I'm trying to add more than 10 pictures on ScrollView.
NSUInteger i;
for (i = 1; i <= numberOfImage; i++)
{
NSString *imageName = [NSString stringWithFormat:#"d%dimage%d.png", imageSection, i];
UIImage *image = [UIImage imageNamed:imageName];
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
// setup each frame to a default height and width, it will be properly placed when we call "updateScrollList"
CGRect rect = imageView.frame;
rect.size.height = kScrollObjHeight;
rect.size.width = kScrollObjWidth;
imageView.frame = rect;
imageView.tag = i; // tag our images for later use when we place them in serial fashion
[scrollView addSubview:imageView];
[imageView release];
}
This code is from Apple example and it works fine. But if the variable 'i' is bigger than 10, 'UIImage *image' is empty. The imageName seems to correct. But I don't know why it does not load image. Does anybody sees the problem??
And one more thing. If I do like that, does iOS controls memory automatically? I mean it's kind of wasting memory if all (more than 10) images are loaded on memory even they are not displayed. I've heard that iOS loads images only displayed on screen and free images those are not displayed. Is that right?
Thanks for reading.
UIimage imageNamed: does cache file contents. I recommend you to use UIImage +imageWithContentsOfFile: that doesn't cache at all in such situation.
You have to make sure the images have the correct name (like 0dimage11.jpg) and are added to the XCode project.
You probably have to set the contentSize accordingly.
IOS will not do that magic memory management thing unless you are using a CATiledLayer based UIView.
If UIImage is not created, it because the name does not refer to an image in the resource folder and you should have an exception.
You need to have the correct file names. You said you think the file names are correct.
NSLog(#"Loop %d: d%dimage%d.png", i,imageSection, i]);
Log out the file names so you can see what the names actually are. Place that line in your loop.
NSUInteger i;
for (i = 1; i <= numberOfImage; i++)
{
NSString *imageName = [NSString stringWithFormat:#"d%dimage%d.png", imageSection, i];
NSLog(#"Loop %d: d%dimage%d.png", i,imageSection, i]);
UIImage *image = [UIImage imageNamed:imageName];
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
// setup each frame to a default height and width, it will be properly placed when we call "updateScrollList"
CGRect rect = imageView.frame;
rect.size.height = kScrollObjHeight;
rect.size.width = kScrollObjWidth;
imageView.frame = rect;
imageView.tag = i; // tag our images for later use when we place them in serial fashion
[scrollView addSubview:imageView];
[imageView release];
}
Then monitor the filenames in the debugger and see if those image files exist, and in the same directory where Apple put their image files.
Hey,Its not good way to load 10 images at once.All things you have done correct and still you'r image display empty then please check log may be there is memory warning.You can you apple's sample code photoscroller. It will do all thing that you want and also manages good memory.there are two method one is using CATieldLayer and another one directly load images. I recommended you to use method that uses CATieldLayer.
Sorry guys. This is turned out to be my fault. well, not exactly MY fault. Designers throw me many files with wrong filenames like d1imgae11.png... Anyway tips from all you guys gave me different view to see the problem and I got another hint about not to cache images. Thanks.
Related
I have scenario, in which I am getting images using Web Service and all images are in different resolution. Now my requirement is that I want resolution of each Images and using that I want to define size of UIImageView so I can prevent my Images from getting blurred
For example image resolution if 326 pixel/inch the imageview should be as size of that image can represent fully without any blur.
UIImage *img = [UIImage imageNamed:#"foo.png"];
CGRect rect = CGRectMake(0, 0, img.size.width, img.size.height);
UIImageView *imgView = [[UIImageView alloc] initWithFrame:rect];
[imgView setImage:img];
Image size IS it's resolution.
Your problem might be - retina display!
Check for Retina display and thus - make UIImageView width/height twice smaller (so that each UIImageView pixel would consist of four smaller UIImage pixels for retina display).
How to check for retina display:
https://stackoverflow.com/a/7607087/894671
How to check image size (without actually loading image in memory):
NSString *mFullPath = [[NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) lastObject]
stringByAppendingPathComponent:#"imageName.png"];
NSURL *imageFileURL = [NSURL fileURLWithPath:mFullPath];
CGImageSourceRef imageSource = CGImageSourceCreateWithURL((CFURLRef)imageFileURL, NULL);
if (imageSource == NULL)
{
// Error loading image ...
}
NSDictionary *options = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithBool:NO], (NSString *)kCGImageSourceShouldCache, nil];
CFDictionaryRef imageProperties = CGImageSourceCopyPropertiesAtIndex(imageSource, 0, (CFDictionaryRef)options);
NSNumber *mImgWidth;
NSNumber *mImgHeight;
if (imageProperties)
{
//loaded image width
mImgWidth = (NSNumber *)CFDictionaryGetValue(imageProperties, kCGImagePropertyPixelWidth);
//loaded image height
mImgHeight = (NSNumber *)CFDictionaryGetValue(imageProperties, kCGImagePropertyPixelHeight);
CFRelease(imageProperties);
}
if (imageSource != NULL)
{
CFRelease(imageSource);
}
So - for example:
UIImageView *mImgView = [[UIImageView alloc] init];
[mImgView setImage:[UIImage imageNamed:#"imageName.png"]];
[[self view] addSubview:mImgView];
if ([UIScreen instancesRespondToSelector:#selector(scale)])
{
CGFloat scale = [[UIScreen mainScreen] scale];
if (scale > 1.0)
{
//iphone retina screen
[mImgView setFrame:CGRectMake(0,0,[mImgWidth intValue]/2,[mImgHeight intValue]/2)];
}
else
{
//iphone screen
[mImgView setFrame:CGRectMake(0,0,[mImgWidth intValue],[mImgHeight intValue])];
}
}
Hope that helps!
You can get image size using following code. So, first calculate downloaded image size and than make image view according to that.
UIImage *Yourimage = [UIImage imageNamed:#"image.png"];
CGFloat width = Yourimage.size.width;
CGFloat height = Yourimage.size.height;
Hope, this will help you..
UIImage *oldimage = [UIImage imageWithContentsOfFile:imagePath]; // or you can set from url with NSURL
CGSize imgSize = [oldimage size];
imgview.frame = CGRectMake(10, 10, imgSize.width,imgSize.height);
[imgview setImage:oldimage];
100% working ....
To solve this problem, we need to take care of the device's display resolution..
For example you have an image of resolution 326ppi which is same as of iPhone4, iPhone4S and iPod 4th Gen. So you can simply use solutions suggested by #Nit and #Peko. But for other devices(or for image with different resolution on these devices) you will need to apply maths to calculate size for better display.
Now suppose you have 260ppi(with dimensions W x H) image and you wish to display it on iPhone4S, so as the information contained in it per inches is less than the display resolution of iPhone so we will need to resize it by reducing image size by 326/260 factor. so now the size for imageView that you will use is
imageViewWidth = W*(260/326);
imageViewHeight = H*(260/326);
In general:
resizeFactor = imageResolution/deviceDisplayResolution;
imageViewWidth = W*resizeFactor;
imageViewHeight = H*resizeFactor;
Here I am considering when we set an image in imageView and resize it, it does not removes or adds pixels from image,
Let the UIImageView do the work by utilizing the contentMode property to do your image resizing for you.
You probably want to be displaying your UIImageView with a static sizing (the "frame" property) that represents the maximum size of the image you want to display, and allowing the images to resize within that frame relative to their own particular size requirements (overall size, aspect ratio, etc.). You can let the UIImageView do the heavy lifting for you of dealing with different sized images by mastering the contentMode property. It has many different settings, one of which is UIViewContentModeScaleAspectFit, which will downsize your image as necessary to fit within the UIImageView, which if the image is smaller, it will simply display centered. You can play with the setting to get the results you want.
Note that with this approach, there is nothing special you need to do to deal with scaling issues associated with a Retina display.
As per the requirement you stated in the question body, I believe you need not change UIImageView size.
Image can represent fully without any blur using this line of code:
imageView.contentMode = UIViewContentModeScaleAspectFit;
Creating UIImageView with some offset is quite common task when you're building interface in code.
I can see two ways to initialize UIImageView with origin not equal to (0,0):
First way requires only image filename and origin, but contains a lot of code (we can reduce number of lines by one using frame.origin = CGPointMake(x,y); ):
UIImageView *imgView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"image_filename"]];
CGRect frame = imgView.frame;
frame.origin.x = 150;
frame.origin.y = 100;
undoBg.frame = frame;
Second way has much less code, looks cleaner but we need to hardcode image size:
UIImageView *shadowView = [[UIImageView alloc] initWithFrame:CGRectMake(100, 150, 800, 600)];
shadowView.image = [UIImage imageNamed:#"image_filename"];
What is best practice for you and why?
Thanks.
Hardcoding the images sizes is a form of Unnamed numerical constants which is an indication of Code Smell
This sort of thing should be avoided as much as possible as it can generate code that is a lot harder to maintain and is prone to human introduced errors. For example what happens when your graphic artist changes the size of the image? Instead of changing just one thing (the image) you now have to change many things (the image, and every place in the code where the image size has been hard coded)
Remember that you code not for today, but for the people who will come after you and maintain your code.
If anything, if you were really concerned about the extra lines of code, then you would abstract loading the UIImageView into a category, so that it can be used everywhere (note that this code is not tested):
#interface UIImageView (MyExtension)
-(UIImageView*)myLoadImage:(NSString*)named at:(CGPoint)location;
#end
#implementation
-(UIImageView*)myLoadImage:(NSString*)named at:(CGPoint)location
{
UIImageView *imgView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:named]];
CGRect frame = imgView.frame;
frame.origin.x = location.x;
frame.origin.y = location.y;
return imgView;
}
#end
Then you could simply do:
UIImageView* imageView = [UIImageView myLoadImage:#"image_filename" at:CGPointMake(150,100)];
I use the second one with slight modification,
UIImageView *shadowView = [[UIImageView alloc] initWithFrame:CGRectMake(100, 150, 800, 600)];
shadowView.image = [UIImage imageWithData:[NSData dataWithContentsOfFile:[[NSBundle mainBundle] pathForResource:fileName ofType:extension] ];
because imageNamed: caches image and cause memory leak.
I usually want my code to be easily readable. On the other hand I want the job done as fast as possible. In this case, there is so little code, I would go with less code. This is because I can get understand it so fast anyways. If it would be a much bigger example, I would use the easily readable code.
Surely it depends on your requirements. If I need to create an imageView in a class where the offset may change then I might do something like:
int myX = 10;
int myY = 100;
int myWidth = 200;
int myHeight = 300;
UIImageView *shadowView = [[UIImageView alloc] initWithFrame:CGRectMake(myX, myY, myWidth, myHeight)];
shadowView.image = [UIImage imageNamed:#"image_filename"];
but if I don't need to vary the offset and I know for a fact that the value won't change and no-one else will be needing to read or re-use my code then there's maybe nothing wrong (imho) with just using numbers in place of the int vars.
btw, you might want to avoid imageNamed as it caches the image which can lead to leaks.
I have an animated image which works great. It consists of 180 high quality images and it plays fine and loops continuously. My problem is that the first time I load the view containing these images it takes a long time to load. Every subsequent time after that it loads immediately as I am assuming that the images have been cached or preloaded!!! I come from a flash background and as I am sure you aware preloaders are as common as muck so I don't feel this should be difficult to find but after countless googling I cannot find any good examples on preloading or any articles on why there is a delay and what to do about it.
So my question(s) is this:
Is there a checkbox in the info.plist to preload all my images at the start of the app?
How can you preload images and are there any simple example projects that I could look at?
Is this the best way to implement what is essentially a video but has been output to a png sequence?
Is there another method as viewDidLoad does not work as I expect it to do. It traces "FINISHED LOADING IMAGES" (see code below) but the view does not show for a second or two after the images have been loaded so if the view does not show until the images have loaded then neither will the UIActivityIndicatorView which is also in the same view.
How do you do event listening in objective c?
Below is the code in the viewDidLoad which I believe is fairly standard:
Any help is greatly appreciated as I am banging my head on a brick wall on something that seems so basic in ui development. Help :)
- (void)viewDidLoad {
[super viewDidLoad];
imageArray = [[NSMutableArray alloc] initWithCapacity:IMAGE_COUNT];
NSLog(#"START LOADING IMAGES");
// Build array of images, cycling through image names
for (int i = 0; i < IMAGE_COUNT; i++){
[imageArray addObject:[UIImage imageNamed: [NSString stringWithFormat:#"Main_%d.png", i]]];
}
animatedImages = [[UIImageView alloc] initWithFrame:CGRectMake(0,20,IMAGE_WIDTH, IMAGE_HEIGHT)];
animatedImages.animationImages = [NSArray arrayWithArray:imageArray];
animatedImages.animationDuration = 6.0;
animatedImages.animationRepeatCount = 0;
[self.view addSubview:animatedImages];
animatedImages.startAnimating;
[animatedImages release];
NSLog(#"FINISH LOADING IMAGES");
}
Cheers
M
In case someone finds this question, I have an answer, which is to pre-render the images like this.
NSMutableArray *menuanimationImages = [[NSMutableArray alloc] init];
for (int aniCount = 1; aniCount < 21; aniCount++) {
NSString *fileLocation = [[NSBundle mainBundle] pathForResource: [NSString stringWithFormat: #"bg%i", aniCount + 1] ofType: #"png"];
// here is the code to load and pre-render the image
UIImage *frameImage = [UIImage imageWithContentsOfFile: fileLocation];
UIGraphicsBeginImageContext(frameImage.size);
CGRect rect = CGRectMake(0, 0, frameImage.size.width, frameImage.size.height);
[frameImage drawInRect:rect];
UIImage *renderedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
// then add the resulting image to the array
[menuanimationImages addObject:renderedImage];
}
settingsBackground.animationImages = menuanimationImages;
I have tried multiple other methods of pre-loading images, and this is the only thing I've found that works.
My problem is that the first time I load the view containing these images it takes a long time to load. Every subsequent time after that it loads immediately as I am assuming that the images have been cached or preloaded
you are right at this point ...... as you are using method imageNamed: for this method document quotes.....
This method looks in the system caches for an image object with the specified name and returns that object if it exists. If a matching image object is not already in the cache, this method loads the image data from the specified file, caches it, and then returns the resulting object.
so in my opinion, rather than doing following stuff in viewDidLoad, you should do it earlier where delay is of not considerable......
for (int i = 0; i < IMAGE_COUNT; i++)
{
[imageArray addObject:[UIImage imageNamed: [NSString stringWithFormat:#"Main_%d.png", i]]];
}
another approach
- (void)spinLayer:(CALayer *)inLayer duration:(CFTimeInterval)inDuration
direction:(int)direction
{
CABasicAnimation* rotationAnimation;
// Rotate about the z axis
rotationAnimation =
[CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
// Rotate 360 degress, in direction specified
rotationAnimation.toValue = [NSNumber numberWithFloat: M_PI * 2.0 * direction];
// Perform the rotation over this many seconds
rotationAnimation.duration = inDuration;
rotationAnimation.repeatCount = 100;
//rotationAnimation.
// Set the pacing of the animation
//rotationAnimation.timingFunction =
[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
// Add animation to the layer and make it so
[inLayer addAnimation:rotationAnimation forKey:#"rotationAnimation"];
}
this method will help in animation call it as follow(I am assuming that you are putting above method in same class where you have imageView.
[self spinLayer:yourImageView.layer duration:5.0
direction:<-1 or 1 for anti clockwise or clockwise spin>];
remember just set only one image to that imageView(which you wish to animate.
thanks,
Here is my code...
CCSprite *u = [CCSprite spriteWithFile:#"1_S.png" rect:CGRectMake(0, 0, 27, 27)];
u.position = ccp((45.7*i+45.7*(i+1))/2, 467);
u.tag = i;
[self addChild:u];
and in my resource folder i have 2 image files named
1_S.png
and
1_S#2x.png
.As i read the the doc
https://developer.apple.com/iphone/library/documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/SupportingResolutionIndependence/SupportingResolutionIndependence.html#//apple_ref/doc/uid/TP40007072-CH10
i think when i run this code in iPhone 4 the image named
1_S#2x.png
should load...but it isn't.....the first image is loaded.....why?? IS THIS ANY VERSION PROBLEM???
there is a bug in the OS4 code preventing retina display from working with cocos2d
See this link regarding issue 910:
http://www.cocos2d-iphone.org/wiki/doku.php/release_notes:0_99_4#
Issue #910 is still open.
The workaround is to edit CCTextureCache.m and make the following changes:
//# work around for issue #910
#if 0 // <---- change it to #if 1
UIImage *image = [UIImage imageNamed:path];
tex = [ [CCTexture2D alloc] initWithImage: image ];
#else
// prevents overloading the autorelease pool
UIImage *image = [ [UIImage alloc] initWithContentsOfFile: fullpath ];
tex = [ [CCTexture2D alloc] initWithImage: image ];
[image release];
#endif //
Again, issue #910 is not a cocos2d bug, but an iOS4 bug. ”#2x” images are not loaded if you use UIImage initWithContentOffile (but the documentation says it should work). So the work around is to use UIImage imageNamed, but it is not enabled by default because it will consume much more memory.
i'm not understanding where in my code i write in the image names and in what order to appear. Here is my code
// load all the images from our bundle and add them to the scroll view
NSUInteger i;
for (i = 1; i <= kNumImages; i++)
{
NSString *imageName = [NSString stringWithFormat:#"image%d.jpg", i];
UIImage *image = [UIImage imageNamed:imageName];
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
I have images that are titled "image0.jpeg, image1.jpg." how to i insert this into my code and order them in a certain way?
http://developer.apple.com/iphone/library/documentation/Cocoa/Conceptual/Strings/Articles/formatSpecifiers.html
use %d for signed int
and %u for unsigned
Your code snippet is already doing what you want - at least partially.
If you have an image numbered 0, then you need to start your loop with i = 0 instea of i = 1, and adjust the constraint appropriately:
for (NSUInteger i = 0; i < kNumImages; i++) {
NSString *imageName = [NSString stringWithFormat:#"image%u.jpg", i];
// create the image and insert into imageview
// add imageview to the containing view
}
The order is quite straight forward, as the images will be added 0, 1, 2.. and so forth
With the code from your first post, you create multiple (kNumImages, to be more specific) ImageViews, and load in them JPG files from your project directory, called "imageN.jpg", where N is integer between 1 and kNumImages.
To display these newly created views in your UIScrollView, you have to add them to it as subviews.
Something like
for (int i = 0; i < pageCount; i++) {
UIView *view = [pageViews objectAtIndex:i];
if (!view.superview)
[scrollView addSubview:view];
view.frame = CGRectMake(pageSize.width * i, 0, pageSize.width, pageSize.height);
}
The most straightforward way to do this is in UIScrollView's UIViewController. You may want to add them in some sort of collection (it's likely that the collection retains them, so don't forget to release the views, when you add them).
As you get more comfortable with your application, you may want to lazy-load the views or use simple UIViewControllers for the different images.
In iPhone OS 3.0 and above, there are significant improvements in UIScrollView, and you can find excellent code samples in the ScrollViewSuite tutorial project on ADC's iPhone section.