I use this code, that work, really size of image 160x148 but image button is view very big on all screen!
UIImageView* animatedImageView = [[UIImageView alloc] initWithFrame:self.view.bounds];
animatedImageView.animationImages = [NSArray arrayWithObjects:
[UIImage imageNamed:#"button1.png"],
[UIImage imageNamed:#"button2.png"],
[UIImage imageNamed:#"button3.png"],
[UIImage imageNamed:#"button4.png"], nil];
animatedImageView.animationDuration = 1.0f;
animatedImageView.animationRepeatCount = 0;
[animatedImageView startAnimating];
[yourButton addSubview: animatedImageView];
How fix that?
The images are big because you called initWithFrame: and passed in your view's bounds. Change it to a different-sized rect, such as:
CGRectMake(0, 0, 160, 148)
... and then reposition it as you see fit.
Try this code.It will help you for correct solution.
UIImage *myimage=UIImage imageNamed:#"button1.png";
Button.imageview.image=myimage;
Related
I'm setting a random background image for my app by loading an image and adding it to my view:
UIImageView *background = [[UIImageView alloc]
initWithImage:[UIImage imageNamed:
[NSString stringWithFormat:#"bg%u.jpg", 1+arc4random_uniform(15)]]];
[self.view addSubview:background];
[self.view sendSubviewToBack:background];
My images are 640x1136 at 326 ppi, yet the image is appearing zoomed in for some reason. Any ideas as to why would be appreciated.
Simulator
Actual image:
Thanks.
It s because you alloc init with your image, not with a fix size.
int screenHeight = [UIScreen mainScreen].bounds.size.height;
int screenWidth = [UIScreen mainScreen].bounds.size.width;
UIImageView *background = [[UIImageView alloc]initWithFrame:CGRectMake(0, 0, screenWidth, screenHeight)];
background.image = [UIImage imageNamed:[NSString stringWithFormat:#"bg%u.jpg",1+arc4random_uniform(15)]]
[self.view addSubview:background];
[self.view sendSubviewToBack:background];
Do it like this
Hi try like this,
UIImageView *background = [[UIImageView alloc]
initWithImage:[UIImage imageNamed:
[NSString stringWithFormat:#"bg%u.jpg", 1+arc4random_uniform(15)]]];
background.frame = self.view.frame; // this is the only line you have missed
[self.view addSubview:background];
[self.view sendSubviewToBack:background];
I am new to programming and developing my first application, but I want to know that how can I display image to imageView.
Programmatically :
From http://www.iphoneexamples.com/:
CGRect myImageRect = CGRectMake(0.0f, 0.0f, 320.0f, 109.0f);
UIImageView *myImage = [[UIImageView alloc] initWithFrame:myImageRect];
[myImage setImage:[UIImage imageNamed:#"myImage.png"]];
myImage.opaque = YES; // explicitly opaque for performance
[self.view addSubview:myImage];
[myImage release];
Where myImage.png is an png format image which you will import to your resources folder.
Using Nib(Xib File):
Open your.xib file.
Go to Tools -> Library.
Drag and drop one UIImageView on your .xib.
Open Attribute Inspector of the ImageView(Press Cmd + 1).
You'll get one Image property. Set the image you want from your Resource folder using the drop-down list.
There you got it. :-)
// First way
myImage.image = [UIImage imageNamed:#"myImage.png"];
// Second way
NSString *fullpath = [[[NSBundle mainBundle] bundlePath] stringByAppendingString:#"/myImage.png"];
myImage.image = [UIImage imageWithContentsOfFile:fullpath];
Check out UIImageView class reference here
Read http://www.iphoneexamples.com/
CGRect myImageRect = CGRectMake(0.0f, 0.0f, 320.0f, 109.0f);
UIImageView *myImage = [[UIImageView alloc] initWithFrame:myImageRect];
[myImage setImage:[UIImage imageNamed:#"myImage.png"]];
myImage.opaque = YES; // explicitly opaque for performance
[self.view addSubview:myImage];
[myImage release];
UIImageView *imageView=[[UIImageView alloc] init];
[imageView setImage:[UIImage imageNamed:#"yourImage.png"]];
(If you have created imageView from IB and have outlet-ed it then ignore First Line)
Try it using:
imgView.image = [UIImage imageNamed:#"test.png"];
In my Iphone App, I used the following code for the animation of those 3 images in viewDidLoad() method and I use left transform to load this ViewController. But these imageView is not displayed on the view.
NSArray *newArray = [[NSArray alloc]initWithObjects:[UIImage imageNamed:#"search1.png"],
[UIImage imageNamed:#"search2.png"],
[UIImage imageNamed:#"seach3.png"],
nil];
UIImageView *imageView = [UIImageView alloc];
[imageView initWithFrame:CGRectMake(240, 60, 60, 30)];
imageView.animationImages = newArray;
imageView.animationDuration = 0.25;
imageView.animationRepeatCount = 3;
[self.view addSubview:imageView];
Animation won't start until you tell it to start. You will need to add a command to startAnimating. I also cleaned up your alloc/init and I added a command to make the image view still keep showing when it is not animating. Setting an animation will not make the image appear. The image property is for the still image and the animationImages property is for the animating images of a UIImageView.
UIImageView *imageView = [[UIImageView alloc] initWithFrame:CGRectMake(240, 60, 60, 30)];
imageView.image = [UIImage imageNamed:#"search3.png"]; //This will be the image that is visible when it is NOT animating.
imageView.animationImages = newArray;
imageView.animationDuration = 0.25;
imageView.animationRepeatCount = 3;
[imageView startAnimating]; //This will make the animation start
[self.view addSubview:imageView];
Finally, your third image is missing an r. I think you want #"search.png" and not #"seach.png"
i can show image on left hand side of table view but why my right hand side is not working
CGRect frame;
frame= CGRectMake(310 ,10, 50, 50);
UIImageView * myImageView = [[UIImageView alloc]init];
cell.myImageView.image = [UIImage imageNamed:#"bowl.png"];
myImageView.frame = frame;
[myImageView release];
Try this, it works for me:
UIImageView *image = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"yellow_dot.png"]];
cell.accessoryView = image;
Do this code in willDisplayCell and it should work. Also remember the default cell already has an imageview, you can just move its frame.
This is the strangest error i have come across.
Am trying to add a countdown animation onto a Class that extends UIView. The code is shown below:
NSArray *myImages = [[NSArray alloc] initWithObjects: [UIImage imageNamed:#"3.png"], [UIImage imageNamed:#"2.png"], [UIImage imageNamed:#"1.png"], [UIImage imageNamed:#"Go.png"], nil];
UIImageView *myAnimatedView = [[UIImageView alloc] initWithFrame:CGRectMake(50, 50, 80, 80)];
myAnimatedView.animationImages = myImages;
myAnimatedView.animationDuration = 3;
myAnimatedView.animationRepeatCount = 0;
[self addSubview:myAnimatedView];
[myAnimatedView startAnimating];
It is just not appearing on the screen. Any Ideas?
Have you made sure those images are added to your project?
Can you add them as a flat image (non-animated) -- as in:
UIImageView *myAnimatedView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"3.png"]];
[self addSubview:myAnimatedView];
(just to make sure that works first)?
If, instead of extending UIView, you extended UIImageView, would that make a difference?
Try switching the last 2 lines. From:
[self addSubview:myAnimatedView];
[myAnimatedView startAnimating];
To:
[myAnimatedView startAnimating];
[self addSubview:myAnimatedView];