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  • Animate the enabling of a UIBarButtonItem?

    - by Michael Brewer
    Is there a way to animate enabling or disabling a button? I've tried the following with no success. I'm guessing at this point that the enabled property cannot be animated like opacity can – but I hope I'm wrong. [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:1.0f]; theButton.enabled = YES; [UIView setAnimationDelegate:self]; [UIView commitAnimations]; I can't believe there isn't a setEnabled:(BOOL)enabled animated:(BOOL)animated method.

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  • Jerky Silverlight 4 animations when running app in OOB

    - by sha1dy
    I was playing with new Silverlight 4 and to my surprise when I run my sample application in OOB all animations become very jerky when I move mouse around during animations, but when I run my app in browser animations are smooth even when moving mouse around. I tried my app on two different computers, turned on GPU acceleration in OOB settings - and got the same jerky result. Is this a know problem with Silverlight?

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  • Get CALayers view

    - by eaigner
    Hi, is it somehow possible to get the nearest "container" NSView of a CALayer? My problem is I'm managing tracking areas in my "container" NSView, and those need to be updated if a layer is moved/added etc. and i would like to automate that somehow instead of calling my -updateTrackingAreas function manually. Regards, Erik

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  • Does jQuery have a plugin to display a "message bar" like the Twitter "wrong password" bar at the to

    - by Jian Lin
    Twitter will pop down a message bar at the top of the screen say "Wrong password" and after 10 seconds, it will slide up and disappear. Chrome also shows "Do you want to save the password" message box using such a way. Does jQuery have a plug in to do that already? Does it also work in IE 6? Because usually, the display of relative to the viewport (using position: fixed) will not work on IE 6. thanks.

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  • How to add a "handle bar" to a sliding div

    - by Josh Brown
    I have a small splash page and have a browser-wide div that acts as a wrapper and have a div inside of #wrapper that is attached to a $.click(); event to slide the wrapper div out to view the browser-size background photo. I'm wanting to implement a small button/link that will slide in on the bottom right corner after the wrapper div is hidden. I know it is probably mainly CSS, but am needing some help. Thanks in advance for your help! PS: Using jQuery as my framework.

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  • How to generate irregular ball shapes?

    - by tomato
    What kind of algorithms would generate random "goo balls" like those in World of Goo. (btw, if you haven't played it yet, highly recommended). I'm using Proccesing, but any generic algorithm would do. I guess it boils down to how to "randomly" make balls that are kind of round, but not perfectly round, and still looking realistic. Thanks in advance!

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  • Cocos2d - smooth sprite movement in tile map RPG

    - by Lendo92
    I've been working on a 2-D Gameboy style RPG for a while now, and the game logic is mostly all done so I'm starting to try to make things look good. One thing I've noticed is that the walking movement / screen movement is a little bit choppy. Technically, it should work fine, but either it seems to be having some quirks, either due to taking up a lot of processing power or just timing inconsistencies between moving the screen and moving the sprite. To move the sprite, once I know where I want to move it, I call: tempPos.y += 3*theHKMap.tileSize.width/5; id actionMove = [CCMoveTo actionWithDuration:0.1 position:tempPos]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(orientOneMove)]; [guy runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; [self setCenterOfScreen:position]; Then, in orientOneMove, I call: [self.guy setTexture:[[CCTextureCache sharedTextureCache] addImage:@"guysprite07.png"]]; //the walking picture-I change texture back at the end of the movement id actionMove = [CCMoveTo actionWithDuration:0.15 position:self.tempLocation2]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(toggleTouchEnabled)]; [guy runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; The code for the concurrently running setCenterOfScreen:position method is: id actionMove = [CCMoveTo actionWithDuration:0.25 position:difference]; [self runAction: [CCSequence actions:actionMove, nil, nil]]; So the setCenterOfScreen moves the camera in one clean move while the guy moving is chopped into two actions to animate it (which I believe might be inefficient.) It's hard to tell what is making the movement not perfectly clean from looking at it, but essentially the guy isn't always perfectly in the center of the screen -- during movement, he's often times a pixel or two off for an instant. Any ideas/ solutions?

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  • I have a bunch of images being shown on click via JQuery - any easy way to animate this?

    - by Cenk
    This is the (quite simple) JS code I'm using: $(document).ready(function() { $(".button-list .next").click(function() { project = $(this).parents().filter(".projektweb").eq(0); currentimg = project.find(".images-list li.current"); nextimg = currentimg.next(); firstimg = project.find(".images-list li:first"); currentimg.removeClass("current"); if (nextimg.is("li")) nextimg.addClass("current"); else firstimg.addClass("current"); return false; }); $(".button-list .prev").click(function() { project = $(this).parents().filter(".projektweb").eq(0); currentimg = project.find(".images-list li.current"); previmg = currentimg.prev(); lastimg = project.find(".images-list li:last"); currentimg.removeClass("current"); if (previmg.is("li")) previmg.addClass("current"); else lastimg.addClass("current"); return false; }); }); And this is how the HTML code for the image list looks like: <ul class="images-list"> <li class="current"><img src="img/1.jpg" alt="" /></li> <li><img src="img/1b.jpg" alt="" /></li> </ul> <ul class="button-list"> <li><a class="button prev" href="#">?</a></li> <li><a class="button next" href="#">?</a></li></ul> The CSS: .images-list { height: 460px; list-style-type:none; float:left; width: 460px; overflow:hidden; position:relative; } .images-list img { height: 460px; width: 460px; display:block; } .images-list li { display:none; } .images-list li.current { display:block; } What I'd like to do is animate the images as they come and go - right now they just appear, which is OK but a bit more eye-candy would be nice. Can anyone help me out here? It it even possible to do it this way? Thanks!!

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  • jQuery gallery scrolling effect with ease

    - by Sebastian Otarola
    So, I got this page from a friend and I think the gallery is amazingly done. Too bad it's in Flash ; http://selected.com/en/#/collection/homme/ Now, I'm trying to replicate the effect with jQuery. I've made all the loco searches on google one could think of. Zooming the picture is not a problem, the problem lies within the scrolling, how they come together at the ease part. I'm looking for solution in how to make the thumbnail animate when you scroll the page, they drag behind and infront of each other in a very subtle way - I've got (With a lot of help from Whirl3d in the jQuery-irc channel) this for the scrollup/down part of the mouse but the scrolling goes haywire; I Thought I post it here where I've come many times to get answers to a lot of questions and code-errors. This is my first post in stackoverflow and I know you guys are geniuses! Give it a shot! Thanks in advance! jQuery Part $(document).ready(function() { var fronts=$(".front"); var backs=$(".back"); var tempScrollTop, currentScrollTop = 0; $(document).scroll(function () { currentScrollTop = $(document).scrollTop(); if (tempScrollTop < currentScrollTop) { //Scroll down fronts.animate({marginTop:"-=100"},{duration:500, queue:false, easing:"easeOutBack"}); backs.animate({marginTop:"-=100"}, {duration:300, queue:false, easing:"easeOutBack"}); console.log('scroll down'); } else if (tempScrollTop > currentScrollTop) { //scroll up fronts.animate({marginTop:"+=100"},{duration:500, queue:false, easing:"easeOutBack"}); backs.animate({marginTop:"+=100"}, {duration:300, queue:false, easing:"easeOutBack"}); console.log('scroll up'); } tempScrollTop = currentScrollTop ;}) ;}); The HTML <html> <head> <link rel="stylesheet" type="text/css" href="style.css" /> <script type="text/javascript" src="http://code.jquery.com/jquery-1.7.2.min.js"></script> <script type="text/javascript" src="http://www.paigeharvey.net/assets/js/jquery.easing.js"></script> <script type="text/javascript" src="gallery.js"></script> <title>Parallax testing image gallery</title> </head> <body> <div class="container"> <div class='box front'>First Group</div> <div class='box back'>First Group</div> <div class='box front'>First Group</div> <div class='box back'>First Group</div> <br style="clear:both"/> <div class='box front'>Second Group</div> <div class='box back'>Second Group</div> <div class='box front'>Second Group</div> <div class='box back'>Second Group</div> <br style="clear:both"/> <div class='box front'>Third Group</div> <div class='box back'>Third Group</div> <div class='box front'>Third Group</div> <br style="clear:both"/> </div> </body> And finally the CSS Part .container {margin: auto; width: 410px; border: 1px solid red;} .box.front{border: 1px solid red;background-color:Black;color:white;z-Index:500;} .box.back {border: 1px solid green;z-Index:300;background-color:white;} .box {float:left; text-align:center; width:100px; height:100px;}

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  • Why i cannot get the frame of a UIView in order to move it? The view is defined.

    - by Jann
    I am creating a nav-based app with a view that floats at the bottom of the screen (Alpha .7 most of the time). I create it like this... // stuff to create the tabbar/nav bar. // THIS ALL WORKS... // then add it to subview. [window addSubview:tabBarController.view]; // need this last line to display the window (and tab bar controller) [window makeKeyAndVisible]; // Okay, here is the code i am using to create a grey-ish strip exactly `zlocationAccuracyHeight` pixels high at `zlocationAccuracyVerticalStartPoint` starting point vertically. CGRect locationManagerAccuracyUIViewFrame = CGRectMake(0,zlocationAccuracyVerticalStartPoint,[[UIScreen mainScreen] bounds].size.width,zlocationAccuracyHeight); self.locationManagerAccuracyUIView = [[UIView alloc] initWithFrame:locationManagerAccuracyUIViewFrame]; self.locationManagerAccuracyUIView.autoresizingMask = (UIViewAutoresizingFlexibleWidth); self.locationManagerAccuracyUIView.backgroundColor = [UIColor darkGrayColor]; [self.locationManagerAccuracyUIView setAlpha:0]; CGRect locationManagerAccuracyLabelFrame = CGRectMake(0, 0,[[UIScreen mainScreen] bounds].size.width,zlocationAccuracyHeight); locationManagerAccuracyLabel = [[UILabel alloc] initWithFrame:locationManagerAccuracyLabelFrame]; if ([myGizmoClass useLocationServices] == 0) { locationManagerAccuracyLabel.text = @"GPS Accuracy: Using Manual Location"; } else { locationManagerAccuracyLabel.text = @"GPS Accuracy: One Moment Please..."; } locationManagerAccuracyLabel.font = [UIFont boldSystemFontOfSize:12]; locationManagerAccuracyLabel.textAlignment = UITextAlignmentCenter; locationManagerAccuracyLabel.textColor = [UIColor whiteColor]; locationManagerAccuracyLabel.backgroundColor = [UIColor clearColor]; [locationManagerAccuracyLabel setAlpha:0]; [self.locationManagerAccuracyUIView addSubview: locationManagerAccuracyLabel]; [window addSubview: self.locationManagerAccuracyUIView]; this all works (i am not sure about the order i create the uiview in ... meaning i am creating the frame, the view, creating the "accuracy text" and adding that to the view, then adding the uiview as a subview of the window . It works and seems correct in my logic. So, here is the tough part. I have a timer that i am testing with. I am trying to float the uiview up by 30 pix. here is that code: [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.3]; CGRect rect = [ self.locationManagerAccuracyUIView frame]; NSLog(@"ORIGIN: %d x %d (%@)\n",rect.origin.x,rect.origin.y,rect); rect.origin.y -= 30; [UIView commitAnimations]; The problem? rect is nill, rect.origin.x and rect.origin.y are both zero. Can anyone tell me why? Here is how i set up self.locationManagerAccuracyUIView in my files: Delegate.h UIView *locationManagerAccuracyUIView; UILabel *locationManagerAccuracyLabel; ... @property (nonatomic, retain) IBOutlet UIView *locationManagerAccuracyUIView; @property (nonatomic, retain) IBOutlet UILabel *locationManagerAccuracyLabel; Delegate.m ... @synthesize locationManagerAccuracyUIView; @synthesize locationManagerAccuracyLabel; ... BTW: Other places in another timer i DO set the alpha to fade in and out and THAT works! So locationManagerAccuracyUIView is valid and defined as a view... For instance: [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.5]; [locationManagerAccuracyLabel setAlpha:1]; [UIView commitAnimations]; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.5]; [self.locationManagerAccuracyUIView setAlpha:.7]; [UIView commitAnimations]; ...and it DOES work. Can anyone help me? As an aside: I know, when typing this I used self.locationManagerAccuracyUIView and locationManagerAccuracyUIView interchangeably to see if for some reason that was the issue. It is not. :) Thx

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  • How can I flip a UITableView?

    - by Sheehan Alam
    I am trying to flip a UITableViewController but I don't think I am doing it properly: LeaderBoardTableViewController* leaderBoardView = [[[LeaderBoardTableViewController alloc] initWithNibName:@"LeaderBoardTableViewController" bundle:nil]autorelease]; //[self.navigationController pushViewController:leaderBoardView animated:YES]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:1.0]; [UIView setAnimationTransition:UIViewAnimationTransitionFlipFromRight forView:[self view] cache:YES]; [self.view addSubview:leaderBoardView]; [UIView commitAnimations]; I believe the culprit is in the line: [self.view addSubview:leaderBoardView]; But am not sure how to resolve.

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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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  • jquery if statement animate back

    - by user295292
    how do i add a if statement when the right image is at +400px then animate back to -400px... when hovering the right image? $('#left img').mouseenter(function() { $('#right img').animate({ left: '+=400px' }, 700); }); $('#right img').mouseenter(function() { $('#left img').animate({ left: '-=400px' }, 700); }); something similar to this - http://www.hyundaiusa.com/ (the two main images on the site)

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  • Rotate rectangle around center

    - by ESoft
    I am playing with Brad Larsen's adaption of the trackball app. I have two views at a 60 degree angle to each other and was wondering how I get the rotation to be in the center of this (non-closed) rectangle? In the images below I would have liked the rotation to take place all within the blue lines. Code (modified to only rotate around x axis): #import "MyView.h" //===================================================== // Defines //===================================================== #define DEGREES_TO_RADIANS(degrees) \ (degrees * (M_PI / 180.0f)) //===================================================== // Public Interface //===================================================== @implementation MyView - (void)awakeFromNib { transformed = [CALayer layer]; transformed.anchorPoint = CGPointMake(0.5f, 0.5f); transformed.frame = self.bounds; [self.layer addSublayer:transformed]; CALayer *imageLayer = [CALayer layer]; imageLayer.frame = CGRectMake(10.0f, 4.0f, self.bounds.size.width / 2.0f, self.bounds.size.height / 2.0f); imageLayer.transform = CATransform3DMakeRotation(DEGREES_TO_RADIANS(60.0f), 1.0f, 0.0f, 0.0f); imageLayer.contents = (id)[[UIImage imageNamed:@"IMG_0051.png"] CGImage]; imageLayer.borderColor = [UIColor yellowColor].CGColor; imageLayer.borderWidth = 2.0f; [transformed addSublayer:imageLayer]; imageLayer = [CALayer layer]; imageLayer.frame = CGRectMake(10.0f, 120.0f, self.bounds.size.width / 2.0f, self.bounds.size.height / 2.0f); imageLayer.transform = CATransform3DMakeRotation(DEGREES_TO_RADIANS(-60.0f), 1.0f, 0.0f, 0.0f); imageLayer.contents = (id)[[UIImage imageNamed:@"IMG_0089.png"] CGImage]; imageLayer.borderColor = [UIColor greenColor].CGColor; imageLayer.borderWidth = 2.0f; transformed.borderColor = [UIColor whiteColor].CGColor; transformed.borderWidth = 2.0f; [transformed addSublayer:imageLayer]; UIView *line = [[UIView alloc] initWithFrame:CGRectMake(0, self.bounds.size.height / 2.0f, self.bounds.size.width, 2)]; [line setBackgroundColor:[UIColor redColor]]; [self addSubview:line]; line = [[UIView alloc] initWithFrame:CGRectMake(0, self.bounds.size.height * (1.0f / 4.0f), self.bounds.size.width, 2)]; [line setBackgroundColor:[UIColor blueColor]]; [self addSubview:line]; line = [[UIView alloc] initWithFrame:CGRectMake(0, self.bounds.size.height * (3.0f / 4.0f), self.bounds.size.width, 2)]; [line setBackgroundColor:[UIColor blueColor]]; [self addSubview:line]; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { previousLocation = [[touches anyObject] locationInView:self]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { CGPoint location = [[touches anyObject] locationInView:self]; //location = CGPointMake(previousLocation.x, location.y); CATransform3D currentTransform = transformed.sublayerTransform; //CGFloat displacementInX = location.x - previousLocation.x; CGFloat displacementInX = previousLocation.x - location.x; CGFloat displacementInY = previousLocation.y - location.y; CGFloat totalRotation = sqrt((displacementInX * displacementInX) + (displacementInY * displacementInY)); CGFloat angle = DEGREES_TO_RADIANS(totalRotation); CGFloat x = ((displacementInX / totalRotation) * currentTransform.m12 + (displacementInY/totalRotation) * currentTransform.m11); CATransform3D rotationalTransform = CATransform3DRotate(currentTransform, angle, x, 0, 0); previousLocation = location; transformed.sublayerTransform = rotationalTransform; } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { } - (void)dealloc { [super dealloc]; } @end

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  • Is it good choice to move a Sublayer around a view using UIPanGestureRecognizer?

    - by Pranjal Bikash Das
    I have a CALayer and as sublayer to this CALayer i have added an imageLayer which contains an image of resolution 276x183. I added a UIPanGestureRecognizer to the main view and calculation the coordinates of the CALayer as follows: - (void)panned:(UIPanGestureRecognizer *)sender{ subLayer.frame=CGRectMake([sender locationInView:self.view].x-138, [sender locationInView:self.view].y-92, 276, 183); } in viedDidLoad i have: subLayer.backgroundColor=[UIColor whiteColor].CGColor; subLayer.frame=CGRectMake(22, 33, 276, 183); imageLayer.contents=(id)[UIImage imageNamed:@"A.jpg"].CGImage; imageLayer.frame=subLayer.bounds; imageLayer.masksToBounds=YES; imageLayer.cornerRadius=15.0; subLayer.shadowColor=[UIColor blackColor].CGColor; subLayer.cornerRadius=15.0; subLayer.shadowOpacity=0.8; subLayer.shadowOffset=CGSizeMake(0, 3); [subLayer addSublayer:imageLayer]; [self.view.layer addSublayer:subLayer]; It is giving desired output but a bit slow in the simulator. I have not yet tested it in Device. so my question is - Is it OK to move a CALayer containing an image??

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  • JQUERY, scrollTo, after scrolling down, the page won't let me scroll up for a second... Y?

    - by nobosh
    I'm using the following JQUERY to attach an even to a link in the header, which essentially scrolls to the bottom of the page: $('#comment-count-btn').click(function(){ $('html,body').scrollTo('#comment-wrapper', 500); }); Problem is, that it scrolls all the way to the bottom of the page (which is correct), but then when I try to scroll up a tad, the scroll bar jumps, as if it's locked for a little bit. Any ideas?

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  • Moving a Ball on iPhone

    - by Chandan Shetty SP
    I am using below formula to move the ball circular, where accelX and accelY are the values from accelerometer, it is working fine. But the problem in this code is mRadius(I fixed its value to 50), i need to change mRadius according to accelerometer values and also i need bouncing effect when it touches other circles please send your answers ASAP... I am waiting. float degrees = -atan2(accelX, accelY) * 180 / 3.14159; int x = cCentrePoint.x + mRadius * cos(degreesToRadians(degrees)); int y = cCentrePoint.y + mRadius * sin(degreesToRadians(degrees)); Here is the snap of the game i want to develop. http://iphront.com/wp-content/uploads/2009/12/bdece528ea334033.jpg.jpg

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  • Rotate using a transform, then change frame origin, and view expands??

    - by ZaBlanc
    This is quite the iPhone quandry. I am working on a library, but have narrowed down my problem to very simple code. What this code does is create a 50x50 view, applies a rotation transform of a few degrees, then shifts the frame down a few times. The result is the 50x50 view is now much larger looking. Here's the code: // a simple 50x50 view UIView *redThing = [[UIView alloc] initWithFrame:CGRectMake(50, 50, 50, 50)]; redThing.backgroundColor = [UIColor redColor]; [self.view addSubview:redThing]; // rotate a small amount (as long as it's not 90 or 180, etc.) redThing.transform = CGAffineTransformRotate(redThing.transform, 0.1234); // move the view down 2 pixels CGRect newFrame = CGRectMake(redThing.frame.origin.x, redThing.frame.origin.y + 2, redThing.frame.size.width, redThing.frame.size.height); redThing.frame = newFrame; // move the view down another 2 pixels newFrame = CGRectMake(redThing.frame.origin.x, redThing.frame.origin.y + 2, redThing.frame.size.width, redThing.frame.size.height); redThing.frame = newFrame; // move the view down another 2 pixels newFrame = CGRectMake(redThing.frame.origin.x, redThing.frame.origin.y + 2, redThing.frame.size.width, redThing.frame.size.height); redThing.frame = newFrame; // move the view down another 2 pixels newFrame = CGRectMake(redThing.frame.origin.x, redThing.frame.origin.y + 2, redThing.frame.size.width, redThing.frame.size.height); redThing.frame = newFrame; So, what the heck is going on? Now, if I move the view by applying a translation transform, it works just fine. But that's not what I want to do and this should work anyway. Any ideas?

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  • Android Animate Rotate

    - by oriharel
    I did some digging in Android code, and saw the use of in the indeterminate progress bar. after trying to create my own drawable with this tag: <animated-rotate xmlns:android="http://schemas.android.com/apk/res/android" android:drawable="@drawable/spinner_pia" android:pivotX="50%" android:pivotY="50%" android:framesCount="12" android:frameDuration="100" /> I get an error: "No resource identifier found for attribute 'frameDuration' in package 'android'" - which means that frameDuration is a private attribute. Is there a way to use this "animate-rotate" feature? My task is to replace the system's default indeterminate progress bar. I'd like to do it with as little code as possible (just change few attributes if possible). Using the ProgressBar view, setting: android:indeterminateOnly="true" android:indeterminateBehavior="cycle" android:indeterminateDuration="3500" android:indeterminateDrawable="@drawable/pia_sivuvator" and point "@drawable/pia_sivuvator" to that object would've make my task as elegant as they come but I'm stuck on those private attributes. help?

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  • Python problem with resize animate GIF

    - by gigimon
    Hello! I'm want to resize animated GIF with save animate. I'm try use PIL and PythonMagickWand (ImageMagick) and with some GIF's get bad frame. When I'm use PIL, it mar frame in read frame. For test, I'm use this code: from PIL import Image im = Image.open('d:/box_opens_closes.gif') im.seek(im.tell()+1) im.seek(im.tell()+1) im.seek(im.tell()+1) im.show() When I'm use MagickWand with this code: wand = NewMagickWand() MagickReadImage(wand, 'd:/Box_opens_closes.gif') MagickSetLastIterator(wand) length = MagickGetIteratorIndex(wand) MagickSetFirstIterator(wand) for i in range(0, length+1): MagickSetIteratorIndex(wand,i) MagickScaleImage(wand, 87, 58) MagickWriteImages(wand, 'path', 1) My GIF where I'm get bad frame this: test gif In GIF editor software, all freme is ok. Where problem? Thx

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