w3hello.com logo
Home PHP C# C++ Android Java Javascript Python IOS SQL HTML videos Categories
IOS UiView animation producing different effects on ios 5 and ios 6 devices
I had same "issue"... :) Try to change this line self.transform = CGAffineTransformScale(CGAffineTransformIdentity, 0, 0); in self.transform = CGAffineTransformScale(CGAffineTransformIdentity, 0.0001, 0.0001);

Categories : Iphone

Loading Animation Starts On Pre ICS Devices But Will Not Start On Post ICS Devices
From the developer documentation at http://developer.android.com/guide/topics/resources/animation-resource.html#Frame The example shows a call to start() method of the animation. ImageView rocketImage = (ImageView) findViewById(R.id.rocket_image); rocketImage.setBackgroundResource(R.drawable.rocket_thrust); rocketAnimation = (AnimationDrawable) rocketImage.getBackground(); rocketAnimation.start(); // <--------- Does no harm to PRE ICS devices If you are going to target various droid releases (JB included), why not call this method?

Categories : Java

UIView Flip Animation with Core Animation
A quick tip about the flip animation in iOS -- the system needs time to render the back view (the one that will be flipped to) before you start the flip animation. So if you try to change the contents of that view, and trigger off the flip animation in the same method, you will have problems. To get around this, I've had success with code like this: - (void)flipView { // Setup the view for the back side of the flip [self performSelector:@selector(performFlip) withObject:nil afterDelay: 0.1]; } - (void)performFlip { [UIView transitionWithView: tileToFlip duration: 0.5 options: UIViewAnimationOptionTransitionFlipFromLeft animations:^{ // My flip specific code }

Categories : IOS

How to prevent sticky hover effects for buttons on touch devices
You could set background-color on :active state and give :focus the defaut background. if you set background-color via onfocus/ontouch, color style remains once :focus state has gone. You need a reset on onblur as well to restore defaut bg when focus is lost.

Categories : Javascript

jQuery. Text changes before animation. Incorrect order of effects
Use jquery animate callback, to perform the following animation after first animation. $(document).ready(function(){ $('body').append('<p>Lorem ipsum 1</p>'); $('p') .animate({opacity: '0'}, 'slow', function(){ $(this).text('Lorem ipsum 2') .animate({opacity: '1'}, 'slow'); }) });

Categories : Jquery

How to acheive animation effects like(word puzzle game) in iphone application?
Take a look at UIView animation and animation blocks in iOS, that's what you need. With them you can create any animation you like. Here's a nice tutorial. And about the whole system you described - I would create an NSDictionary of UIView positions and attach those to the corresponding tags of UIViews- this way you will always know from which place every UIView came from.

Categories : Objective C

visibility property effects fade effects. Is there an other way to make items invisible without breaking fade effects?
Use of one the following alternatives: position:absolute; left: -9999px; position:absolute; clip: rect(0, 0, 0, 0); position:absolute; z-index:-1;

Categories : Misc

can't use KVO to get new value during UIView animation
You're correct in your conclusion that KVO doesn't work during UIView animations. This is because your scrollview's actual properties are not changing during the course of the animation: Core Animation is simply animating a bitmap which represents the scrollview moving from its start state to its end state. It's not updating the underlying object's properties as it goes, hence no KVO state changes while the animation is in-flight. The same is unfortunately true if you attempt to observe contentOffset and inset via UIScrollViewDelegate protocol methods, for the same reasons. A more in-depth (and fairly impenetrable) explanation can be found in Apple's guide here.

Categories : IOS

UIView animation issue
Try to use the animation syntax with blocks, they are way better than this old way you are using It's not a good practice to hard-code the values of the frame you want to animate. Instead, try to relative your frame with something, like the parent's frame. Use something like to show your picker: [UIView animateWithDuration:.5 animations:^{ CGRect newFrame = clientPickerViewContainer.frame; newFrame.origin.y = self.view.frame.size.height - newFrame.size.height; clientPickerViewContainer.frame = newFrame; } completion:nil]; To hide it, just change the line newFrame.origin.y = self.view.frame.size.height - newFrame.size.height; by newFrame.origin.y = self.view.frame.size.height;. This way would work even if you change the values of the frame inside Interface Builder, or

Categories : IOS

UIView Animation in TableViewCell
reloadData will remove all your cells from the view and insert them again. The easist solution I see is to reload only the second section, not the first one with the scrollview.

Categories : Iphone

UIview animation interrupted IOS
In your completion block, the finished parameter tells you whether your animation has completed or not. If its value is NO, then the animation has been terminated. This is how you know if you need to fix the positions, etc.

Categories : IOS

UIView Animation for ImageView in ios
Since you're adding the views to self.view of your view controller, you can assume that self.view is occupying the entire screen of the device. Therefore, you can animate to its bounds: [UIView animateWithDuration:1.0 animations:^{ piece.frame = self.view.bounds; } completion:nil]; Note that if piece must have a parent view that spans across the entire screen so that your inner view won't be clipped during animation.

Categories : IOS

Jerky Animation for UiView PopOut
The scale sequence 1.0, 1.1, 0.15 should result in a jerk. If you are not satisfied with the visual results, try fiddling with the values above and the timing function (you are using "easeIn" instead of "easeInOut").

Categories : Iphone

iOS: Zoom in/out animation for showing an UIView
The property transform is animatable. So create CGAffineTransformMakeScale with destination scale factor, and set the view.transform = scaleTransform; inside the animation block.

Categories : IOS

Animate UIView using Core Animation?
Try like this CABasicAnimation *rotationAnimation; rotationAnimation = [CABasicAnimation animationWithKeyPath:@"position"]; rotationAnimation.fromValue=[NSValue valueWithCGPoint:CGPointMake([view center].x, [view center].y)]; rotationAnimation.toValue=[NSValue valueWithCGPoint:CGPointMake([view center].x+250, [view center].y)]; rotationAnimation.duration = 1.0+i; rotationAnimation.speed = 3.0; rotationAnimation.cumulative = YES; rotationAnimation.repeatCount = 1.0; rotationAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut]; [view.layer addAnimation:rotationAnimation forKey:@"position"];

Categories : IOS

how to add UIButton to UIView with animation effect
pls try this code for(int i =0; i<15;i++) { [self.view addSubview:[self.buttonsArray objectAtIndex;i]]; [self performSelector:@selector(your animated methode) withObject:nil afterDelay:0.1]; }

Categories : IOS

UIView animation in UITableViewCell works only once
Your UITableViewCell will remember it's state from before. When it's put into the queue (when it scrolls out of view), it doesn't revert back to a pristine state. When you call your ZoomIn method, I think what's happening is that it's zooming in again, but you can't tell because it's already zoomed in. Try - before you zoom in, ensure that it's zoomed out. So in ViewWillAppear, to a quick "Reset" of the Cell, and then call zoomIn, and see if that fixes the issue.

Categories : IOS

Toggle UIView with nice animation
Maybe you can read more on animations and transitions here. Also, do check out UIView's transitionFromView method in detail . Hope this helps.

Categories : Iphone

UIView animation being held up on main thread
If it's not too obvious an answer, a way around your problem would be: [UIView animateWithDuration:1.0 animations:^{ //Animation }]; [UIView animateWithDuration:1.0 delay:1.0 options:UIViewAnimationOptionCurveEaseInOut|UIViewAnimationOptionTransitionNone animations:^{ //More animation } completion:^(BOOL success) {}]; i.e. just schedule the second animation at the same time as you schedule the first, but tell it not to start until you know the first will be finished. Once things are scheduled, Core Animation isn't blocked by main queue activity so you can be busy a second later and the second thing will still start immediately after the first has finished.

Categories : Iphone

UIView Animation not working to resize view
check your [selectionMoreOptionView setFrame:CGRectMake(974, 56, 50, 100)]; I think XY co-ordinates going out of viewController. Try to bring it in the ViewController area,as of X should be possibly less than 320 and y<480 so that you can see your view.

Categories : IOS

How can i hide and display (animation) of UIView as UIActionSheet?
Well in this case what you can do is add a UIView on the window and then show it when you want to. So, firstly what you will have to do is create an object of AppDelegate. AppDelegate *appDelegate = (AppDelegate*)[[UIApplication sharedApplication]delegate]; And create your view like CGRect frame = CGRectMake(0, 460, 320, 300); UIView *ActionView = [UIView alloc]initWithFrame:frame]; This is to show your view on the window, note the y coordinate of your view should be below the dimensions of the screen so that you can bring it back up to a certain level and then send it down again. [appDelegate.window addSubview:ActionView]; Then simply add these custom animations to show and hide your view To Reveal your View [UIView beginAnimations:nil context:NULL]; [UIView setAnimationB

Categories : Iphone

Why is UIView alpha animation slow from 1 to 0 compared to 0 to 1?
Ok, So I used this instead. /* Will modify alpha instead of hidden var */ -(void)setHidden:(BOOL)hidden { CATransition *animation = [CATransition animation]; animation.type = kCATransitionFade; animation.duration = 0.2; [self.layer addAnimation:animation forKey:nil]; [super setHidden:hidden]; }

Categories : IOS

Repeat the delay in a UIView animation loop?
I had the same problem. I solved in this way, with use of NSTimer [NSTimer scheduledTimerWithTimeInterval: 2 target: self selector:@selector(moveImage: ) userInfo: nil repeats:YES]; } -(void) moveImage: (NSTimer*)timer { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:2];

Categories : IOS

How to hide/show UIView with animation in iPhone
Apply Initial/starting frame of you View is sliderView.frame = CGRectMake(130, 480, 100, 200); Give tag of your button such like myButton.tag = 101; And your button method -(void)MyButonMethod:(UIButton *)sender { if(sender.tag == 101) { [UIView animateWithDuration:0.25 animations:^{ sliderView.frame = CGRectMake(130, 30, 100, 200); }]; sender.tag = 102; } else { [UIView animateWithDuration:0.25 animations:^{ sliderView.frame = CGRectMake(130, 480, 100, 200); }]; sender.tag = 101; } }

Categories : IOS

With UIView Block animation do Flashing effect
When doing a repeating animation, you can often produce a more graceful animation if you use UIViewAnimationOptionAutoreverse when using UIViewAnimationOptionRepeat. By adding the autoreverse option, that prevents the jarring UI that results otherwise, where it gracefully animates from the starting state to the end state, but then jumps back to the starting state before repeating the process. By using UIViewAnimationOptionAutoreverse, it gracefully animates back to the start state before repeating the animation.

Categories : IOS

Tracking UIView frame change animation
This depends on what you want to do with this thing. If you want somehow accurate information about your frame, use the presentationLayer. This is a semi-accurate representation of what's actually on the screen. Note that this is in the coordinates of the view (bounds), so you need to convert it to the superview's coordinate system to get the current frame. CGRect currentTextViewFrame = [_textView.superview convertRect:[_textView.layer.presentationLayer frame] fromView:_textView]; Note however this will be about one drawing loop or more off. If you are trying to base another animation off this it may be problematic and can cause flickering or other delay-induced effects. Also, at least the official documentation says this may not always be very fast and you may want to make the animati

Categories : Iphone

How to disable the animation when changing the transform property of UIView?
It (should) only animate when you change the transform property inside e.g. UIView animateWithDuration: block. I.e. disabling animation can be achieved by simply not changing the transform property inside an animation part of your code. Can you post some code where you get animations that you didn't expect?

Categories : IOS

Showing every 5 seconds a new UIImageView with the help of NSTimer and UIView Animation?
Declare a variable in your class to be: int cont; Initialize variable when is needed: cont=0; Change your code to this: -(void)onTimer{ //Loop is not needed, with the timer and counter is enough UIImageView* currentCalibrationPoint = [_calibrationViewArray objectAtIndex:cont]; [UIView beginAnimations:@"Calibration" context:nil]; [UIView setAnimationDuration:5.0]; // Make the animatable changes. currentCalibrationPoint.alpha = 1.0; // Commit the changes and perform the animation. [UIView commitAnimations]; if(cont>0){ //Hide previous view (here you can make another animation, instead of changing alpha right away) [_calibrationViewArray objectAtIndex:cont-1].alpha = 0.0; } cont++;//+1 }

Categories : IOS

Delayed animation when a pan gesture leaves a UIView, with debouncing?
Following code will inflate the view with inflate-animation of 300ms whenever a finger moves over the view and will deflate the view back to normal whenever the touch is outside. No panGestureRecognizerRequired. @interface CustomView : UIView { BOOL hasExpanded; CGRect initialFrame; CGRect inflatedFrame; } @end @implementation CustomView -(id)initWithFrame:(CGRect)frame { self = [super initWithFrame:frame]; if(self) { hasExpanded = NO; initialFrame = frame; CGFloat inflateIncrement = 50.0f; inflatedFrame = CGRectMake(self.frame.origin.x-(inflateIncrement*0.5f), self.frame.origin.y-(inflateIncrement*0.5f), self.frame.size.width+inflateIncrement,

Categories : Objective C

UIView animation not working on text begin editing in iphone app
try with my bellow code Example.. - (BOOL)textFieldShouldBeginEditing:(UITextField *)textField { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.3]; subView.frame = CGRectMake(0,-200,1024,748); [UIView commitAnimations]; return YES; } and set to 0 like default in textFieldShouldReturn: method like bellow.. - (BOOL)textFieldShouldReturn:(UITextField *)textField { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.3]; subView.frame = CGRectMake(0,0,1024,748); [UIView commitAnimations]; return YES; }

Categories : Iphone

Jump when initially adjusting UITextView frame size in UIView animation
A bit late but I just had the same issue when resizing a uitextview and think it is related to the scrolling of the text view. This is my code that has 0 bounce when animating the height. I use an NSLayoutConstraint to adapt my height. - (void)textViewDidChange:(UITextView *)textView { CGSize size = [messageView sizeThatFits:CGSizeMake(messageView.frame.size.width, FLT_MAX)]; [UIView animateWithDuration:0.4f animations:^{ messageHeightConstraint.constant = size.height; [self.view layoutIfNeeded]; } completion:^(BOOL finished) { [messageView scrollRangeToVisible:NSMakeRange([messageView.text length], 0)]; } ]; }

Categories : IOS

UIView animation stops when view disappears, doesn't resume when it re-appears
I'm not sure what you're doing with that notification. I've done lots of animations with constraints and never had to do that. I think the problem is that when you leave the view, the constraint's constant value will be 15 (I've verified that with logs in viewWillDisappear), so the animation to set it to 15 will do nothing. In a test app, I set the constant back to its starting value (0) in viewWillAppear, and it worked fine: -(void)viewWillAppear:(BOOL)animated { [super viewWillAppear:animated]; self.bottomCon.constant = 0; [self.view layoutIfNeeded]; } -(void)viewDidAppear:(BOOL)animated { [super viewDidAppear:animated]; [UIView animateWithDuration:1 delay:0.0f options:UIViewAnimationOptionRepeat | UIViewAnimationOptionAutoreverse animations:^{ self.bottom

Categories : Iphone

How to disable "Window animation scale" programmatically on Android 4.0+ devices?
Did you try Activity#overridePendingTransition(0, 0)? Check out the documentation: Call immediately after one of the flavors of startActivity(Intent) or finish() to specify an explicit transition animation to perform next.

Categories : Java

How to rotate an UIView around it's center, with 1 minute duration, 1 second intervals and a silky smooth animation?
You could try it with a CADisplayLink which is tied to the display refresh rate of 60/second. The code looks like this (note that I didn't add any logic to stop the display link, but I put in the method that you would call if you wanted to): #import "ViewController.h" #import <QuartzCore/QuartzCore.h> @interface ViewController () @property (nonatomic, strong) CADisplayLink *displayLink; @property (nonatomic) CFTimeInterval firstTimestamp; @end @implementation ViewController - (void)viewDidLoad { [super viewDidLoad]; [self startDisplayLink]; } - (void)startDisplayLink { self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(handleDisplayLink:)]; [self.displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; } -

Categories : IOS

Weird behavior UIView animation on gesture recognizer's sender.view in paging UIScrollView
I've looked through you demo code and found following bug: When your pinch gesture recognizer is called, you animate it's sender frame. This forces PageView to layout its subviews -> it calls your delegate method - (UIView<ReusableView> *)pagingView:(PagingView *)thePagingView reusableViewForPageIndex:(NSUInteger)thePageIndex withFrame:(CGRect)theFrame Here you provide view to PagingView and it adds your view beneath your last view, messing up your view hierarchy. I think you might use some kind of a flag somewhere to prevent PagingView from requesting new views. The strangest thing is that this kind of behavior happens only for last view. Hope this will help you. EDIT: I found the problem. In the method - (void)layoutSubviewsFromIndex:(NSUInteger)theFromIndex toIndex:(NSUIn

Categories : Iphone

Moving a UIView on top of UITableView - touching the top UIView still selects table rows
Mmm... Not sure if this works in your case, but try to manage your animation in a bigger container that hold all your other container. I mean, create a Container Z that contains A, B, O and their subviews and try to animate the position of B from Z, checking that B is in front of A.

Categories : IOS

how to stretch a uiview within a uiview in interface builder on orientation change?
This is simple using auto layout. Give that view a constraint to the left, right, and top of its superview, and no fixed width. You can give it a fixed height if that's what you want, or give it a height that's proportional to the height of the screen (this would have to be done in code) if you want it to be shorter in landscape.

Categories : IOS

Resizing UIView with autolayout when placed below a fixed size UIView
Try the following, as per this answer. Make sure you call layoutIfNeeded on the superview: [UIView animateWithDuration:ANIMATION_DURATION delay:ANIMATION_DELAY options:UIViewAnimationOptionCurveEaseOut animations:^{ heightConstraint.constant += offset.y; [self.view layoutIfNeeded]; } completion:nil];

Categories : IOS

How can I center a UIView programmatically on top of an existing UIView using Autolayout?
Try this: NSLayoutConstraint *xCenterConstraint = [NSLayoutConstraint constraintWithItem:view1 attribute:NSLayoutAttributeCenterX relatedBy:NSLayoutRelationEqual toItem:view2 attribute:NSLayoutAttributeCenterX multiplier:1.0 constant:0]; [superview addConstraint:xCenterConstraint]; NSLayoutConstraint *yCenterConstraint = [NSLayoutConstraint constraintWithItem:view1 attribute:NSLayoutAttributeCenterY relatedBy:NSLayoutRelationEqual toItem:view2 attribute:NSLayoutAttributeCenterY multiplier:1.0 constant:0]; [superview addConstraint:yCenterConstraint]; Updated for Swift: let xCenterConstraint = NSLayoutConstraint(item: view1, attribute: .CenterX, relatedBy: .Equal, toItem: view2, attribute: .CenterX, multiplier: 1, constant: 0) superview.addConstraint(xCenterConstraint) let yCenterConst

Categories : Iphone

Moving UIView within Parent UIView (UIPanGestureRecognizer)
You'll have to set the recognizer.view.center to a new value only if its frame is inside the bounds of its parent view. Use CGRectContainsRect on recognizer.view.superview.bounds and recognizer.view.frame to verify that they are contained. If you want to allow the image view to move outside its parent view until the center point of the view is outside the parent's bounds, you can use the convertPoint:toView method of UIView and verify that the new CGPoint is not outside your parent's bounds.

Categories : IOS



© Copyright 2017 w3hello.com Publishing Limited. All rights reserved.