i have one gif image file having 4 images , i like to display these images in UIImage view one by one line image.animation . please guide is it possible to display or shoul i use alternat tell me .
thank you .
FLAnimatedImage is a performant open source animated GIF engine for iOS:
Plays multiple GIFs simultaneously with a playback speed comparable
to desktop browsers
Honors variable frame delays
Behaves gracefully under memory pressure
Eliminates delays or blocking during the first playback loop
Interprets the frame delays of fast GIFs the same way modern browsers do
It's a well-tested component that I wrote to power all GIFs in Flipboard.
it will help you , for gif link..https://github.com/mayoff/uiimage-from-animated-gif more help please feel free to ask
yes it possible in iOS,here i enclosed one URL below.please refer this for your concept,even i did it with help of this link.
https://github.com/mayoff/uiimage-from-animated-gif
hope i held you.
Try like this...
- (void)viewDidLoad {
[super viewDidLoad];
NSURL *url = [[NSBundle mainBundle] URLForResource:#"loading" withExtension:#"gif"];
UIImage *loadingImage = [UIImage animatedImageWithAnimatedGIFData:[NSData dataWithContentsOfURL:url]];
self.dataImageView.animationImages = loadingImage.images;
self.dataImageView.animationDuration = loadingImage.duration;
self.dataImageView.animationRepeatCount = 1;
self.dataImageView.image = loadingImage.images.lastObject;
[self.dataImageView startAnimating];
}
First of all you can add those 4 images in one Plist and do the following code. I hope it will work
NSDictionary *picturesDictionary = [NSDictionary dictionaryWithContentsOfFile:[[NSBundle mainBundle] pathForResource:#"PhotesArray" ofType:#"plist"]];
NSArray *imageNames = [picturesDictionary objectForKey:#"Photos"];
NSMutableArray *images = [[NSMutableArray alloc] init];
for (int i=0; i<[imageNames count]; i++) {
[images addObject:[UIImage imageNamed:[imageNames objectAtIndex:i]]];
}
//Normal animation
self.dataImageView.animationImages = images;
self.dataImageView.animationDuration = 3.0;
[self.dataImageView startAnimating];
Related
I am creating an app in which I am loading 800 jpg images for the Imageview.On occurance of different enevts different set of images are to be loaded for animation.on fire of first event it works fine but on 2nd event it crashes on iPhone.Any help?
my part of code is as below
for (int aniCount = 1; aniCount < 480; aniCount++){
UIImage *frameImage = [UIImage imageWithContentsOfFile: [[NSBundle mainBundle] pathForResource: [NSString stringWithFormat: #"ani_soft_whimper_%i", aniCount] ofType: #"jpg"]];
[_arr_ImagesSoftWhimper addObject:frameImage];
}
imageView.animationImages = _arr_ImagesSoftWhimper;
and i m getting crash for these set of images.
It is possible that you are running out of memory. But this is just a guess. Please provide some code.
1.if you are downloading from any server please call Asynchronous call.
2. check your image dimension,size,if dimension is big according to uiimageview frame then first resize or crop your image and then set into uiimageview.
i have this scroll view, that I'm loading into him few images from URL.
the problem is that the scroll view don't show any of them until that all loaded.
i want to show every image the moment i finished loading her.
my code looks like this:
-(void)loadPhotosToLeftscroll{
for (int count = 0 ; count < [leftPhotoArray count]; count++) {
NSLog(#"nextPhotoHight: %f",nextLeftPhotoHight);
NSMutableDictionary *photoDict;
photoDict = [leftPhotoArray objectAtIndex:count];
float photoHight = [[photoDict objectForKey:#"photos_height"]floatValue];
float photoWide= [[photoDict objectForKey:#"photos_width"]floatValue];
NSString *photoPath = [photoDict objectForKey:#"photos_path"];
NSData * imageData = [[NSData alloc] initWithContentsOfURL: [NSURL URLWithString:photoPath]];
UIImage *image = [[UIImage alloc] initWithData:imageData];
UIImageView *photoView = [[UIImageView alloc]initWithFrame:CGRectMake(10 , nextLeftPhotoHight, photoWide, photoHight )];
[photoView setImage:image];
[photoView.layer setMasksToBounds:YES];
[photoView.layer setCornerRadius:6];
nextLeftPhotoHight = photoView.frame.size.height + photoView.frame.origin.y + 10;
[leftBlockScroll addSubview:photoView];
}
}
You better use a asynchronous way to do that.
Relative topic is NSURLConnection, UIImageView.
I have done something similar before.
1. Create a new model inherit to UIView
2. This model will have a UIImageView, NSData
3. When u init the model, pass in a URL
4. Use NSURLConnection to send out AsynchroizedRequest
5. By using NSURLConnection delegate, you will finally get the Data of the image
6. Init a UIImage with these data
7. Init The UIImageView with this Image
8. Add this imageview to this model or directly pointing this model to the imageview
Feel free to ask for more detail :)
I m loading lots of rather large images in my viewcontroller, using
NSUInteger nimages = 0;
for (; ; nimages++) {
NSString *nameOfImage_ = #"someName";
NSString *imageName = [NSString stringWithFormat:#"%#%d.jpg", nameOfImage_, (nimages + 1)];
image = [UIImage imageNamed:imageName];
if (image == nil) {
break;
}
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
//some other stuff....
[imageView release];
}
the usual unloading occurs in - (void)viewDidUnload and - (void)dealloc
with self.image = nil; and [image release];
It seems after a few "loading" and "unloading" the cache still grows to the point of no return!!
:)
and the app crashes...
any ideas??? how do i empty my cache? and where?
thanks
EDIT:
ok this is what i was doing wrong.
Apparently this piece of code fixes the whole caching problem:
image = [[UIImage imageNamed:imageName] autorelease];
with autorelease being the key here.
thanks for the replies...
Thank you all for your suggestions.
Solution:
Used ARC and imageWithContentsOffFile to initialize the Images.
image = [UIImage imageWithContentsOfFile: [[NSBundle mainBundle] pathForResource:imageName ofType:nil]];
And Yes, imageNamed is only good for... well for nothing big...
image = [[UIImage imageNamed:imageName] autorelease];
This is incorrect. In keeping with the memory management rules, you shouldn't be releasing (or autoreleasing) the image because you didn't allocate or retain it. "imageNamed" doesn't contain "alloc", "new", "copy", or "retain".
As some of the other answers explain, you should load your images with a different method if you want more control over the memory they use.
imageNamed is an awful way to load images in reality, it never releases loaded images unless forced and keeps them in the cache forever. You should implement your own, more intelligent cache. A simple NSMutableDictionary gives the same functionality but with more flexibility.
For a more in-depth discussion you can read this: http://www.alexcurylo.com/blog/2009/01/13/imagenamed-is-evil/
Use another method to initialize you image. imageNamed caches.
Instead of using using imageNamed you can use imageWithContentsOfFile:
Or check this article
link 0
link 1
what i am trying to do is save a URL to one of the photo library pictures. then use this URL to set the image on a CCSprite.
this is the URL being saved as a NSString :
[_currentTarget setObject:[[NSString alloc]initWithString:[[info objectForKey:#"UIImagePickerControllerReferenceURL"]absoluteString]] forKey:#"image1Name"];
Then set the a property of a Target object i made
NSString *image1PathName = [[listOfUserMadeTargets objectAtIndex:num]objectForKey:#"image1Name"];
self.normalImage = image1PathName;
this is when the CCSprite is made
Target *target = [[Target alloc] targetThatIsUserMade];
[_targets addObject:target]; // add it to the array
target.position = ccp(spawnX,spawnY);
target.scale = -0.001875 * target.position.y + 1.09375;
[self addChild:target z:1];
UIImage *image = [[UIImage alloc] initWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:target.normalImage]]];
[target setTexture:[[CCTextureCache sharedTextureCache] addCGImage:image.CGImage forKey:#"key" ]];
The problem im having is that the Target is there, but the image is not
I have done this many different ways with no luck
thank you for any help
This is a post (and answer) I made which shows you how to save the NSURL for a UIImage in the CameraRoll, and use it later to get the image back, using a UIImagePickerController. This sample code should also help you in how to access the image. Hope that Helps!
I have a list of images retrieve from .xml file and these images are images link from the server e.g. " www.seeimage.com/rice.png"
I am parsing the images everytime I went to that page
-(void)viewdidload{
for (int i = 0; i<[appDelegate.foodItems count];i++) {
NSURL *ZensaiimageSmallURL = [NSURL URLWithString:ZensaiPLUitems.ZensaiimageSmallURL];
NSString *string = [[NSString alloc] initWithFormat:#"%#", ZensaiimageSmallURL];
NSData *simageData = [NSData dataWithContentsOfURL:ZensaiimageSmallURL];
UIImage *itemSmallimage = [UIImage imageWithData:simageData];
[zenbutton2 setImage:itemSmallimage forState:UIControlStateNormal];
[scrollView addSubview:zenbutton2];
}
}
i have been trying out on this tutorial : http://www.iphonedevsdk.com/forum/iphone-sdk-tutorials/13315-image-caching-tutorial.html
but i have no idea on how to implement this in my work.
any idea on how to cache them on the first run and whenever i return to that view ?
i don't want to rerun this method to retrive the images from the website everytime i come to this view.
it takes quite some time to init the images from the website to my UIButton before populating them to the scrollview.
if you do not want to retrieve the images from the website every time then you can download it once and store them e.g. into NSMutableDictionary . And access it whenever you want.
OR
Parse those images in separate thread so that your table view or scroll view will not get paused.