pieChart animation - animation

I have draw a pieChart with CorePlot,and I want to fill each piece of the pieChart with animation.The point is Core-Plot doesn't has a animation on CPTPieChart.So how should I add a fill animation to the pieChart?

All visible parts of a Core Plot graph are drawn in Core Animation layers. All of the standard animations are available to you. Many Core Plot-specific properties are animatable as well. There is a list of animatable properties in the Core Plot docs. You can also use the CPTAnimation class to animate nearly any property, including those that are not supported by Core Animation.

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Android BlurView issues with SKCanvasView

I am attempting to create a view for Android whose background appears to blur the view's content for which it is on top. This is nothing new and has been done before. I based my implementation on what was done here: Dimezis/BlurView.
The approach uses the pre-draw event from the view tree observed to draw a view to an internal canvas. The canvas is backed by a bitmap. A blur is applied to the bitmap before it is drawn to the canvas passed to BlurView's draw method. This approach works well for all standard views/controls and is a common method used to achieve the blur view effect.
However, it does not handle Skia-based drawings that may be on the view that is blurred.
Skia, via SKCanvasView, is used heavily for controls within the App so this is kind of a deal breaker if I cannot find a solution. The issue is very odd. Anything that is drawn on the canvas view appears to be scaled and translated when drawn to the internal canvas.
Screen-Shot - blur label v. blur SKCanvasView
The screen-shot show the difference in results from blurring a label with text v. blurring a red circle drawn on an SKCanvasView.
For reference, I've posted a sample project on GitHub. It can be found here: jaredballen/BlurView
I'd really appreciate any input that can be shared.
When you invoke _rootView?.Draw(_internalCanvas); the circle SKCanvasView is internally rendering itsself using _internalCanvas size (same as _blurView size) resulting in demonstrated behavour. My guess this could be solved by making _internalCanvas of the same size as the _rootView, rendering root view as blurred, then clipping and translating the result inside the smaller _blurView.

How to add control on SkiaSharp

I have a floor plan (.svg format) and I want to load this svg with SkiaSharp, so that I could zoom-in and zoom out. (this guy's documentation was very helpful)
I will put a pin on svg (on SkiaSharp)
I created AbsoluteLayout and ImageButton and used AbsoluteLayout.SetLayoutBounds method. This worked.
But, this is actually not skiasharp's control, this is forms control. I have a coordinates on svg and I will use skiasharp svg's coordinates . How can I add a layer by layer control on skiasharp, or does skiasharp have a control for this?

How to desaturate canvas group in Unity

How to get access to custom canvas group shader? I need to desaturate all child of game object situated on canvas. Something like canvas group component that provide possibility to change alpha of all child objets.
Unity might be using a more elegant solution by hiding their implementation of setting the alpha via the CanvasGroup component in their C++ part of the engine.
For now it looks like there is no other way than to set the material property on all UI elements (UnityEngine.UI.Graphic) with a custom material.
Remember, you can download the official shader source files. ;) There's a default UI shader, which you need to modify to add additional color functionality.

Highcharts animation with color blending

Is it possible with High Charts to blend/dissolve the colors in an animation when data changes?
The motion is already working but the barcolors won't blend/dissolve.
Unforuantely defualty it is not possible, you can configurare your animation only by http://api.highcharts.com/highcharts#chart.animation . In other cases you need to prepare your own animation mechanism, including edit a source code of highcharts.

Combine sprite animation with path movement with CALayer

In Monotouch, I need to create a basic animation of an image moving along a path while animating it's image content with a sprite sheet or replacing the content CGImage, everything i try i can't combine both animations. I tried subclassing the CALayer and animate custom properties or combine animations in group nothing seems to work. What's the best way to produce this kind of animation?
To get a smooth animation, you want to think of what CAlayers represent: they are a handle to a texture that live in the GPU space. To get smooth animation you can control a few of their properties, but arbitrary changes like rendering the data again wont work fine.
What you should do is put all of your images in the sprite sheet, and then animate the ContentsRect property of the CALayer.

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