Viral
    hi friends, I m creating a game, in that i want to use some animation, but i m new to animations. I want to create an image ,as soon as i click on imageview, the image should come in bouncing manner as if it is a Ball, so is it possible to do so??? The image is predefined for the game.and it must come after touch begin event occures, can any one help me??? regards viral.

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  • GTK:Button onHover effect different on Linux and Windows

    - by nubela
    Hi, I have a GTK button on my GUI app, however, the hover effects are different for both Linux and Windows: Heres Linux: (http://imgur.com/DKAy6)[http://imgur.com/DKAy6] Heres Windows: (http://imgur.com/v0FFU)[http://imgur.com/v0FFU] I did not do anything fancy to the animations, in fact, the animation is default, how can I make it uniform? Thank you.

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  • Flash like animation editing and container format for OpenGL environment?

    - by tbarbe
    Are there ANY tools that lets an animator / designer create scripted animations that can export to an OpenGL compatible format -- that are similar to the timeline editing in Flash or After Effects? Does OpenGL ES have some kind of animation playback or container format? ( is there something similar to .swf for OpenGL? ) Im looking for something that lets a designer / animator do his work with a timeline and in a traditional animation environment... meanwhile still having integration with OpenGL.

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  • Raphaeljs animation kills my browser

    - by user1688606
    I have this code where I have a made a character using 20 paths and put it into a set. Now when I animate the set, the first transformation runs smoothly, the second animation stutters, the third animation doesn't happen as it should and the 4th animation kills my pc, the browser hangs and in the task manager I can see that it consumes up to 70% of CPU. How can I avoid this and free the resources so all the animations run smoothly. *I have to execute 10 simple y-axis transformation animations on that character. JS Fiddle window.onload = function(){ var paper = Raphael(0,0,400,400); var character = paper.set(); paper.setStart(); var attr = {fill:'red',stroke:'none'}; var shape = paper.rect(100,100,10,20).attr(attr); var shape = paper.rect(100,100,10,20).attr(attr); var shape = paper.rect(100,100,10,20).attr(attr); var shape = paper.rect(100,100,10,20).attr(attr); var shape = paper.rect(100,100,10,20).attr(attr); var shape = paper.rect(100,100,10,20).attr(attr); var shape = paper.rect(100,100,10,20).attr(attr); var shape = paper.rect(100,100,10,20).attr(attr); var shape = paper.rect(100,100,10,20).attr(attr); var shape = paper.rect(100,100,10,20).attr(attr); var shape = paper.rect(100,100,10,20).attr(attr); var shape = paper.rect(100,100,10,20).attr(attr); var shape = paper.rect(100,100,10,20).attr(attr); var shape = paper.rect(100,100,10,20).attr(attr); var shape = paper.rect(100,100,10,20).attr(attr); var shape = paper.rect(100,100,10,20).attr(attr); var shape = paper.rect(100,100,10,20).attr(attr); var shape = paper.rect(100,100,10,20).attr(attr); var shape = paper.rect(100,100,10,20).attr(attr); var shape = paper.rect(100,100,10,20).attr(attr); var character = paper.setFinish(); character.transform("t0,200") //1st animation.. var chartrnsfrm = Raphael.animation({ transform:'...t0,-48' },1000,"easeout",function(){ character.animate(chartrnsfrm1.delay(2000)) }); character.animate(chartrnsfrm.delay(2000)); //2nd animation.. var chartrnsfrm1 = Raphael.animation({ transform:'...t0,-48' },1000,"easeout",function(){ character.animate(chartrnsfrm2.delay(2000)) }); //3rd animation.. var chartrnsfrm2 = Raphael.animation({ transform:'...t0,-48' },1000,"easeout",function(){ character.animate(chartrnsfrm3.delay(2000)) }); //4th animation.. var chartrnsfrm3 = Raphael.animation({ transform:'...t0,-48' },1000,"easeout"); }

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  • FLEX: fade in/out, random positioning, text

    - by Patrick
    hi, I want to fade in / fade out some text placing it randomly on the screen in a flex module. I have 2 questions: 1) What Flex container should I use to display the actionscript text animations into it ? 2) What type should I use for text ? I need to set the textFormat on it. Is UITextField the correct solution ? thanks

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  • Animating a pulsing UILabel?

    - by fuzzygoat
    I am trying to animate the color the the text on a UILabel to pulse from: [Black] to [White] to [Black] and repeat. - (void)timerFlash:(NSTimer *)timer { [[self navTitle] setTextColor:[[UIColor whiteColor] colorWithAlphaComponent:0.0]]; [UIView animateWithDuration:1 delay:0 options:UIViewAnimationOptionAllowUserInteraction animations:^{[[self navTitle] setTextColor:[[UIColor whiteColor] colorWithAlphaComponent:1.0]];} completion:nil]; } . [self setFadeTimer:[NSTimer scheduledTimerWithTimeInterval:1 target:self selector:@selector(timerFlash:) userInfo:nil repeats:YES]]; Firstly I am not sure of my method, my plan (as you can see above) was to set up a animation block and call it using a repeating NSTimer until canceled. My second problem (as you can see above) is that I am animating from black (alpha 0) to white (alpha 1) but I don't know how to animate back to black again so the animation loops seamlessly Essentially what I want is the text color to pulse on a UILabel until the user presses a button to continue. EDIT_001: I was getting into trouble because you can't animate [UILabel setColor:] you can however animated [UILabel setAlpha:] so I am going to give that a go. EDIT_002: - (void)timerFlash:(NSTimer *)timer { [[self navTitle] setAlpha:0.5]; [UIView animateWithDuration:2 delay:0 options:UIViewAnimationOptionAllowUserInteraction animations:^{[[self navTitle] setAlpha:0.9];} completion:nil]; } This works (BTW: I do want it to stop which is why I hooked it up to a NSTimer so I can cancel that) the only thing is that this animates from midGray to nearWhite and then pops back. Does anyone know how I would animate back from nearWhite to midGray so I get a nice smooth cycle? EDIT_003: (Solution) The code suggested by dave DeLong (see below) does indeed work when modified to use the CALayer opacity style attribute: UILabel *navTitle; @property(nonatomic, retain) UILabel *navTitle; . // ADD ANIMATION CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:@"opacity"]; [anim setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]]; [anim setFromValue:[NSNumber numberWithFloat:0.5]]; [anim setToValue:[NSNumber numberWithFloat:1.0]]; [anim setAutoreverses:YES]; [anim setDuration:0.5]; [[[self navTitle] layer] addAnimation:anim forKey:@"flash"]; . // REMOVE ANIMATION [[[self navTitle] layer] removeAnimationForKey:@"flash__"];

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  • Alternative for ZAM 3D editor for Windows 7

    - by drasto
    I'm looking for some 3D editor that allows to create 3D objects and export them to XAML format. Because I'm under Windows Seven ZAM 3D editor is no option for me. I need to create relatively simple(but good looking) 3D objects, no game animations. I prefer simple and intuitive GUI, so Blender is no option for me... It would be good if the program had free trial. Any ides what might help me ? Thank you

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  • Minimize window effect of OS X on the iPhone - Objective-C

    - by ncohen
    Hi everyone, I would like to imitate the minimize window effect of OS X on the UIView's iPhone... I was thinking about making two animations: the first one extend and distort the view and the second one reduce the view! What do you think? My problem is to distort the view! Do you have any idea how I could make the whole thing? Thanks

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  • Null Exception RelativeLayout

    - by theblixguy
    I am trying to remove objects from my relative layout and replace the background with another image but I get a java.lang.NullPointerException on this line: RelativeLayout ths = (RelativeLayout)findViewById(R.layout.activity_main); Below is my code: package com.ssrij.qrmag; import android.app.Activity; import android.content.Intent; import android.net.Uri; import android.os.Bundle; import android.view.View; import android.view.animation.Animation; import android.view.animation.TranslateAnimation; import android.view.animation.Animation.AnimationListener; import android.widget.Button; import android.widget.RelativeLayout; import android.widget.TextView; public class MainActivity extends Activity { @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); // Initialize animations Animation a = new TranslateAnimation(1000,0,0,0); Animation a1 = new TranslateAnimation(1000,0,0,0); Animation a2 = new TranslateAnimation(1000,0,0,0); Animation a3 = new TranslateAnimation(1000,0,0,0); // Set animation durations (ms) a.setDuration(1200); a1.setDuration(1400); a2.setDuration(1600); a3.setDuration(1800); // Get a reference to the objects we want to apply the animation to final TextView v = (TextView)findViewById(R.id.textView1); final TextView v1 = (TextView)findViewById(R.id.textView2); final TextView v2 = (TextView)findViewById(R.id.TextView3); final Button v3 = (Button)findViewById(R.id.tap_scan); // Clear existing animations, just in case... v.clearAnimation(); v1.clearAnimation(); v2.clearAnimation(); v3.clearAnimation(); // Start animating v.startAnimation(a); v1.startAnimation(a1); v2.startAnimation(a2); v3.startAnimation(a3); a1.setAnimationListener(new AnimationListener() { @Override public void onAnimationStart(Animation animation) { // TODO Auto-generated method stub } @Override public void onAnimationRepeat(Animation animation) { // TODO Auto-generated method stub } @Override public void onAnimationEnd(Animation animation) { v.setVisibility(View.INVISIBLE); v1.setVisibility(View.INVISIBLE); v2.setVisibility(View.INVISIBLE); v3.setVisibility(View.INVISIBLE); RelativeLayout ths = (RelativeLayout)findViewById(R.layout.activity_main); ths.setBackgroundResource(R.drawable.blurbg); } }); } public void ScanQr(View v) { // Open the QR Scan page Intent a = new Intent(MainActivity.this, ScanActivity.class); startActivity(a); } } Is there anything that I am doing wrong?

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  • Flash Animation and Sound Loop

    - by Joseph
    ok so im having an issue with Flash CS5. I have a sound looping, and my animation is only 13 frames long, while the song is like a minute long, so each time the animation loops threw the default "Loop Playback" a new sound audio is played which os overlapping the previous over and over causing a massive echo effect. Whats the best way to loop both of them insync, or atleast copy and paste the animations frames and make it the length of the song?

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  • audio onprogress in chrome not working

    - by user351709
    Hi I am having a problem getting onprogress event for the audio tag working on chrome. it seems to work on fire fox. http://www.scottandrew.com/pub/html5audioplayer/ works on chrome but there is no progress bar update. When I copy the code and change the src to a .wav file and run it on fire fox it works perfectly. <style type="text/css"> #content { clear:both; width:60%; } .player_control { float:left; margin-right:5px; height: 20px; } #player { height:22px; } #duration { width:400px; height:15px; border: 2px solid #50b; } #duration_background { width:400px; height:15px; background-color:#ddd; } #duration_bar { width:0px; height:13px; background-color:#bbd; } #loader { width:0px; height:2px; } .style1 { height: 35px; } </style> <script type="text/javascript"> var audio_duration; var audio_player; function pageLoaded() { audio_player = $("#aplayer").get(0); //get the duration audio_duration = audio_player.duration; $('#totalTime').text(formatTimeSeconds(audio_player.duration)); //set the volume } function update(){ //get the duration of the player dur = audio_player.duration; time = audio_player.currentTime; fraction = time/dur; percent = (fraction*100); wrapper = document.getElementById("duration_background"); new_width = wrapper.offsetWidth*fraction; document.getElementById("duration_bar").style.width = new_width + "px"; $('#currentTime').text(formatTimeSeconds(audio_player.currentTime)); $('#totalTime').text(formatTimeSeconds(audio_player.duration)); } function formatTimeSeconds(time) { var minutes = Math.floor(time / 60); var seconds = "0" + (Math.floor(time) - (minutes * 60)).toString(); if (isNaN(minutes) || isNaN(seconds)) { return "0:00"; } var Strseconds = seconds.substr(seconds.length - 2); return minutes + ":" + Strseconds; } function playClicked(element){ //get the state of the player if(audio_player.paused) { audio_player.play(); newdisplay = "||"; }else{ audio_player.pause(); newdisplay = ">"; } $('#totalTime').text(formatTimeSeconds(audio_player.duration)); element.value = newdisplay; } function trackEnded(){ //reset the playControl to 'play' document.getElementById("playControl").value=">"; } function durationClicked(event){ //get the position of the event clientX = event.clientX; left = event.currentTarget.offsetLeft; clickoffset = clientX - left; percent = clickoffset/event.currentTarget.offsetWidth; duration_seek = percent*audio_duration; document.getElementById("aplayer").currentTime=duration_seek; } function Progress(evt){ $('#progress').val(Math.round(evt.loaded / evt.total * 100)); var width = $('#duration_background').css('width') $('#loader').css('width', evt.loaded / evt.total * width.replace("px","")); } function getPosition(name) { var obj = document.getElementById(name); var topValue = 0, leftValue = 0; while (obj) { leftValue += obj.offsetLeft; obj = obj.offsetParent; } finalvalue = leftValue; return finalvalue; } function SetValues() { var xPos = xMousePos; var divPos = getPosition("duration_background"); var divWidth = xPos - divPos; var Totalwidth = $('#duration_background').css('width').replace("px","") audio_player.currentTime = divWidth / Totalwidth * audio_duration; $('#duration_bar').css('width', divWidth); } </script> </head> <script type="text/javascript" src="js/MousePosition.js" ></script> <body onLoad="pageLoaded();"> <table> <tr> <td valign="bottom"><input id="playButton" type="button" onClick="playClicked(this);" value=">"/></td> <td colspan="2" class="style1" valign="bottom"> <div id='player'> <div id="duration" class='player_control' > <div id="duration_background" onClick="SetValues();"> <div id="loader" style="background-color: #00FF00; width: 0px;"></div> <div id="duration_bar" class="duration_bar"></div> </div> </div> </div> </td> </tr> <tr> <td> </td> <td> <span id="currentTime">0:00</span> </td> <td align="right" > <span id="totalTime">0:00</span> </td> </tr> </table> <audio id='aplayer' src='<%=getDownloadLink() %>' type="audio/ogg; codecs=vorbis" onProgress="Progress(event);" onTimeUpdate="update();" onEnded="trackEnded();" > <b>Your browser does not support the <code>audio</code> element. </b> </audio> </body>

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  • .NET / WPF Alternative

    - by eWolf
    I know the .NET framework and WPF pretty well, but I think the whole thing has gotten too blown up, especially for small apps as the whole .NET framework 3.5 weighs 197 MB by now. I am looking for a language/framework/library that provides functionality similar to that of WPF (animations, gradients, a.s.o.) and the .NET framework (of course not everything, but the basic features) and which is faster and more lightweight than the .NET framework and creates smaller and faster applications than the ones using .NET. Do you have any suggestions?

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  • WPF: Improving Performance for Running on Older PCs

    - by Phil Sandler
    So, I'm building a WPF app and did a test deployment today, and found that it performed pretty poorly. I was surprised, as we are really not doing much in the way of visual effects or animations. I deployed on two machines: the fastest and the slowest that will need to run the application (the slowest PC has an Intel Celeron 1.80GHz with 2GB RAM). The application ran pretty well on the faster machine, but was choppy on the slower machine. And when I say "choppy", I mean the cursor jumped even just passing it over any open window of the app that had focus. I opened the Task Manager Performance window, and could see that the CPU usage jumped whenever the app had focus and the cursor was moving over it. If I gave focus to another (e.g. Excel), the CPU usage went back down after a second. This happened on both machines, but the choppiness was only noticeable on the slower machine. I had very limited time to tinker on the deployment machines, so didn't do a lot of detailed testing. The app runs fine on my development machine, but I also see the CPU spiking up to 10% there, just running the cursor over the window. I downloaded the WPF performance tool from MS and have been tinkering with it (on my dev machine). The docs say this about the "Frame Rate" metric in the Perforator tool: For applications without animation, this value should be near 0. The app is not doing any heavy animation, but the frame rate stays near 50 when the cursor is over any window. The screens I tested on have column headers in a grid that "highlight" and buttons that change color and appearance when scrolled over. Even moving the mouse on blank areas of the windows cause the same Frame rate and CPU usage (doesn't seem to be related to these minor animations). (Also, I am unable to figure out how to get anything but the two default tools--Perforator and Visual Profiler--installed into the WPF performance tool. That is probably a separate question). I also have Redgate's profiling tool, but I'm not sure if that can shed any light on rendering performance. So, I realize this is not an easy thing to troubleshoot without specifics or sample code (which I can't post). My questions are: What are some general things to look for (or avoid) in the code to improve performance? What steps can I take using the WPF performance tool to narrow down the problem? Is the PC spec listed above (Intel Celeron 1.80GHz with 2GB RAM) too slow to be running even vanilla WPF applications?

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  • Looping an animation made with script.aculo.us

    - by Dan T
    I've created an animation using script.aculo.us. However, when the animation is finished, I want to have it reset all the objects and perform the animation again. I plan to just reset the positions of the objects manually, but how can I make the animations loop? If I put the effect declarations inside a for or while loop, it just crashes the browser. Any ideas?

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