UIImageView movement using pan not completely smooth

UIImageView movement using pan not completely smooth

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UIImageView movement using pan not completely smooth
Tag : iphone , By : fayoh
Date : November 26 2020, 01:01 AM

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smooth image movement

Tag : java , By : Keonne Rodriguez
Date : March 29 2020, 07:55 AM
like below fixes the issue decodeResource is a hugely expensive call. You shouldn't do it so often, and especially not in this method. Decode it earlier and store the result as a field, which you would then use in the onDraw(..) call.

Smooth Movement

Tag : jquery , By : Munir
Date : March 29 2020, 07:55 AM
like below fixes the issue you animate statements are colliding. And since you are already using interval, there is no need to use animate for left and right:
    if (direction == 37) { //left
            left: "-=2"
        if (!$('.mario').hasClass('flipped')) {
    /*if (direction == 38) {//up
        $(".mario").animate({top: "-=5"}, 0);
    if (direction == 39) { //right
            left: "+=2"
        if ($('.mario').hasClass('flipped')) {

Sprite Smooth movement and facing position according to movement

Tag : development , By : Joe Sweeney
Date : March 29 2020, 07:55 AM
To fix the issue you can do The movement problem is caused by your operating system setting a delay between key presses. Try this out by going to a text editor and holding down a key. You'll notice that a character shows up immediately, followed by a delay, followed by the character repeating until you release the key.
That delay is also happening between calls to the keyPressed() function. And since you're moving the character (by modifying the x variable) inside the keyPressed() function, you're seeing a delay in the movement.
if (isLeft ){
  x -= speed;
  x += speed;

Smooth movement in processing

Tag : java , By : Johannes
Date : March 29 2020, 07:55 AM
wish help you to fix your issue First of all I recommend to chang the class Player1 respectively Player2. Do not use different class, for objects which behave the same. Note, the only difference is that the players are moved by different keys, this should not be handled by different objects.
Create a single class Player. The class ahs to new methods pressed and released, which change the current direction of movement (dx, dy), dependent on the input parameters left, right, up and down. e.g.:
class Player {  
    int x, y;
    int dx = 0, dy = 0;
    float speedX = 5;
    float speedY = 5;
    int size;

    Player(int newX, int newY, int newSize) {
        x = newX;
        y = newY;
        size = newSize;

    void run() {

    void movePlayer() {
        x += dx * speedX;
        y += dy * speedY;

    void display() {
        ellipse(x, y, size, size);

    void pressed(boolean left, boolean right, boolean up, boolean down) {
        if (left)  dx = -1;
        if (right) dx =  1;
        if (up)    dy = -1;
        if (down)  dy =  1;

    void released(boolean left, boolean right, boolean up, boolean down) { 
        if (left)  dx = 0;
        if (right) dx = 0;
        if (up)    dy = 0;
        if (down)  dy = 0;
Player player1;
Player player2;

void setup() {
    // [...]

void draw() {
    // [...]

void keyPressed() {
    player1.pressed((key == 'a' || key == 'A'), (key == 'd' || key == 'D'),
                    (key == 'w' || key == 'W'), (key == 's' || key == 'S'));

    player2.pressed(keyCode == LEFT, keyCode == RIGHT, keyCode == UP, keyCode == DOWN);

void keyReleased() {
    player1.released((key == 'a' || key == 'A'), (key == 'd' || key == 'D'),
                     (key == 'w' || key == 'W'), (key == 's' || key == 'S'));

    player2.released(keyCode == LEFT, keyCode == RIGHT, keyCode == UP, keyCode == DOWN);

Changing CSS transform on scroll: jerky movement vs. smooth movement

Tag : javascript , By : Gilmar Souza Jr.
Date : March 29 2020, 07:55 AM
I wish did fix the issue. You are able to get a visual performance boost by implementing will-change on elements. It is supported in recent browsers (excluding edge and no IE).
function gogoJuice() {
  // The optimizable properties that are going to change
  self.elems[i].style.willChange = 'transform';

function sleepNow() {
  self.elems[i].style.willChange = 'auto';
.parallax {
  will-change: transform;
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