I want to want to create a countdown timer with a progress bar (a backwards progress bar).
I want it to tell me when it reached the end of the time and I want to be able to stop and restart it whenever I want.
Is there an easy way to do it?
Yes. Matt Legend Gemmel has a great video on how to approach Custom UI Controls.
Related
I want to know if, once you create a timing Animation in React-Native and start it, can you can update its duration dynamically, without having to stop/recreate the animation? This is the use case that motivated this question:
I am developing a music player in React-Native. I have a simple Player component with a progress bar (slider) like this:
Basically, an Animated.Value is used as the slider's value. When pressing play, a timing animation starts, its duration being the duration of the song. Simultaneously, I control the timers with setInterval(). Every 1000 milliseconds, I add +1 to the timer displayed.
This works fine. Here I have a simple Expo snackbar showing how this works.
The problem is, I want to add a slider that controls the playback speed:
let's ignore the real audio playback and focus only on the slider and timers behavior. If the playback is paused, then when sliding the "Speed factor" slider, it's a very easy change because I only need to update the timers. The progress bar stays the same. But when we're currently playing the song, how do I handle the updates of the timers and the progress bar?
The speed factor slider will adjust the real duration of the song with this formula:
real_duration = normal_duration / speed_factor where speed_factor can be a number between 0.5 and 1.5, for example.
And due to this change duration, I ask whether it is possible to update on the fly an animation's duration, once it has started.
I have a windows form with 2 timers. One of them controls the scrolling text at the bottom, while the other changes pictures in a PictureBox. The problem is that when the first timer's tick event occurs and changes the picture, the horizontally scrolling text stops for around a tenth of a second and then starts scrolling again. I just need to know a way to avoid that.
Use Application.DoEvents Method inside first timer, read that.
I have a button and when the user touches down and holds a popup appears. However, when the user releases his thumb before the pop animation finishes I'd like the animation to stop where it is and autoreverse to the initial position. How can I accomplish this?
Currently I'm simply using UIViews -animateWithDuration:animations:completion:. Do I have to set the animations explicitly in this case?
I've already tried reading the current state from the presentationLayer properties, but that somehow didn't work.
You can start the second animation using the UIViewAnimationOptionBeginFromCurrentState option. This will stop the first animation if it's still running.
I'm trying to replicate the Gmail Notifier popup.
It both fades in (Opacity) and raises from the start bar.
I've managed to do the fade in\out using a timer and opacity but how do I:
A) make the form appear to 'pop up'? (I think its height grows via a timer from 0 to it's max?
B) Locate it's start point exactly above the task bar as pictured on all screen resolutions\Windows flavours?
I ended up doing this:
Create "Toast" Popup Notification Windows
http://www.vbforums.com/showthread.php?t=351757
Works great, includes VB and C# versions too.
I need a help from your side that I am capturing a video through UIImagePickerViewController and I need to know which method calls when we tap on to the start capturing button to set a timer to get the duration of the captured video.
Guy's please help me to get rid of this.
Thanks in advance,
Madan Mohan.
The system does not inform you of this event. However, you could replace the standard UI with a custom overlay view containing your own start/stop button. When the user taps that button, start/stop your timer and call startVideoCapture/stopVideoCapture.