I have some animations on my app like this:
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.3];
navigasyonresmi.frame = CGRectMake((windowgenisligimiz-10)/4, 194, 10, 4);
[UIView setAnimationDelegate:self];
[UIView commitAnimations];
and like this
[UIView animateWithDuration:0.30 animations:^
{
[resimlerimalani setAlpha:0.0];
[digerdetaylar setAlpha:1.0];
}
completion:^(BOOL finished)
{
resimlerimalani.hidden=TRUE;
}];
They are working pretty fine, but when I start to do something on my application, like when I visit my pictures page, I'm loading all pictures in nsthread, everything works fine, but after something happen (I don't know what is it) all of these animations stops working, they are animating immediately, not in a time.
What can be reasons to stop whole UIView animateWithDuration & UIView commitAnimations in code ?
Related
I added in the button click event:
[UIView beginAnimations:nil context:nil];
sender.titleLabel.font = [UIFont systemFontOfSize:18];
[UIView commitAnimations];
The animation is not working. But if I remove [UIView commitAnimations];, the animation works. Why?
If I don't add [UIView commitAnimations];, what will happen?
Why you are not using this for view animations?
[UIView animateWithDuration:1.0 animations:^{
// place your animations code here
}];
Note: please visit this url and see the section What can be animated. Only few properties can be used for animations
https://developer.apple.com/library/content/documentation/WindowsViews/Conceptual/ViewPG_iPhoneOS/AnimatingViews/AnimatingViews.html
Try this, it will help. In the example below, viewObject may be label in your case.
[UIView animateWithDuration:1.0 animations:^{
viewObject.transform = CGAffineTransformMakeScale(1.5, 1.5);
}];
I'm trying to convert working UIView animations to using blocks. Aside from the completion callback, I don't see what's different about them. Could someone clarify something I might be missing?
This works as expected
[UIView beginAnimations:#"Curl" context:nil];
[UIView setAnimationDuration:.15];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[UIView setAnimationTransition:UIViewAnimationTransitionCurlUp forView:self.storyTextView cache:YES];
self.storyTextView.text = text;
[UIView commitAnimations];
This does change the page's text, but no animation is show, it's just an instant transition.
UIViewAnimationOptions curl = UIViewAnimationOptionTransitionCurlUp;
[UIView animateWithDuration:.15 delay:0 options:(UIViewAnimationOptionCurveEaseInOut | curl) animations:^{
self.storyTextView.text = text;
} completion:^(BOOL finished) {
if (finished){
// pass
}
}];
Moreover, setting delay in the blocks style animation does nothing to affect the instant transition, it just runs the completion block after the delay.
You'll want to try UIView's transitionWithView instead:
UIViewAnimationOptions curl = UIViewAnimationOptionTransitionCurlUp;
[UIView transitionWithView:self.view duration:0.15 options:(UIViewAnimationOptionCurveEaseInOut | curl) animations:^{
self.storyTextView.text = text;
} completion:nil];
I have a view currently on the screen and I would like to move it off the screen during an animation. Its current position is: CGRectMake(0, 168, 320, 50); and I would like to move it to y postion 218.
Here is my code:
[UIView beginAnimations:Nil context:NULL];
[UIView setAnimationDuration:0.3];
self.optionsView.frame = CGRectMake(0, 218, 320, 50);
[UIView commitAnimations];
Thanks in advance. Nothing is happening, the view isnt moving off screen.
Edit: When the app launches the view is off screen, i then call:
[UIView beginAnimations:Nil context:NULL];
[UIView setAnimationDuration:0.3];
self.optionsView.frame = CGRectMake(0, 168, 320, 50);
[UIView commitAnimations];
to bring the view into the main view. The problem I have is making the view go back off screen again with:
[UIView beginAnimations:Nil context:NULL];
[UIView setAnimationDuration:0.3];
self.optionsView.frame = CGRectMake(0, 218, 320, 50);
[UIView commitAnimations];
It must be noted that in order to get the view to be off screen on app launch I call:
-(void) viewDidLayoutSubviews{
self.optionsView.frame = CGRectMake(0, 218, 320, 50);
}
Update: I am also using the camera, i think dismissing the camera is affecting the layouts
I've animated the position of views as follows:
// 'frame' variable previously declared
// 'completion' block previously declared
[UIView animateWithDuration:0.3f
delay:0.0f
options:UIViewAnimationOptionCurveEaseInOut
animations:^{
[_someView setFrame:frame];
}
completion:^(BOOL finished){
if (completion) {
completion();
}
}];
Have you tried it that way?
As Martin Koles has said, the block-based approach to view animation is preferred. The following is in the reference doc for UIView:
Use of the methods in this section is discouraged in iOS 4 and later.
Use the block-based animation methods instead.
https://developer.apple.com/library/ios/documentation/uikit/reference/uiview_class/UIView/UIView.html
Use block instead:
[UIView transitionWithView:self.view duration:0.3 options:UIViewAnimationOptionCurveEaseInOut animations:^{
// final view elements attributes goes here
} completion:nil];
This is the modern way of doing animations. You can even specify a completion block, something that should happed after the animation is done, if needed.
Try using this
[UIView animateWithDuration:0.3 delay:0 options: UIViewAnimationOptionCurveLinear
animations:^{
self.optionsView.frame = CGRectMake(0, 218, 320, 50);
} completion:nil];
Worked fine with me.
Make sure the view is connected in the xib to its proper object.
I have this code to simulate a multiple camera flash
[UIView animateWithDuration:0.1
delay:0.f
options:UIViewAnimationOptionAutoreverse
animations:^{
[UIView setAnimationRepeatCount:2];
flash.alpha=1.f;
}
completion:^(BOOL finished) {
flash.alpha = 0;
}];
flash is a white UIImageView (full screen) that starts with alpha = 0.
If you try to use this code, you will notice that at the end flash remains full white for a little time and it's not perfect for my effects, what can I do to solve this?
The problem with your code is you do autoreverse using the option UIViewAnimationOptionAutoreverse, while also specifying your own final state in the completion block.
Try this:
[UIView animateWithDuration:0.1f
delay:0
options:UIViewAnimationOptionAutoreverse
animations:^{
[UIView setAnimationRepeatCount:2];
flash.alpha=1.f;
}
completion:nil];
I tried animating a sequence of UIViews from a mutable array to simulate this animation
for(int k = 0; k< [imageViewCarrier count] ; k++){
UIView *transformingView = [imageViewCarrier objectAtIndex:k];
[UIView animateWithDuration:30.0 animations:^{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:30.0];
[UIView setAnimationDelegate:self];
[UIView transitionFromView:transformingView toView:splicedImageView duration:3 options:UIViewAnimationOptionTransitionFlipFromLeft completion:NULL];
[UIView commitAnimations];
}completion:^(BOOL finished){
NSLog(#"Transition done");
}];
}
The animation seems to be too fast. Any suggestions on this. Did search some documentation but couldn't figure it out. Some help would be greatly appreciated!
Hm, I think you might be doing it the wrong way. If memory serves me, when using [UIView animinateWithDuration:animiations:completion:], you shouldn't call [UIView beginAnimations:nil context:NULL]; and [UIView commitAnimations]; or setAnimationDelegate: or setAnimationDuration: for that matter, since they are the old way of animating views that you had to use before the block-based methods were introduced.
I'd try leaving those out and see what happens. Also, note that the duration parameter is in seconds, so 30.0 seems a bit too long.
And just a style note: the "proper" Objective-C way to iterate through a collection is as follows:
for(UIView* view in imageViewCarrier){
[view doSomething];
}