Archive for 'Duration'

Element animation options object in Sencha

//Set element1 as my_result div 
var elementl = Ext.get("my_result"); 
// default animation 
elementl.setWidth(100, true); 
// Element animation options object 
var option1 = { duration: 1, easing: 'elasticIn', callback:, scope: this }; 
// animation with some options set 
elementl.setWidth(100, option1);
That's it. 


Audio Playback

The media library provides support for controlling playback of

  • event sounds: short sounds that are played in entirety
  • extended sounds: may be longer and can be paused during playback, but only one may be open at at time

Event Sounds

local soundID = media.newEventSound( "beep.caf" )

local playBeep = function()

media.playEventSound( soundID )


timer.performWithDelay( 1000, playBeep, 0 )

Extended Sounds

media.playSound( “song.mp3″ )

local stopAfter10Seconds = function()



timer.performWithDelay( 10000, stopAfter10Seconds )

The following functions should be used to play longer duration sound.

media.playSound( soundFile )



A subscription In-App purchase shares attributes of both consumable and non-consumable products. Like a consumable product, a subscription may be purchased multiple times and you can implement your own renewal mechanism in your app. However, subscriptions must be provided on all devices associated with a user.
Here developer will have to deliver subscriptions through their own server. Developer should also handle subscriptions across multiple devices.

There are 2 types of subscription In-App purchases

Auto-renewable Subscriptions

An auto-renewable In-App Purchase subscription allows the user to purchase in-app content for a set duration of time. At the end of that duration the subscription will renew itself, unless the user opts out, which he/she has to do from his/her account in iTunes.


Non-renewing Subscriptions
A Non-renewing subscription do not have the feature where we can set the duration we want to offer for our In-App purchase. So we must provide the information some other way. It requires a user to renew each time and the expiry of the subscription should be handled by the developer.

Give wave action to a sprite

The following code gives a wave animation for a sprite.

CCSprite *bg = [CCSprite spriteWithFile:@"bg.png"];
id wavesAction = [CCWaves actionWithWaves:5 amplitude:3.5f horizontal:NO vertical:YES grid:ccg(5,2) duration:20];
    [bg runAction: [CCRepeatForever actionWithAction:wavesAction]];

How to rotate a UIbutton in Xcode ?

CABasicAnimation *Buttonturn;
Buttonturn= [CABasicAnimation animationWithKeyPath:@"transform.rotation"];
Buttonturn.fromValue = [NSNumber numberWithFloat:0];
Buttonturn.toValue = [NSNumber numberWithFloat:((360*M_PI)/180)];
Buttonturn.duration = 0.5;
Buttonturn.repeatCount = 1;
[myButton addAnimation:Buttonturn forKey:@"180"];


CCSpeed in cocos2D

The CCSpeed action modifies the duration of the inner action.

id move = [CCMoveBy actionWithDuration:3 position:ccp(350,0)];
id action = [CCSpeed actionWithAction: move speed:1.0f];   // no speed modification
// but you can modify the speed later
[action setSpeed: 2.5f]; // speed is 2.5 faster
[action setSpeed: 0.5f]; // speed is 0.5 faster (it means 2 times slower)

CCSpawn in cocos2D

The CCSpawn action lets you run several actions at the same time. The duration of the CCSpawn action will be the duration of the longest sub-action.

id action = [CCSpawn actions:
		[CCJumpBy actionWithDuration:2 position:ccp(300,0) height:50 jumps:4],
		[CCRotateBy actionWithDuration: 2 angle: 720],
[sprite runAction:action];

Reverse action in cocos2D

Almost all actions have the reverse method implemented. Basically it creates a new action with the reverse behavior.


id move = [CCMoveBy actionWithDuration:2  position: ccp(80,80)]; 
id move_reverse = [move reverse];

The move_reverse action will be a CCMoveBy action of duration 2, but with the position value of ccp(-80,-80).

- (IBAction) toggleSwitchAction: (BOOL) yes {
	// beginning the animation
	[UIView beginAnimations:nil context:NULL];
	// setting duration of the animation
	[UIView setAnimationDuration: 0.3];
	// setting new value for the switch
	resSwitch.on = yes;
	// commiting the animation for execution
	[UIView commitAnimations];

Graphic assets required for your android apps

Graphic assets required for your android apps

1. screenshots:- You can upload up to 8 screenshots, minimum is 2. The size of the screenshots are: 320×480, 480×800 or 480×854 (24 bit PNG)

2. High Resolution Application Icon:- size of the icon should be 512×512.

3. Promotional Graphic:- 180×120 (24 bit PNG) image. This is optional

4. Feature Graphic:- 1024×500 (24 bit PNG) image. This is optional

5. Video Link:- YouTube video showcasing your app. Duration 30 sec to 2 minutes

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