catransaction

Flickering in CABasicAnimation for rotation

懵懂的女人 提交于 2019-12-11 12:51:46
问题 I am trying to rotate a CAShapeLayer by an angle from its current angle whenever a button is pressed. I am using delegate function animationDidStop to set the transform of the layer during end of animation, since I have noticed animation only changes the transform of the presentation layer and not the layer in itself. But there are random flickering in the animation which seems to be during the end of the animation when the animation is complete due to layer going back to its previous

What is the best way to wait for a loop of UIView animations to finish?

拜拜、爱过 提交于 2019-12-08 01:06:29
问题 I'm trying to loop over multiple UIViews and perform animation on each, but I'd like to know when all of the animations have finished. What is the best way to call a function when the loop of animations has finished? Alternately, is there a way to wait until all have finished? I tried using setAnimationDidStopSelector , but it doesn't fire. In this case, I'm clearing some "chips" off a game board by having them fade out then get removed (NumberedChipView is a subclass of UIView). Play cannot

Move and Rotate GMSMarker smoothly along last updated GPS coordinates Swift iOS

半腔热情 提交于 2019-12-06 06:53:05
I'm using GMSMapView . So I added custom GMSMarker and set the image(Ex. Bike image) and animating that marker when user starts moving and changing the angle of the marker in locationManager . Currently I'm just updating position attribute of GMSMarker. But it gives the GMSMarker jump effect. Instead of this I want to move and rotate the GMSMarker smoothly/properly into the GMSMapView. How can i achieve this in Swift? Thanks. (void)updateLocationoordinates(CLLocationCoordinate2D) coordinates { if (marker == nil) { marker = [GMSMarker markerWithPosition:coordinates]; marker.icon = [UIImage

sequencing image using core animation, Recieving memory warnings

与世无争的帅哥 提交于 2019-12-01 20:25:44
问题 I am recieving memory warning using 100 of animating images so I tried to use Core Animation instead but that gives me the same problem. This is because I don't know how to use replaceSublayer in my current code UIView* upwardView=[[UIView alloc]init]; [upwardView setFrame:CGRectMake(0, 0, 1024, 768)]; [self.view addSubview:upwardView]; NSArray *animationImages=[NSArray arrayWithObjects:[UIImage imageNamed:@"001.png"],[UIImage imageNamed:@"001.png"],[UIImage imageNamed:@"002.png"],[UIImage

sequencing image using core animation, Recieving memory warnings

你离开我真会死。 提交于 2019-12-01 19:15:53
I am recieving memory warning using 100 of animating images so I tried to use Core Animation instead but that gives me the same problem. This is because I don't know how to use replaceSublayer in my current code UIView* upwardView=[[UIView alloc]init]; [upwardView setFrame:CGRectMake(0, 0, 1024, 768)]; [self.view addSubview:upwardView]; NSArray *animationImages=[NSArray arrayWithObjects:[UIImage imageNamed:@"001.png"],[UIImage imageNamed:@"001.png"],[UIImage imageNamed:@"002.png"],[UIImage imageNamed:@"003.png"],....,nil]; CAKeyframeAnimation *animationSequence = [CAKeyframeAnimation

how can I detect the completion of an animation triggered by CATransaction

陌路散爱 提交于 2019-12-01 05:34:59
I have a CALayer which I merely create and add to a subview of my view controller's main view in the controller's initWithNibName: And then, I perform the following animation: [CATransaction begin]; [CATransaction setAnimationDuration:2]; [logoLayer setOpacity:0]; [CATransaction commit]; How can I tell when this animation is done? the performSelector: delayed by 2 secs. approach doesn't seem "the right way" to go about it. barley According to the doc , [CATransaction setCompletionBlock:] could be used for what you want. It says The completion block object is guaranteed to be called (on the

how can I detect the completion of an animation triggered by CATransaction

岁酱吖の 提交于 2019-12-01 03:43:48
问题 I have a CALayer which I merely create and add to a subview of my view controller's main view in the controller's initWithNibName: And then, I perform the following animation: [CATransaction begin]; [CATransaction setAnimationDuration:2]; [logoLayer setOpacity:0]; [CATransaction commit]; How can I tell when this animation is done? the performSelector: delayed by 2 secs. approach doesn't seem "the right way" to go about it. 回答1: According to the doc, [CATransaction setCompletionBlock:] could

Called within transaction When UIsearch Bar clicked and keyboard showed

ε祈祈猫儿з 提交于 2019-12-01 03:12:15
I did a ViewController where there is a button and UITextfield when I click the button a UITableViewController with a UISearchBar is presented and a list of languages is displayed. My issue is when I run the app the first time I click the button and then click the UISearchBar on my console I have this warning SearchDebugApp[2237:558457] +[CATransaction synchronize] called within transaction SearchDebugApp[2237:558457] +[CATransaction synchronize] called within transaction SearchDebugApp[2237:558457] +[CATransaction synchronize] called within transaction SearchDebugApp[2237:558457] +

Xcode: How to set CA_DEBUG_TRANSACTIONS=1?

安稳与你 提交于 2019-11-30 11:39:55
I'm getting this warning in the log window of the debugger: CoreAnimation: warning, deleted thread with uncommitted CATransaction; set CA_DEBUG_TRANSACTIONS=1 in environment to log backtraces. I have to find out what code of mine is calling CATransaction so I can make sure it is running on the main thread. My code doesn't call CATransaction directly. I.e. a search of my code for CATransaction turns up nothing. In Xcode 5, what is the correct way to set CA_DEBUG_TRANSACTIONS=1 in the environment? Thanks in advance to all for any info. gilm Product -> Scheme -> Edit Scheme Select "Run" entry and

+[CATransaction synchronize] called within transaction

我们两清 提交于 2019-11-27 17:09:08
问题 If I close my iPad app while I'm loading data from services, the app closes but then immediately opens again without my doing anything. At this point, I am not able to do anything; I can't close the app and I can't interact with the app or the device. The only way to use the device again is to restart it. The app does not crash, it simply disables the device. When this happens, the following line appears in the console three times right after applicationWillResignActive and