Water filling animation android

This is a new version of liquid simulation sandbox, in which you can create water, oil and foam, add pipes and sewers, draw walls and air emitters. A new Grid function is added for drawing straight lines. Maximum number of particles drops is It is based on smoothed particle hydrodynamics SPH - Langrangian method of fluid simulation.

This simulation is quite process-intense, sometimes it helps when you close other tabs in a browser. New features: - Added pipes and sewers for never-ending complex water system. You can play with 3 ducks :. Here you can find more experiments. Water - create water Oil - create oil, lighter and higher viscosity than water Foam - create foam, very light with high viscosity P - Pipe - create water, oil or foam pipe Sewer - create sewer, if you want to remove liquid Mix - use for mixing liquids [alt.

Maximum is and default framerate is 40fps. If the frame rate is lower than 30fps bar is greyed out. Particle-based Visoelastic Fluid Simulation - this experiment is based on this paper, modified for multiple fluid collisions and optimized for realtime simulation. Programmed in processing. Subscribe to stay notified about the latest news, releases and discount offers. Privacy Policy Contacts. Fluid Water Simulation 3.

Tools: Water - create water Oil - create oil, lighter and higher viscosity than water Foam - create foam, very light with high viscosity P - Pipe - create water, oil or foam pipe Sewer - create sewer, if you want to remove liquid Mix - use for mixing liquids [alt. Subscribe for News Email: Subscribe to stay notified about the latest news, releases and discount offers.

All Rights Reserved.Animations add vivacity and personality to your apps. Nifty animations! Unfortunately, nothing on the page links to resources for actually creating those delightful details, so here I am to help!

Thus, the first step in creating a custom frame animation is to create a sequence of images. We have two options here: we can use XML drawables such as shape drawables or actual image files.

water filling animation android

In a production application, we would also make sure to have images sized appropriately for different screen densities. This way, we know the order of the images without having to view them. Now that we have our images to cycle through, the next step is to define an XML Drawable for our animation. Once again, we are faced with two possibilities: the Animation-list and the Animated-selector. It just cycles through a sequence of provided images in a given order with given durations.

Each item in the list is just pointing to one of the images in our sequence from earlier. All we have to do is place them in the correct order and then add an appropriate duration in milliseconds. In production, the ms duration is a long time, but I want to exaggerate the animations for demonstration purposes. The number of frames to use and how long to display them is a problem to solve on an individual-implementation basis.

For a frame of reference, 15 frames at 15ms is very smooth. Depending on the state of a View such as selected or activatedthe selector will animate to the correct state using provided Transitions.

This animated-selector works well, but we need to account for the non-Lollipop devices. Now our selector will work on any device. And of course, a Lollipop device will have our Transition that we defined in the animated-selector. Just like a normal selector, I have different items defined for the possible states.

However, I also have transitions defined for how to animate between these different states.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. The dark mode beta is finally here. Change your preferences any time.

Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. What I am trying to achieve is for the entire view to shift up to hide the big image up top when the user scrolls down on the GridView. Basically, if they want to see more of the gridview, the layout scrolls up to increase the gridview size. It works fine, except the GridView doesn't increase in size to fill the new space in the screen, so the lower portion of the window there is all white as you can see.

As you can probably tell from the code, I'm using a ViewPager. In this case, the GridView is actually a fragment, which is where I first thought my problem was coming from. However, its not the case that the ViewPager is filling the screen and the fragment inside of it is not, rather the ViewPager itself is what is not filling down vertically:.

Water glass

I originally had this as a LinearLayout, but tried to switch it to Relative to see if that would make any difference it didn't. I think what is happening is that the view isn't being notified that it has more space to work with and therefore redrawing its bounds, but I'm not sure how to trigger that myself. Does anyone know how to do that or a better method for me to achieve what I want?

Thanks for reading. Once you have the method, call it in the animation's listener's onAnimationStart method. This looks something like this for me:. I don't know why only Linear works, but that seems to be the case.

I'll also include the method I used to revert the view back to its original state. In this case, call this method in the animation set's listener's onAnimationEnd :.

Learn more. Asked 6 years, 3 months ago. Active 5 years, 7 months ago. Viewed times. So I have a view which looks like this: What I am trying to achieve is for the entire view to shift up to hide the big image up top when the user scrolls down on the GridView. However when I actually do this, here is what happens: It works fine, except the GridView doesn't increase in size to fill the new space in the screen, so the lower portion of the window there is all white as you can see.

Your method isn't bad, but what you might want to do is write a custom Animator to handle LayoutParams, changing the height of the Views and not their position. It might be necessary to call a relayout during the animation as well.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information.

I use these easy functions, it work like jquery slideUp slideDown, use it in an helper class, just pass your view :. Above method working but this is more realistic slide up and down animation from top of the screen.

You can try this why. I had a similar requirement in the app I am working on. And, I found a third-party library which does a slide-up, slide-down and slide-right in Android. Add the JitPack repository to your build file. Add it in your root build. Learn more. Slidedown and slideup layout with animation Ask Question. Asked 5 years, 10 months ago. Active 3 months ago. Viewed k times. EliasM EliasM 1 1 gold badge 4 4 silver badges 10 10 bronze badges.

Best way to perform this nowadays is: developer. Active Oldest Votes. Leonardo Cardoso 1, 2 2 gold badges 12 12 silver badges 22 22 bronze badges. Ando Masahashi Ando Masahashi 2, 2 2 gold badges 20 20 silver badges 41 41 bronze badges. I have tried 'GONE' but view never shows.

I have set height to 0dp and it never slides down. You missed an entire section on how to 'hide' the view initially. Don't know why?

Good work! Shofiulla Md. Shofiulla 1 1 silver badge 5 5 bronze badges. It doesn't actually move the item to a different place in the layout. You want Object Animators for that.

If you want the view to be gone or visible after the animation just set the visibility on the view before or after the animation. I found it quite useful. You should also put in the code that the OP should use instead of just referencing a link Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown.I finally decided that it was time to fix it.

In the image above you can clearly see the SkySports main event logo is squashed, the same happens with SkySports football although is less noticeable and finally SkySports Premier League is showing just fine. The question is why? Below is part of the code from our ImageView.

We are trying to say that we want to resize our logos to always have an 18dp height and then use whatever width they need.

We also had set scaleType to fitXY. FILL does. The image is going to scale X and Y independently which may change the aspect ratio of it. Fortunately there is a really simple way to preserve the aspect ratio of the image while keeping control of one dimension in our case the height. When we set adjustViewBounds to true we are telling the ImageView not the drawable to adjust its bounds to preserve the aspect ratio of its drawable.

1. With Easing

This was a really simple fix and actually we just had to do it in our tablet layouts because our phone layout already had adjustViewBounds set to true. I could have left it like this and move on but I thought that it would be interesting to check what would happen if I were to use all the different types of scaling that we have available.

So here are the results. For the following experiments I will be using adjustViewBounds first and then disabling it to see how it affects the rendering of the images. Here we are centering the image without any scaling and because we are keeping the aspect ratio of the ImageView with adjustViewBounds the size of the ImageView not the image keeps the aspect ratio of the image.

The image is still centered. The reason is because the image is scaled uniformly so it maintains the aspect ratio but because the image will be equal or larger than the ImageView the width of the ImageView is going to be larger in both cases.

This result is also the same as using center without adjustViewBounds. For this example I have changed the background color of the ImageView to purple. The image is scaled uniformly and maintains the aspect ratio, in this case because the image will be equal or less than the ImageView it gets centered in it. Also the height is maintained since we are using adjustViewBounds.

By removing adjustViewBounds we are not longer bounding the height of the ImageView with the image so the image is scaled down to preserve the aspect ratio. Fit center computes a scale that will maintain the original src aspect ratio, but will also ensure that src fits entirely inside dst. At least one axis X or Y will fit exactly. The result is centered inside dst.

water filling animation android

This works well in our case because we are setting the height along with adjustViewBounds so the image is kept centered and the aspect ratio maintained. When we remove adjustViewBounds we have the same problem that we had before, it looks similar just because we are setting the height but the computation is different.

Here we scale the image keeping the aspect ratio, making sure it fits in our ImageView and then the image is centered.

A guide for Android ImageView ScaleType and adjustViewBounds

Compute a scale that will maintain the original src aspect ratio, but will also ensure that src fits entirely inside dst. END aligns the result to the right and bottom edges of dst. Because we use adjustViewBounds and we set the height, the ImageView has the same aspect ratio as the image and the image is perfectly aligned. START aligns the result to the left and top edges of dst. No surprises here, the difference is the image being aligned to the left and top of the ImageView.

You can use the code below to assign a new matrix. I hope you now understand better what the different scale types do to your images and how adjustViewBounds can help you to achieve the correct behaviour.

Did you already know how to use them, or do you have any questions about it? Feel free to contact me .Are you looking for an app in which you can create your own cartoon with the characters invented by you? Regardless of whether you just want to have fun or make a career of an illustrator, these applications will help you develop your creative skills and get the result that you want.

First come the apps for both platforms, then only for iOS and then only for Android. Be free to scroll down if you want to! Animation Desk is a great app for sketching, drawing, and animating. The app provides you with all the necessary tools you need to create something cool.

There are 46 brushes, various pencils with adjustable size, opacity, and so on. Moreover, you can use nine layers to create a detailed animation with lots of movement in it. If you want to, you can exports files from other programs.

For example, the app can easily open Photoshop files. Animation Desk is free so everyone can try it. If you want to get rid of the ads or acquire some additional tools, you can use in-app purchases. Animation Desk Classic is an app for drawing animation right on your smartphone. It is quite intuitive and contains realistic scenes from animated scrapbooks. All the tools that you can use while drawing animation are sensitive to press.

There are such tools as fill, pencil, fountain pen, three types of brush and eraser. Each tool can adjusted in size, transparency, and rigidity. All in all, there is everything you need to produce beautiful animation on your device. The only thing that might stop you from downloading the app is its price.

water filling animation android

If you are looking for something free, then you are welcome to take a look at other options on this list. This app will help your children to create their own cartoons. Then, with the help of a little game, the tale comes to life. After you finish all the steps, the app will do its job and show you a cartoon. If you want to, you can share it with friends and family on the Internet. Toontastic can develop artistic and language skills of your children. Besides, it demonstrates the key principles of storytelling.

You will find pirates, princesses, distant galaxies, and a lot more in the app. Let your child use imagination and be creative yourself! Animation Creator permits you to use your creative skills to the fullest. In this app, simple and powerful drawing tools are organized in a convenient management framework. Use your imagination to get the most out of Animation Creator!

The final result is a live animation that has a high-frequency reproduction frame.Animations can add visual cues that notify users about what's going on in your app.

They are especially useful when the UI changes state, such as when new content loads or new actions become available. Animations also add a polished look to your app, which gives it a higher quality look and feel.

Android includes different animation APIs depending on what type of animation you want, so this page provides an overview of the different ways you can add motion to your UI. To better understand when you should use animations, also see the material design guide to motion. When you want to animate a bitmap graphic such as an icon or illustration, you should use the drawable animation APIs. Usually, these animations are defined statically with a drawable resource, but you can also define the animation behavior at runtime.

For example, animating a play button transforming into a pause button when tapped is a nice way to communicate to the user that the two actions are related, and that pressing one makes the other visible. For more information, read Animate Drawable Graphics. Figure 2. A subtle animation when a dialog appears and disappears makes the UI change less jarring. When you need to change the visibility or position of views in your layout, you should include subtle animations to help the user understand how the UI is changing.

To move, reveal, or hide views within the current layout, you can use the property animation system provided by the android. These APIs update the properties of your View objects over a period of time, continuously redrawing the view as the properties change. For example, when you change the position properties, the view moves across the screen, or when you change the alpha property, the view fades in or out. To create these animations with the least amount of effort, you can enable animations on your layout so that when you simply change the visibility of a view, an animation applies automatically.

For more information, see Auto Animate Layout Updates. To learn how to build animations with the property animation system, read the Property Animation Overview. Or see the following pages to create common animations:. Change a view visibility with a crossfade. Change a view visibility with a circular reveal. Whenever possible, your animations should apply real-world physics so they are natural-looking. For example, they should maintain momentum when their target changes, and make smooth transitions during any changes.

To provide these behaviors, the Android Support library includes physics-based animation APIs that rely on the laws of physics to control how your animations occur. Animations not based on physics—such as those built with ObjectAnimator APIs—are fairly static and have a fixed duration. If the target value changes, you need to cancel the animation at the time of target value change, re-configure the animation with a new value as the new start value, and add the new target value.

Visually, this process creates an abrupt stop in the animation, and a disjointed movement afterwards, as shown in figure 3. Whereas, animations built by with physics-based animation APIs such as DynamicAnimation are driven by force.


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