The code to set image to imageView is:
- (void)setSelected:(BOOL)selected animated:(BOOL)animated {
SDWebImageManager *manager = [SDWebImageManager sharedManager];
UIImage *cachedImage = [manager imageWithURL:_url];
if (cachedImage)
{
_imageView.image = cachedImage;
[spinner stopAnimating];
}
else
{
[spinner startAnimating];
[manager downloadWithURL:_url delegate:self];
}
// Configure the view for the selected state
[super setSelected:selected animated:animated];
}
- (void)webImageManager:(SDWebImageManager *)imageManager
didFinishWithImage:(UIImage *)_image
{
[spinner stopAnimating];
_imageView.image = _image;
[self setNeedsLayout];
}
I use SDWebImage
this works every time in simulator, but when I run the app in the device (Ipod touch)
80 % of the images is just black, but if I go to another view and back the images are set (from cache).
I have try to set delay on _imageView = _image, but change.
(Answered in a question edit. Converted to a community wiki answer. See Question with no answers, but issue solved in the comments (or extended in chat) )
The OP wrote:
Now I have try the code on a Iphone 3gs and it works perfect, can understand why it wont work on ipod touch.
When i Compiled and Run as "Release" it works on ipod, but not in as debugger. Wierd..
Related
I've implemented the camera inside of my app with the default showsCameraControls = YES, and the issue I am having is when the user confirms that the image is a keeper, it dismisses the camera with [self.delegate didFinishWithCamera]. I would like to remain in the Camera view until the user is done taking photos. Without [self.delegate didFinishWithCamera], the app hangs after the user confirms they want to keep the photo and never returns back to the live camera feed. How do I remain in the camera view? Your help is appreciated!
#implementation PHFPhotoOverlayVC
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
{
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
if (self) {
self.imagePickerController = [[UIImagePickerController alloc] init];
self.imagePickerController.delegate = self;
}
return self;
}
- (void)setupImagePicker:(UIImagePickerControllerSourceType)sourceType
{
self.imagePickerController.sourceType = sourceType;
if (sourceType == UIImagePickerControllerSourceTypeCamera)
{
self.imagePickerController.mediaTypes =
[NSArray arrayWithObjects:(NSString *) kUTTypeImage, nil];
self.imagePickerController.showsCameraControls = YES;
#if false
if ([[self.imagePickerController.cameraOverlayView subviews] count] == 0)
{
CGRect overlayViewFrame = self.imagePickerController.cameraOverlayView.frame;
CGRect newFrame = CGRectMake(0.0,
CGRectGetHeight(overlayViewFrame) -
self.view.frame.size.height - 10.0,
CGRectGetWidth(overlayViewFrame),
self.view.frame.size.height + 10.0);
self.view.frame = newFrame;
[self.imagePickerController.cameraOverlayView addSubview:self.view];
}
#endif
}
}
#pragma mark -
#pragma mark UIImagePickerControllerDelegate
- (void) imagePickerController:(UIImagePickerController *)picker
didFinishPickingMediaWithInfo:(NSDictionary *)info
{
self.imagePickerController.mediaTypes =
[NSArray arrayWithObjects:(NSString *) kUTTypeImage, nil];
self.imagePickerController.showsCameraControls = YES;
UIImage *image = [info valueForKey:UIImagePickerControllerOriginalImage];
if (self.delegate)
[self.delegate didTakePicture:image];
[self.delegate didFinishWithCamera];
}
- (void)imagePickerControllerDidCancel:(UIImagePickerController *)picker
{
[self.delegate didFinishWithCamera];
}
#end
In order to achieve this, you will have to implement your own method for taking a picture, since this default button causes the view to dismiss itself.
Obviously, you can do this by setting showsCameraControls=NO, but then you'd have to recreate all the other functionality that you still want.
I've never done this, but it should be possible to leave showsCameraControls=YES and use the cameraOverlayView to simply layer an identical "Take Picture" button over the existing one. If you do that, you just need to have that button call the method -takePicture from the instance of your UIImagePickerViewController.
Hopefully that's enough, feel free to comment and ask for any clarification.
You're going to need to implement a custom camera - check out Apple's SquareCam example
You'll be using AVFoundation and will be able to implement any kind of custom behavior when a photo is taken (including just staying on that camera page) - you'll even have to save it to the Photo Library yourself (the SquareCam example shows you how to do this). This also means that if you need the crop/resize controls, you'll have to create them yourself, as well as a picker view (grid gallery view) if you want the user to be able to review their photos after taking them.
It's probably around intermediate level stuff - took me a few days to implement, but if your app is in any way focused on photos, this is definitely the way to go. Gives you complete control of the camera UI and behavior.
Oh, and yeah you'll have to implement the flash button, shutter button, shutter effect, tap to focus, and anything else yourself too. AVFoundation basically gives you a straight pipe to the camera lens (figuratively).
I am using ZBar iPhone SDK in one of my projects (iOS SDK 5.1 ,XCode 4.4.1 and device running iOS 5.5.1). I am using the embedded scanner from the examples provided in the SDk itself.
Now the issue which I am facing is that I successfully scan a bar code and move to another view controller ( using navigation controller). When I come back (pop the second view controller) the scanner i.e the ZBarReaderView doesn't scan the subsequent bar codes , infact the overlay shows a blur image of the scanned barcode and is never able to scan it properly.
This is what all I have implemented . In BarScannerViewController.h I have declared
ZBarReaderView* readerView;
with property
#property (nonatomic , retain) IBOutlet UIImageView* imgvScannedBarCode;
Now this is connected to one of the views in xib.
Finally I use set up the required methods as follows -
- (void)viewDidLoad {
[super viewDidLoad];
// the delegate receives decode results
readerView.readerDelegate = self;
[readerView start];
}
- (void) viewDidAppear: (BOOL) animated {
// run the reader when the view is visible
[activityIndicatorScanning startAnimating];
[readerView start];
}
- (void) viewWillDisappear: (BOOL) animated {
[activityIndicatorScanning stopAnimating];
[readerView stop];
}
With all this set up when I scan any bar code say EAN123 for the first time I get the call back in
- (void) readerView: (ZBarReaderView*) view
didReadSymbols: (ZBarSymbolSet*) syms
fromImage: (UIImage*) img
{
// do something useful with results
ZBarSymbol *symbol = nil;
for(symbol in syms) {
barCodeFound = YES;
break;
}
// EXAMPLE: do something useful with the barcode data
NSLog(#"%#",symbol.data);
}
but on subsequent runs (After I push a view and come back on this screen again) I get blurred view.
Am I missing something here ? Any help/Suggestion/Comments would be helpful.
Here's the code that I use to start (and endlessly restart) the scanner. Interestingly, I note that I never stop the scan, but it works very reliably.
- (void) startScan
{
ZBarReaderViewController *reader = [ZBarReaderViewController new];
reader.readerDelegate = self;
ZBarImageScanner *scanner = reader.scanner;
[scanner setSymbology: ZBAR_I25
config: ZBAR_CFG_ENABLE
to: 0];
// present and release the controller
[self presentViewController:reader animated:YES completion:nil]; // Modal
[reader release];
}
I could solve the Blur issue by reconfiguring the SDK in my project. I followed the embedded scanner example as provided on ZBarSDk. I guess I might have missed some essential settings while configuring it earlier.
I have been working on an app for a couple of months now, but have finally run into an issue that I can't solve myself, and can't find anything on the internet to help.
I am using several normal UIAlertViews, in my app. Some have 2 buttons, some have 3 buttons, and a couple have 2 buttons and a text field. However all have the same issue. When you call [someAlertView show]; the alert view appears as normal, but then suddenly its graphics context seems to get corrupted as you can see from the screenshot.
This happens on both iPhone and iPad simulators (both 5.0 and 5.1), and happens on an iPad and iPhone4S device as well.
The image showing through is whatever happens to be behind the alertView.
The Alert still works, I can click the buttons, type in the text field, then when it dismisses the delegate methods are called correctly and everything goes back to normal. When the alertView appears again, the same thing happens.
The view behind the alert is a custom UIScrollView subclass with a content size of approximately 4000 pixels by 1000 with a UIImage as the background. The png file is mostly transparent, so is only about 80kB in memory size, and the phone is having no issues rendering it - the scroll view is still fully responsive and not slow.
It also has a CADisplayLink timer attached to it as part of the subclass. I have tried disabling this just before the alertView is shown, but it makes no difference so I am doubtful that is the issue.
This app is a partial rewrite of one I made for a university project, and that one could display UIAlertViews over the top of a scrollView of the same size and subclass without issue. The difference between this app and that one is that in my old app, I had subclassed UIAlertView to add extra things such as a pickerView, however I decided that I didn't like the way it looked so moved everything out of the alert and am just sticking with a standard UIAlertView.
This is how the alertView in the screenshot is called:
- (IBAction)loadSimulation:(id)sender {
importAlert = [[UIAlertView alloc] initWithTitle:#"Load Simulation" message:#"Enter Filename:" delegate:self cancelButtonTitle:#"Cancel" otherButtonTitles:#"Load", nil];
[importAlert setAlertViewStyle:UIAlertViewStylePlainTextInput];
[importAlert showPausingSimulation:self.simulationView]; //Calling [importAlert show]; makes no difference.
if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone) {
[self hideOrganiser]; //Not an issue as the problem occurs on iPad as well.
}
}
With this being the categorised AlertView to add the ability to stop the scrollViews CADisplay link.
#interface UIAlertView(pauseDisplayLink)
- (void)showPausingSimulation:(UILogicSimulatorView*)simulationView;
#end
#implementation UIAlertView(pauseDisplayLink)
- (void)showPausingSimulation:(UILogicSimulatorView *)simulationView {
[simulationView stopRunning];
[simulationView removeDisplayLink]; //displayLink needs to be removed from the run loop, otherwise it will keep going in the background and get corrupted.
[self show];
}
I get no memory warnings when this happens, so I am doubtful it is due to lack of resources.
Has anyone come across an issue like this before? If you need further information I can try to provide it, but I am limited in what code I can post. Any help would be appreciated, I've been trying to solve this for two weeks and can't figure it out.
Edit:
It appears that it is not the AlertView at all (or rather it is not just the alertView), as the problem goes away when I remove the scroll view behind it, so there must be some issue between the two. This is the code for my UIScrollView subclass:
.h file:
#import
#import
#class ECSimulatorController;
#interface UILogicSimulatorView : UIScrollView {
CADisplayLink *displayLink;
NSInteger _updateRate;
ECSimulatorController* _hostName;
}
#property (nonatomic) NSInteger updateRate;
#property (nonatomic, strong) ECSimulatorController* hostName;
- (void) removeDisplayLink;
- (void) reAddDisplayLink;
- (void) displayUpdated:(CADisplayLink*)timer;
- (void) startRunning;
- (void) stopRunning;
- (void) refreshRate:(NSInteger)rate;
- (void) setHost:(id)host;
- (void)setMinimumNumberOfTouches:(NSInteger)touches;
- (void)setMaximumNumberOfTouches:(NSInteger)touches;
#end
.m file:
#import "UILogicSimulatorView.h"
#import "ECSimulatorController.h"
#import <QuartzCore/QuartzCore.h>
#implementation UILogicSimulatorView
#synthesize updateRate = _updateRate;
#synthesize hostName = _hostName;
- (void)reAddDisplayLink {
[displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSDefaultRunLoopMode]; //allows the display link to be re-added to the run loop after having been removed.
}
- (void)removeDisplayLink {
[displayLink removeFromRunLoop:[NSRunLoop mainRunLoop] forMode:NSDefaultRunLoopMode]; //allows the display link to be removed from the Run loop without deleting it. Removing it is essential to prevent corruption between the games and the simulator as both use CADisplay link, and only one can be in the run loop at a given moment.
}
- (void)startRunning {
[self refreshRate:self.updateRate];
[displayLink setPaused:NO];
}
- (void)refreshRate:(NSInteger)rate {
if (rate > 59) {
rate = 59; //prevent the rate from being set too an undefined value.
}
NSInteger frameInterval = 60 - rate; //rate is the number of frames to skip. There are 60FPS, so this converts to frame interval.
[displayLink setFrameInterval:frameInterval];
}
- (void)stopRunning {
[displayLink setPaused:YES];
}
- (void)displayUpdated:(CADisplayLink*)timer {
//call the function that the snakeController host needs to update
[self.hostName updateStates];
}
- (void)setHost:(ECSimulatorController*)host;
{
self.hostName = host; //Host allows the CADisplay link to call a selector in the object which created this one.
}
- (id)initWithFrame:(CGRect)frame
{
//Locates the UIScrollView's gesture recogniser
if(self = [super initWithFrame:frame])
{
[self setMinimumNumberOfTouches:2];
displayLink = [CADisplayLink displayLinkWithTarget:self selector:#selector(displayUpdated:)]; //CADisplayLink will update the logic gate states.
self.updateRate = 1;
[displayLink setPaused:YES];
}
return self;
}
- (void)setMinimumNumberOfTouches:(NSInteger)touches{
for (UIGestureRecognizer *gestureRecognizer in [self gestureRecognizers])
{
if([gestureRecognizer isKindOfClass:[UIPanGestureRecognizer class]])
{
//Changes the minimum number of touches to 'touches'. This allows the UIPanGestureRecogniser in the object which created this one to work with one finger.
[(UIPanGestureRecognizer*)gestureRecognizer setMinimumNumberOfTouches:touches];
}
}
}
- (void)setMaximumNumberOfTouches:(NSInteger)touches{
for (UIGestureRecognizer *gestureRecognizer in [self gestureRecognizers])
{
if([gestureRecognizer isKindOfClass:[UIPanGestureRecognizer class]])
{
//Changes the maximum number of touches to 'touches'. This allows the UIPanGestureRecogniser in the object which created this one to work with one finger.
[(UIPanGestureRecognizer*)gestureRecognizer setMaximumNumberOfTouches:touches];
}
}
}
#end
Well, I have managed to come up a solution to this. Really it is probably just masking the issue rather than finding the route cause, but at this point I will take it.
First some code:
#interface UIView (ViewCapture)
- (UIImage*)captureView;
- (UIImage*)captureViewInRect:(CGRect)rect;
#end
#implementation UIView (ViewCapture)
- (UIImage*)captureView {
return [self captureViewInRect:self.frame];
}
- (UIImage*)captureViewInRect:(CGRect)rect
{
UIGraphicsBeginImageContext(rect.size);
CGContextRef context = UIGraphicsGetCurrentContext();
[self.layer renderInContext:context];
UIImage *screenShot = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return screenShot;
}
#end
- (void)showPausingSimulation:(UILogicSimulatorView *)simulationView {
[simulationView stopRunning];
UIView* superView = simulationView.superview;
CGPoint oldOffset = simulationView.contentOffset;
for (UIView* subview in simulationView.subviews) {
//offset subviews so they appear when content offset is (0,0)
CGRect frame = subview.frame;
frame.origin.x -= oldOffset.x;
frame.origin.y -= oldOffset.y;
subview.frame = frame;
}
simulationView.contentOffset = CGPointZero; //set the offset to (0,0)
UIImage* image = [simulationView captureView]; //Capture the frame of the scrollview
simulationView.contentOffset = oldOffset; //restore the old offset
for (UIView* subview in simulationView.subviews) {
//Restore the original positions of the subviews
CGRect frame = subview.frame;
frame.origin.x += oldOffset.x;
frame.origin.y += oldOffset.y;
subview.frame = frame;
}
[simulationView setHidden:YES];
UIImageView* imageView = [[UIImageView alloc] initWithFrame:simulationView.frame];
[imageView setImage:image];
[imageView setTag:999];
[superView addSubview:imageView];
[imageView setHidden:NO];
superView = nil;
imageView = nil;
image = nil;
[self show];
}
- (void)dismissUnpausingSimulation:(UILogicSimulatorView *)simulationView {
UIView* superView = simulationView.superview;
UIImageView* imageView = (UIImageView*)[superView viewWithTag:999];
[imageView removeFromSuperview];
imageView = nil;
superView = nil;
[simulationView setHidden:NO];
[simulationView startRunning];
}
Then modifying the dismiss delegate method in my class to have this line:
- (void)alertView:(UIAlertView *)alertView didDismissWithButtonIndex:(NSInteger)buttonIndex {
[alertView dismissUnpausingSimulation:self.simulationView];
...
When the alert view is called, but before it is shown, I need to hide the simulator to prevent it corrupting the alert. However just hiding it is ugly as then all is visible behind is a empty view.
To fix this, I first make a UIImage from the simulator views graphics context. I then create a UIImageView with the same frame as the simulator and set the UIImage as its image.
I then hide the simulator view (curing the alert issue), and add my new UIImageView to the simulators superview. I also set the tag of the image view so I can find it later.
When the alert dismisses, the image view is then recovered based on its tag, and removed from its superview. The simulator is then unhidden.
The result is that the rendering issue is gone.
I know its too late for an answer to this question. Lately I had experianced this very same issue.
My Case:
Added couple of custom UIViews with background images and some controlls to the scroll view with shadow effect. I had also set the shadowOffset.
The Solution:
After some step by step analysis, I found out that setting the setShadowOpacity caused The rendering problem for me. When i commented that line of code, it cured the UIAlertView back to normal appearance.
More:
To make sure, I created a new project mimicing the original ui with shadowOpacity. But it didnt caused the rendering problem as i expected. So I am not sure about the root cause. For me it was setShadowOpacity.
I m working on an app in which i have 5 buttons(having .png images included in resources) m hiding them in viewDidload and showing them after choosing the image from UIImagepickerView.
All is going well in simulator but when i launch the app on device i cant find those buttons.
anyone have any idea of this situation?????
here is the code of my hiding and showing the buttons.
- (void)viewDidLoad {
[super viewDidLoad];
self.count1 = 1;
btnAddPimple.hidden = YES;
btnAddPimple2.hidden = YES;
btnAddPimple3.hidden = YES;
btnAddPimple4.hidden = YES;
btnAddPimple5.hidden = YES;
self.navigationController.navigationBar.hidden=YES;
Here I am showing the buttons after choosing image from Imagepicker.
- (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info {
imgToDisplayFromPicker.image = [[info objectForKey:UIImagePickerControllerOriginalImage]retain];
[[picker parentViewController]dismissModalViewControllerAnimated:YES];
[picker release];
btnAddPimple.hidden = NO;
btnAddPimple2.hidden = NO;
btnAddPimple3.hidden = NO;
btnAddPimple4.hidden = NO;
btnAddPimple5.hidden = NO;
for (UIView *subview in [self.view subviews]) {
// Only remove the subviews with tag not equal to 1
if (subview.tag != 0)
{
[subview removeFromSuperview];
}
}
}
A big difference between the simulator and an actual device is that Mac OS (thus, also the simulator) is case insensitive, while the device is not.
The images are most probably not showing because you did not type them with the correct capitalization.
If you are sure that is not the problem, it would help to see your code.
it may be the problem with images , for testing try with only buttons (roundrect) and try in device without images. and if it work fine then there may be problem with images.
Can you please debug it on device if you know about it then it would be very easy to trace out the crase where it is crasing. As #antalkerekes said, if there is no issues regarding the case sensitivity then the app should work, but for your know do device testing.
Have the same behavior: UIImage *image = [info objectForKey:UIImagePickerControllerOriginalImage]; returns nothing (0x0) on iOS5.0 simulator, so buttons show up empty and, in this case, it has nothing to do with spelling/caps/lowercase etc. On the device everything is fine though.
So I created an entire app and it works flawlessly the way I envisioned. Created an update that uses UIImages, and that works perfectly as well ONLY ON iOS 4 and above. For some reason the exact same code will not work the same on 3.0. Since the original app is on the store at min OS being 3, I do not want to just cut off my user base because of some silly mistake on my part. I'm not doing anything new, so it should all be backwards compatible.
Basically the app takes an image chosen from either the camera or the photo album and then saves it, and displays the image on the screen. When you go to the next screen it pulls the image file off the disk and displays it in the image view on the next screen. Again, works fine on iOS4 and above.
Using the 3.0 sim on an older version of xcode, it just will not function the same way. I know allowImageEditing changed to allowEditing, so I allowed for that, but everything else it seems according to the docs, should work on iOS 3 and above.
Below is my going to photo album and returning.
-(IBAction) getPhotoFromAlbum {
UIImagePickerController *picker = [[UIImagePickerController alloc] init];
picker.delegate = self;
if (editingSwitch.on) {
#ifdef __IPHONE_3_0
picker.allowsImageEditing = YES;
#else
picker.allowsEditing = YES;
#endif
} else if (!editingSwitch.on) {
#ifdef __IPHONE_3_0
picker.allowsImageEditing = NO;
#else
picker.allowsEditing = NO;
#endif
}
picker.sourceType = UIImagePickerControllerSourceTypePhotoLibrary;
[self presentModalViewController:picker animated:YES];
[picker release];
}
-(void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info {
[picker dismissModalViewControllerAnimated:YES];
UIImage *image = nil;
if (editingSwitch.on) {
image = [info objectForKey:#"UIImagePickerControllerEditedImage"];
[[NSUserDefaults standardUserDefaults] setBool:YES forKey:isImageEdited];
} else if (!editingSwitch.on) {
image = [info objectForKey:#"UIImagePickerControllerOriginalImage"];
[[NSUserDefaults standardUserDefaults] setBool:NO forKey:isImageEdited];
}
imageView.image = [self imageWithImage:image];
imageView.hidden = NO;
buttonPreview.hidden = YES;
[NSThread detachNewThreadSelector:#selector(myThreadSavingImage) toTarget:self withObject:nil];
[activitySaving startAnimating];
When I debug, it seems the info that is coming back from the picker only has 1 key. When it sets the image, the image is blank. Basically no image ever comes back and if for some rare occasion it does, like when I edit the picture and not just use the original, it does not show up on the next page.
Hopefully everyone can help as the app is finished besides this 3.0 issue and its frustrating as I want to get it out soon.
Turns out the answer is that it was not working on the simulator due to the updates to the xcode program. When actually installed onto a 3.0 device, the code worked perfectly.