I am making an Cocoa app, using Core Animation to create custom UI. However, whenever I drag some layers around, they often leave some \"residuals/traces\" onto the other layers.
I am trying to perform some kind of animation of a layer in my iPhone application. It does not matter what I do I always get the same results: after the animation is done it jerks back into it\'s orig
I have an instance of MKMapView and would like to use custom annotation icons instead of the standard pin icons supplied by MKPinAnnotationView. So, I\'ve setup a subclass of MKAnnotationView called C
I\'m working on writing a rather basic app. It uses minimal touch input, and mostly just plays fancy animations. There isn\'t much animation, but the way it\'s currently done seems super inefficient a
I trying to do an animation on the iPhone and I hope someone can help me out here as I\'m stum开发者_C百科ped.
I approaching core animation and drawing empirically. I am trying to animate a simple shape; the shape in question is formed by 3 lines plus a bezier curve. A red line is also drawn, to show the curve
I\'m having some problems getting CoreAnimation to perform multiple animations in succession on the iPhone simulator. I have many layers in my application that I animate – these layers are all sublay
I\'m making a game where when a card is touched, it grows so that it is focused, and when you \'let go\', it goes back to its original size and place.This seems pretty standard, however, when I add ca
Louis - Thanks for your input. Here is what I did, and my current issues, which i don\'t understand. The menus (2) are UIImageViews that respond to touch. Each is it\'s own class. The \'sprites\' as
I\'m just starting writing some Core Animation code and I\'ve just spent a frustrating day trying to figure out a particular problem.