Having issues with this, I'm certain that I'm not grasping something.
Let's say I've created properties for three image views and linked those views to three views in Interface Builder. I synthesize them, link them all in IB (double checked). I've also created a property for a NSMutableArray and synthesized it.
When the view loads (viewdidload), I put all of the aforementioned image views into the array. For example:
[imageArray initWithObjects: img1, img2, img3, nil];
How do I directly access/set/change/whatever the views directly from the array?
For instance, if I wanted to change what img1 is displaying, I've been trying things like:
[imageArray objectAtIndex:0].image = [UIImage imageWithName:#"someimage.png"];
But it gives me an error. If I replace img1 in the array, will it display in IB?
QueueOverflow's solution is correct. In addition to that, u can also do like,
((UIImageView *)[imageArray objectAtIndex:0]).image = [UIImage imageNamed:#"someimage.png"];
Try this
UIImageView *selectedImageView = (UIImageView *)[imageArray objectAtIndex:0];
selectedImageView.image = [UIImage imageWithName:#"someimage.png"];
Related
I can now display a UIImageView that is within an array but using the following:
[[self.guess objectAtIndex:1] setFrame:CGRectMake(20, 20, 100, 100)];
[self.view addSubview:[self.guess objectAtIndex:1]];
If I want to change the image within one of my UIImageViews within the array
I can use:
[self.guess replaceObjectAtIndex:1 withObject:Square];
but I then have to remove the original view, then add the new subview again:
[[self.guess objectAtIndex:1] removeFromSuperview];
[self.view addSubview:[self.guess objectAtIndex:1]];
The trouble is, my new subview does not inherit the frame position and size
of the original image (as this may have changed). Is there a way to do this
more easily?
I was hoping for something like this, that would just update the original
image in the same position, with the same size:
[self.guess.image replaceObjectAtIndex:1 withObject:Square.image];
Thanks again!
Would it be possible to store only the images in the array and just have one UIImageView? Then, just replace the image inside the UIImageView element
What Radu already said, its better to keep an array of images, or imageNames. Then you also do not have to remove the imageView from the superView, you just reuse the one and only one ImageView.
So what you left is something like this
yourImageView.image = [self.guess objectAtIndex:1];
And if you only store the names in the array
yourImageView.image = [UIImage imageNamed:[self.guess objectAtIndex:1]];
I don't if you've tried this yet, but this should work.
UIImageView *img = (UIImageView *)[self.guess objectAtIndex:1];
img.image = Your Image;
First off, I am just starting with Xcode and iPhone developing, so please bear with me if these issues are redundant...I haven't found the answer yet, hence my posting. Second...ok, there is second...so I will get to the question.
I am using an UIImage view for the background image of my TheEyeViewController and I need another UIImageView to set on top of the background UIImageView. The foreground UIImageView needs to load a sequence of images...but it's not working. When I try to setup the foreground image view with code, I don't think the compiler is able to differentiate between the 2 image views. It doesn't crash...the sequence just doesn't show up.
Any help on this is greatly appreciated.
Thank you for your time.
//.h
UIImageView *imageView;
#property(nonatomic, retain) IBOutlet UIImageView *imageView;
//.m
- (void)viewDidLoad
{
imageView.animationImages = [NSArray arrayWithObjects:
[UIImage imageNamed:#"openingSeq1.jpg"],
[UIImage imageNamed:#"openingSeq2.jpg"],
[UIImage imageNamed:#"openingSeq3.jpg"],
[UIImage imageNamed:#"openingSeq4.jpg"],
[UIImage imageNamed:#"openingSeq5.jpg"],
[UIImage imageNamed:#"openingSeq6.jpg"],
[UIImage imageNamed:#"openingSeq7.jpg"],
[UIImage imageNamed:#"openingSeq8.jpg"],
[UIImage imageNamed:#"openingSeq9.jpg"],
[UIImage imageNamed:#"openingSeq10.jpg"],nil];
imageView.animationDuration = 2;
imageView.animationRepeatCount = 1;
[imageView startAnimating];
[self.view addSubview:imageView];
if(imageView.image == nil)
{
labelRandText.text = #"Images didn't load.";
}
[super viewDidLoad];
}
General comments that may or may not help:
Supposing [UIImage imageNamed:#"openingSeq1.jpg"] returns nil, that's the same as posting an empty array because that nil will look like the one that ends the list of things passed to arrayWithObjects:. It's probably worth adding a quick:
NSLog(#"os1: %#", [UIImage imageNamed:#"openingSeq1.jpg"]);
If that shows that you're getting nil back then your project is set up incorrectly, such that UIImage can't find the files.
If imageView is already in your view in Interface Builder then [self.view addSubview:imageView]; is redundant, but shouldn't be harmful.
An NSLog(#"%#", imageView) (or even one that logs both the imageView you're trying to reach and the other one that you think may be problematic, so you can check they're not the same one) can be used to verify that you have things wired up correctly in Interface Builder.
Also, technically you should call [super viewDidLoad]; before any of your own code, because logically you want the superclass to have done whatever it should do before you do whatever you should do. However, as with addSubview, this shouldn't really make any odds in your particular case because the UIViewController base class doesn't do anything in viewDidLoad.
i have a map (just an image) and i want that a user can click on some places on the map. I think i can do that with adding buttons as subviews. But i also want to animate them. So for example want to have a ring form around the link position. And this ring should animate like pulsing or so. How can i do that the best way?
greets Max
Not sure why nobody has tried to answer this but it's not too difficult.
First, create a UIImageView and configure it to animate your desired effect. The UIImageView documentation is very clear on what to do. Something like:
NSArray *imageArray = [NSArray arrayWithObjects:
[UIImage imageNamed:#"frame1.png],
[UIImage imageNamed:#"frame2.png],
...,nil];
UIImageView *animatedImageView = [[UIImageView alloc] initWithFrame:myFrame];
animatedImageView.animatedImages = imageArray;
animatedImageView.userInteractionEnabled = YES;
[self.view addSubView:animatedImageView];
[animatedImageView startAnimating];
You then have to add the code to respond to touch events on the imageView.
Alternatively, you can create a UIButton subclass that displayed an animated UIImageView per above and then use the standard addTarget:action to respond to user actions.
In my application,i created an imageview on the above the tabbar.I want to display some images here for displaying some adds there.
What my actual problem is...i added this on my table view and whenever i am scrolling the table view ,my imageview is also scrolling.Please help me in this
Thanks in advance.Here is my code
UIImageView *currentLocationImageView = [[UIImageView alloc] init];
NSURL *url1 = [NSURL URLWithString:#"http://imgsrv.995themountain.com/image/kqmt2/UserFiles/Image/SiteGraphics/MTNVideos360x80.jpg"];
UIImage *img1 = [UIImage imageWithData: [NSData dataWithContentsOfURL:url1]];
NSURL *url2 = [NSURL URLWithString:#"http://download.xbox.com/content/images/35f6c527-fb73-40d3-bcb9-bdea2680bc03/1033/banner.png"];
UIImage *img2 = [UIImage imageWithData: [NSData dataWithContentsOfURL:url2]];
NSArray *images = [NSArray arrayWithObjects:img1, img2, nil];
[currentLocationImageView setAnimationImages:images];
[currentLocationImageView setAnimationRepeatCount:0];
[currentLocationImageView setAnimationDuration:5.0];
currentLocationImageView.frame = CGRectMake(0.0, 340.0, 320.0, 30.0);
//self.tableView.tableFooterView = currentLocationImageView;
[currentLocationImageView startAnimating];
[self.view addSubview:currentLocationImageView];
Without seeing more code, it looks as though you may be using a UITableViewController instead of a UIViewController. The difference between the two is important in the case of your last line [self.view addSubview:currentLocationImageView]. What that does in a UIViewController is adds it to the view that would be containing the tableview and the imageview. However, in a UITableViewController the self.view property holds the tableview itself, therefor, it ads your image view as a subview of the tableview, subjecting it to the tableview's scrolling behaviour.
What you can do is change from using a UITableViewController (probably going to be trivial for your application, but may be less than trivial depending on why you opted to use it in the first place); and you'll also need to explicitly create the tableview, and add it to the backing view of the UIViewController subclass you're writing—akin to how you're adding the imageview above.
Hope this helps.
Im just fiddling around with small apps, trying to learn the SDK and ObjC 2.
Im trying to display an image randomly and I keep finding different ways up displaying a picture. I have uploaded the picture into the SDKs resources folder.
Anyway, here is my code. Can someone steer me in the right direction.
#import "randomViewController.h"
#implementation randomViewController
//not sure if this is the right way to do it really.
NSArray *comImage = [NSArray arrayWithObjects:
[UIImage imageNamed:#"rock.png"],
[UIImage imageNamed:#"paper.png"],
[UIImage imageNamed:#"scissors.png"],
nil];
- (IBAction) randButton {
int text = rand() % 3;
switch (text) {
case 0:
textView.text = #"Rock";
break;
case 1:
textView.text = #"Paper";
break;
case 2:
textView.text = #"Scissors";
break;
default:
break;
}
}
I would do it this way:
NSArray *myImageNames = [NSArray arrayWithObjects:#"rock.png", #"paper.png", #"scissors.png", nil];
int index = arc4random() % [myImageNames count];
UIImage *myImage = [UIImage imageNamed:[myImageNames objectAtIndex:index]];
myUIImageView.image = myImage;
Obviously you can hold on to myImageNames so you don't have to recreate it every run if you deem it worthwhile.
Edit:
Got it. See the updated code. It assumes you have already added a UIImageView called myUIImageView to your view. I assume you know how to do this if you already have a UIButton on the screen.
To add a UIImageView:
Declare the UIImageView *myUIImageView in your header.
Place this in your viewDidLoad assuming you use an xib:
myUIImageView = [[UIImageView alloc] initWithFrame:CGRectMake(x, y, width, height)];
[self.view addSubview:myUIImageView];
Replace x, y, width and height with the appropriate values. They will determine where in the view the UIImageView appears and how large it is.
To display images, you want to add a UIImageView and set its image property to whatever UIImage you want. Look at David's answer to see how to get a random image using objectAtIndex:, then set the image property of your image view to that.