I am trying to create a slide show using NSTimer... But the following code is not scrolling the images at regular intervals...
- (void)tilePages
{
// Calculate which pages are visible
CGRect visibleBounds = pagingScrollView.bounds;
int firstNeededPageIndex = floorf(CGRectGetMinX(visibleBounds) / CGRectGetWidth(visibleBounds));
int lastNeededPageIndex = floorf((CGRectGetMaxX(visibleBounds)-1) / CGRectGetWidth(visibleBounds));
firstNeededPageIndex = MAX(firstNeededPageIndex, 0);
lastNeededPageIndex = MIN(lastNeededPageIndex, [self imageCount] - 1);
// Recycle no-longer-visible pages
for (ImageScrollView *page in visiblePages) {
if (page.index < firstNeededPageIndex || page.index > lastNeededPageIndex) {
[recycledPages addObject:page];
[page removeFromSuperview];
}
}
[visiblePages minusSet:recycledPages];
// add missing pages
for (int index = firstNeededPageIndex; index <= lastNeededPageIndex; index++) {
if (![self isDisplayingPageForIndex:index]) {
ImageScrollView *page = [self dequeueRecycledPage];
if (page == nil) {
page = [[[ImageScrollView alloc] init] autorelease];
}
[self configurePage:page forIndex:index];
[pagingScrollView addSubview:page];
[visiblePages addObject:page];
}
}
}
In ViewWillAppear method i have used...
timer = [NSTimer scheduledTimerWithTimeInterval:3.0 target:self selector:#selector(timerFired:) userInfo:nil repeats:YES];
and
to call the event to be fired at intervals i have used...
-(void)timerFired:(NSTimer *)timer
{
[self tilePages];
}
I have tried to debug. The event is getting fired at 3 secs, but the tilePages is not getting called. I have used the same for scrollViewDidScroll method where in the tilePages is getting executed well... What might be the problem??? Please help...
Calling [self tilePages]; will not show a new page. It looks like you're basing this on the WWDC 2010 sample code for paging and zooming images. Because I'm familiar with that code I may be able to help some.
You should make your own method that changes the frame of the pagingScrollView. Then you should call this method from the timerFired method. Replace [self tilePages] with [self changePage] and add the following code:
-(void)changePage{
CGRect pageFrame = pagingScrollView.frame;
pageFrame.size.width -= (2 * 10);
pageFrame.origin.x = (pagingScrollView.frame.size.width * aVariableHoldingTheCurrentPageNumber)+20;
[pagingScrollView scrollRectToVisible:pageFrame animated:YES];
}
Basically just calculate the page frame you want to scroll to and then call scrollRectToVisible.
I hope this helps.
Related
I want photo slider like whts app has. It should access all the pics or some of the pics from in build photo library and it should be scrollable using scroll view.
I have tried with different photo viewer but everything has memory issue. So not sure if anyone has it's working solution. Really appreciate your help.
Thank you,
Ankita
This is working almost fine, but one small problem with backbord direction scrolling. Just try this out may be you can find some direction to go and may be find better solution using it.
(Have used ELCImagePicker to show first time all images and then on selecting one present the scrollview to show large images at a time 10 images are shown also have tweak the delegate method of ELCImagePickerController to get the index of selected image)
At first load ie when select image from ELCImagePickerController
- (void)elcImagePickerController:(ELCImagePickerController *)picker didFinishPickingMediaWithInfo:(NSArray *)info selectedIndex:(NSInteger)_index {
[self dismissModalViewControllerAnimated:NO];
for (UIView *v in [scrollview subviews]) {
[v removeFromSuperview];
}
infoItems = [[NSArray alloc]initWithArray:info];
CGRect workingFrame = scrollview.frame;
workingFrame.origin.x = 0;
int indexFrame = picker.selectedIndex;
newIndex = indexFrame;
for(int i = 0; i < [info count]; i++)
{
NSDictionary *dict = [info objectAtIndex:i];
UIImageView *imageview = [[UIImageView alloc] initWithImage:[dict objectForKey:UIImagePickerControllerOriginalImage]];
[imageview setContentMode:UIViewContentModeScaleAspectFit];
imageview.frame = workingFrame;
imageview.tag = i;
if(i >= indexFrame && i <= indexFrame + 9)
{
[scrollview addSubview:imageview];
workingFrame.origin.x = workingFrame.origin.x + workingFrame.size.width;
}
}
[scrollview setPagingEnabled:YES];
[scrollview setContentSize:CGSizeMake(workingFrame.origin.x, workingFrame.size.height)];
[scrollview scrollRectToVisible:CGRectMake(0, 0, workingFrame.size.width, workingFrame.size.height) animated:NO];
self.scrollview.hidden = NO;
self.pageControll.hidden = NO;
self.pageControll.numberOfPages = [[scrollview subviews]count];
index = 0;
lastContentOffset = scrollview.contentOffset.x;
NSLog(#"lastContentOffset %.2f",lastContentOffset);
}
After that on scrollViews delegate method
-(void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView
{
NSLog(#"ScrollViewDidEndDecelerating is called with subview(s) %d",[[scrollview subviews]count]);
if(lastContentOffset < scrollView.contentOffset.x)
{
index += (int)(scrollview.contentOffset.x - lastContentOffset)/scrollview.frame.size.width;
newIndex += (int)(scrollview.contentOffset.x - lastContentOffset)/scrollview.frame.size.width;
self.pageControll.currentPage = index;
NSLog(#"Index incremented %d \n newIndex %d",index,newIndex);
if(index == [[scrollView subviews]count]-1)
{
if(newIndex < [infoItems count]-1)
{
[self performSelector:#selector(reloadScrollViewWithNewImages)];
}
}
[Appirater userDidSignificantEvent:YES];
}
else if(lastContentOffset > scrollView.contentOffset.x)
{
index -= (int)(lastContentOffset - scrollview.contentOffset.x)/scrollview.frame.size.width;
newIndex -= (int)(int)(lastContentOffset - scrollview.contentOffset.x)/scrollview.frame.size.width;
self.pageControll.currentPage = index;
NSLog(#"Index decremented %d \n newIndex %d",index,newIndex);
if(index == 0)
{
if(newIndex > 0)
{
newIndex -= 9;
if(newIndex < 0)
newIndex = 0;
[self performSelector:#selector(reloadScrollViewWithNewImages)];
}
}
[Appirater userDidSignificantEvent:YES];
}
lastContentOffset = scrollView.contentOffset.x;
NSLog(#"New lastContentOffset %.2f",lastContentOffset);
}
and the method used for reload the scrollView is as follow
-(void)reloadScrollViewWithNewImages
{
for (UIView *v in [scrollview subviews]) {
[v removeFromSuperview];
}
CGRect workingFrame = scrollview.frame;
workingFrame.origin.x = 0;
NSLog(#"reloadScrollView newIndex %d",newIndex);
int indexFrame = newIndex;
for(int i = 0; i < [infoItems count]; i++)
{
NSDictionary *dict = [infoItems objectAtIndex:i];
UIImageView *imageview = [[UIImageView alloc] initWithImage:[dict objectForKey:UIImagePickerControllerOriginalImage]];
[imageview setContentMode:UIViewContentModeScaleAspectFit];
imageview.frame = workingFrame;
imageview.tag = i;
if(i >= indexFrame && i <= indexFrame + 9)
{
[scrollview addSubview:imageview];
workingFrame.origin.x = workingFrame.origin.x + workingFrame.size.width;
}
}
[scrollview setPagingEnabled:YES];
[scrollview setContentSize:CGSizeMake(workingFrame.origin.x, workingFrame.size.height)];
[scrollview scrollRectToVisible:CGRectMake(0, 0, workingFrame.size.width, workingFrame.size.height) animated:NO];
self.scrollview.hidden = NO;
self.pageControll.hidden = NO;
index = 0;
self.pageControll.numberOfPages = [[scrollview subviews]count];
NSLog(#"number %d",[[scrollview subviews]count]);
lastContentOffset = scrollview.contentOffset.x;
NSLog(#"reloadScrollView's lastContentOffset %.2f",lastContentOffset);
}
and all used properties and private ivars declared in .h file's interface part required in this code are
Private ivars
NSInteger index;
float lastContentOffset;
Properties
#property (nonatomic,strong) IBOutlet UIScrollView *scrollview;
#property (strong, nonatomic) NSArray *infoItems;
#property (assign, atomic) int newIndex;
Happy Coding :)
You can use CATiledLayer to draw image. CATiledLayer can be used to increase the performance of paging, panning, and zooming with high-resolution images or large sets of photos.
As i commented above you can go by reusable view approach means at a time only three imagview or view will be in memory. Let say you are showing photo number:2 so, you should have to keep photo:1,2 and3 in memory(i.e. to avoid flicker) no need to load all photos at a time. Suppose you are scrolling to photo number:3 then your logic should discard photo number:1 and should load photo number:2,3,4. If you are still not getting or don't know how to do this programmatically then don't worry. Apple's good sample code is available that is doing all you want.
Sample code
In above sample code they have displayed two way of displaying image.
One is directly showing/setting the image into image view.
Second is with drawing image with TileView using this method: - (void)displayTiledImageNamed:(NSString *)imageName size:(CGSize)imageSize
If you are thinking lot of about memory then definitely you have to use second approach.
I like the kindle for iPhone's navigation - the one which enables you to just slide the titles in the navigation bar to move from one view to another. (I'm attaching the image)
However, I was searching for a long time yesterday and I cannot find anybody who has done something similar.
Would you have any ideas on how to do this?
UPDATE: May 24, 2012
So now I have codes. Thanks to this tutorial http://bit.ly/xNOiqd. (I just copied most of his code.) But I still cannot achieve the same effect that the kindle app's nav bar has. I can now peek on the left and the right item but my scroll view skips the labels which are on the odd indices of my array. Let's say I have 'Favourites', 'All Products', and 'Categories'. When I swipe left, I move from 'Favourites' to 'Categories' and skip 'All Products'
Here's the code.
#pragma mark -
- (void)loadVisiblePages {
// First, determine which page is currently visible
CGFloat pageWidth = self.scrollView.frame.size.width;
NSInteger page = (NSInteger)floor((self.scrollView.contentOffset.x * 2.0f + pageWidth) / (pageWidth * 2.0f));
// Update the page control
self.pageControl.currentPage = page;
// Work out which pages we want to load
NSInteger firstPage = page - 1;
NSInteger lastPage = page + 1;
// Purge anything before the first page
for (NSInteger i=0; i<firstPage; i++) {
[self purgePage:i];
}
for (NSInteger i=firstPage; i<=lastPage; i++) {
[self loadPage:i];
}
for (NSInteger i=lastPage+1; i<self.pageImages.count; i++) {
[self purgePage:i];
}
}
- (void)loadPage:(NSInteger)page {
if (page < 0 || page >= self.pageImages.count) {
// If it's outside the range of what we have to display, then do nothing
return;
}
// Load an individual page, first seeing if we've already loaded it
UIView *pageView = [self.pageViews objectAtIndex:page];
if ((NSNull*)pageView == [NSNull null]) {
CGRect frame = self.scrollView.bounds;
//frame.origin.x = frame.size.width * page;
frame.origin.x = (frame.size.width /2) * page;
frame.origin.y = 0.0f;
//
frame = CGRectInset(frame, 10.0f, 0.0f);
//self.scrollView.bounds = frame;
/* == orig line
UIImageView *newPageView = [[UIImageView alloc] initWithImage:[self.pageImages objectAtIndex:page]];
newPageView.contentMode = UIViewContentModeScaleAspectFit;
newPageView.frame = frame;
*/
UILabel *newPageView = [[UILabel alloc] init];
newPageView.text = [self.pageImages objectAtIndex:page];
newPageView.textColor = [UIColor whiteColor];
//newPageView.textColor = [UIColor grayColor];
newPageView.textAlignment = UITextAlignmentCenter;
newPageView.font = [UIFont fontWithName:#"Helvetica-Bold" size:20];
[newPageView setBackgroundColor:[UIColor clearColor]];
newPageView.frame = frame;
[self.scrollView addSubview:newPageView];
[self.pageViews replaceObjectAtIndex:page withObject:newPageView];
}
}
- (void)purgePage:(NSInteger)page {
if (page < 0 || page >= self.pageImages.count) {
// If it's outside the range of what we have to display, then do nothing
return;
}
// Remove a page from the scroll view and reset the container array
UIView *pageView = [self.pageViews objectAtIndex:page];
if ((NSNull*)pageView != [NSNull null]) {
//[pageView removeFromSuperview];
//[self.pageViews replaceObjectAtIndex:page withObject:[NSNull null]];
}
}
- (void)viewDidLoad
{
[super viewDidLoad];
//scroll view stuff
self.scrollView.delegate = self;
//attempt to make size of scrollview smaller
//CGRect frame = self.scrollView.bounds;
//frame = CGRectInset(frame, 10.0f, 0.0f);
//CGFloat width = self.scrollView.frame.size.width/2.0f;
self.pageImages = [NSArray arrayWithObjects:#"Favourites", #"All Products", #"Categories",#"Boo yah", nil];
NSInteger pageCount = self.pageImages.count;
// Set up the page control
self.pageControl.currentPage = 0;
self.pageControl.numberOfPages = pageCount;
// Set up the array to hold the views for each page
self.pageViews = [[NSMutableArray alloc] init];
for (NSInteger i = 0; i < pageCount; ++i) {
[self.pageViews addObject:[NSNull null]];
}
}
- (void) viewWillAppear:(BOOL)animated{
[super viewWillAppear:animated];
CGSize pagesScrollViewSize = self.scrollView.frame.size;
//self.scrollView.contentSize = CGSizeMake(pagesScrollViewSize.width * self.pageImages.count, pagesScrollViewSize.height);
//This modifies the size of the scroll view, I can't seem to get it right
self.scrollView.contentSize = CGSizeMake((pagesScrollViewSize.width / 1.50f )* self.pageImages.count, self.scrollView.frame.size.height);
// Load the initial set of pages that are on screen
[self loadVisiblePages];
}
- (void)scrollViewDidScroll:(UIScrollView *)scrollView {
// Load the pages which are now on screen
[self loadVisiblePages];
}
iCarousel is a nice open source project with lots of scroll types.
A paged scrollview and AQGridView most likely. If not, it would be an acceptable reverse-engineering attempt anyways.
I have 5 pictures inside an infinite scrollView.
So in order to make that scrollView infinite/circular I positioned my images like this:
5 1 2 3 4 5 1
meaning: last picture first picture second picture.....last picture first picture
And in order for it to become infinite I have the following code:
- (void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView
{
if(self.scrollView.contentOffset.x == 0){
[self.scrollView scrollRectToVisible:CGRectMake(self.view.frame.size.width*pathImages.count, 0, self.view.frame.size.width, self.view.frame.size.height) animated:NO];
}
else if (self.scrollView.contentOffset.x == self.view.frame.size.width*(pathImages.count+1)) {
[self.scrollView scrollRectToVisible:CGRectMake(self.view.frame.size.width,0 ,self.view.frame.size.width, self.view.frame.size.height) animated:NO];
}
}
which means that when I'm at the last picture the contentOffset of the scrollView is set to go to the first picture-in this way I get an infinite scrollView.
What I wanted next was for my scrollView to slide automatically-for this I set a timer which calls one method-onTimer:
- (void) onTimer{
NSLog(#"flip pages");
if(h < pathImages.count*self.view.frame.size.width)
{
h+= self.view.frame.size.width;
}
else
{
h=self.view.frame.size.width;
}
if(self.scrollView.contentOffset.x == 0){
[self.scrollView scrollRectToVisible:CGRectMake(self.view.frame.size.width*pathImages.count, 0, self.view.frame.size.width, self.view.frame.size.height) animated:NO];
}
if (self.scrollView.contentOffset.x == self.view.frame.size.width*pathImages.count)
{
[self.scrollView scrollRectToVisible:CGRectMake(self.view.frame.size.width,0 ,self.view.frame.size.width, self.view.frame.size.height) animated:NO];
}
else
[UIView animateWithDuration:1
delay:0
options:UIViewAnimationOptionCurveEaseInOut
animations:^{ self.scrollView.contentOffset = CGPointMake(h, 0); }
completion:NULL];
}
This magic line:
[UIView animateWithDuration:1
delay:0
options:UIViewAnimationOptionCurveEaseInOut
animations:^{ self.scrollView.contentOffset = CGPointMake(h, 0); }
completion:NULL];
does the scoll automatically with animation.
Everything is great except this:
after I view the last picture I should set the offset of scroll view in order to get back to the first picture with animation.
Well if I do that:
if (self.scrollView.contentOffset.x == self.view.frame.size.width*pathImages.count)
{
[UIView animateWithDuration:1
delay:0
options:UIViewAnimationOptionCurveEaseInOut
animations:^{ [self.scrollView scrollRectToVisible:CGRectMake(self.view.frame.size.width,0 ,self.view.frame.size.width, self.view.frame.size.height) animated:NO]; }
completion:NULL];
}
after the last picture is viewed in order to get to the first picture...it loops through all the other pictures.
What I want is this:after I view the last picture to get me back to the first picture which should be loaded on screen using animation, but without viewing all the other pictures between them.Thanks
If I see this correctly, the problem is, that you again use the animation to scroll the view back to zero position. I believe you need to modify the last bit of code you posted to something like this:
if (self.scrollView.contentOffset.x == self.view.frame.size.width*pathImages.count)
{
[self.scrollView scrollRectToVisible:CGRectMake(self.view.frame.size.width,0 ,self.view.frame.size.width, self.view.frame.size.height) animated:NO];//no animation on returning
[self onTimer];//even if this code is already inside method "onTimer"
}
Rather then what you are doing try using a scrollview that displays only 3 to 5 images at the time (if they are fullscreen). If you will have many images in your application, it will crash because of high memory consumption. Try playing with this test example that does nearly what you want:
HEADER:
#import <Foundation/Foundation.h>
#interface IScrollView : UIScrollView <UIScrollViewDelegate> {
NSMutableArray *imagePaths;
UIImageView *imageViews[3];
NSInteger currentImage;
NSTimer *animationTimer;//weak link
}
#end
SOURCE:
#import "IScrollView.h"
#implementation IScrollView
- (UIImage *)imageFromResourcesWithName:(NSString *)name {
UIImage *ret = [[UIImage alloc] initWithContentsOfFile:[[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:name]];
return [ret autorelease];
}
- (id)initWithFrame:(CGRect)frame {
if((self = [super initWithFrame:frame])) {
imagePaths = [[NSMutableArray alloc] init];
[imagePaths addObject:#"imag1.png"];
[imagePaths addObject:#"imag2.png"];
[imagePaths addObject:#"imag3.png"];
[imagePaths addObject:#"imag4.png"];
[imagePaths addObject:#"imag5.png"];
imageViews[0] = [[UIImageView alloc] initWithFrame:CGRectMake(320.0f*0, .0f, 320.0f, 480.0f)];
imageViews[1] = [[UIImageView alloc] initWithFrame:CGRectMake(320.0f*1, .0f, 320.0f, 480.0f)];
imageViews[2] = [[UIImageView alloc] initWithFrame:CGRectMake(320.0f*2, .0f, 320.0f, 480.0f)];
[self addSubview:imageViews[0]];
[self addSubview:imageViews[1]];
[self addSubview:imageViews[2]];
imageViews[0].image = [self imageFromResourcesWithName:[imagePaths objectAtIndex:0]];
imageViews[1].image = [self imageFromResourcesWithName:[imagePaths objectAtIndex:1]];
imageViews[2].image = [self imageFromResourcesWithName:[imagePaths objectAtIndex:2]];
currentImage = 1;
self.contentOffset = CGPointMake(320.0f*currentImage, .0f);
self.contentSize = CGSizeMake(3.0f*320.0f, 480.0f);
self.delegate = self;
animationTimer = [NSTimer scheduledTimerWithTimeInterval:1.0/60.0 target:self selector:#selector(scrollFragment) userInfo:nil repeats:YES];
}
return self;
}
- (void)repositionIfNeeded {
CGFloat offsetX = self.contentOffset.x;
NSInteger iCount = [imagePaths count];
if(offsetX > 320.0f*1.75f) {
self.contentOffset = CGPointMake(offsetX-320.0f, .0f);
imageViews[0].image = imageViews[1].image;
imageViews[1].image = imageViews[2].image;
NSInteger imageToLoad = currentImage+2;
if(imageToLoad>iCount-1)
imageToLoad -= iCount;
imageViews[2].image = [self imageFromResourcesWithName:[imagePaths objectAtIndex:imageToLoad]];
currentImage++;
if(currentImage>iCount-1)
currentImage -= iCount;
}
else if(offsetX < 320.0f*.25f) {
self.contentOffset = CGPointMake(offsetX+320.0f, .0f);
imageViews[2].image = imageViews[1].image;
imageViews[1].image = imageViews[0].image;
NSInteger imageToLoad = currentImage-2;
if(imageToLoad<0)
imageToLoad += iCount;
imageViews[0].image = [self imageFromResourcesWithName:[imagePaths objectAtIndex:imageToLoad]];
currentImage--;
if(currentImage<0)
currentImage += iCount;
}
}
- (void)scrollFragment {
self.contentOffset = CGPointMake(self.contentOffset.x+1.0, .0f);
[self repositionIfNeeded];
}
- (void)scrollViewDidScroll:(UIScrollView *)scrollView {
[self repositionIfNeeded];
}
- (void)dealloc {
[imageViews[0] release];
[imageViews[1] release];
[imageViews[2] release];
[imagePaths release];
}
#end
I am adding UIViews to a superview in the following loop:
int xValue = 0 ;
int yValue = 10;
for (NSString *element in characters) {
UIView *newCharView = [[MyChar alloc] initWithFrame:CGRectMake(xValue,yValue,100,100)];
[(MyChar *)newCharView initLayers:element];
[[self view] addSubview:newCharView];
[newCharView autorelease];
if (xValue <= 240) {
xValue+=22;
} else {
xValue = 0;
yValue += 22;
}
}
MYChar contains a method which fires an animation. I want the method to be called sequentially in my loop with a delay of, say, 0.2 seconds. How can I achieve this? I tried delaying the animation itself but obviously just get the same delay in all the UIViews.
You could try using something like this:
int xValue = 0 ;
int yValue = 10;
double delay = 0.2;
for (NSString *element in characters) {
UIView *newCharView = [[MyChar alloc] initWithFrame:CGRectMake(xValue,yValue,100,100)];
[self performSelector:#selector(delayedInitView:) withObject:element afterDelay:delay];
if (xValue <= 240) {
xValue+=22;
} else {
xValue = 0;
yValue += 22;
}
delay += 0.2;
}
-(void) delayedInitView: (id) element {
[(MyChar *) newCharView initLayers: element];
[[self view] addSubview: newCharView];
[newCharView autorelease];
}
You will have to experiment with that, as I don't know what exactly you are trying to achieve.
EDIT:
Ouch, it's definitely not a good way to go with such a large amount of views. You could try using one background loop to init all of them.
I would definitely have to think it over a lil more if I personally faced that problem, but here's a simple suggestion, you will have to tune it to your needs and probably take care of its thread/memory management safety:
[self performSelectorInBackground:#(backgroundInitViews:) withObject:characters]
-(void) backgroundInitViews: (NSArray*) elements {
NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
int xValue = 0 ;
int yValue = 10;
for (NSString *element in elements) {
UIView *newCharView = [[MyChar alloc] initWithFrame:CGRectMake(xValue,yValue,100,100)];
[(MyChar *) newCharView initLayers: element];
[[self view] addSubview: newCharView];
[newCharView autorelease];
if (xValue <= 240) {
xValue+=22;
} else {
xValue = 0;
yValue += 22;
}
[NSThread sleepForTimeInterval:0.2];
}
[pool drain];
}
Give this a try:
[self performSelector:#selector(postAnimationMethod) withObject:self afterDelay:0.2];
1.My mainView is a UIScrollView. I have to load 9 images as tiles onto it.
2.I am calling the function as a different thread to get the 9images and to load it into the interface(mainthread). By doing so, the interface remains responsive.
3.But the problem even when the images are being loaded they doesnt get displayed in the UIScrollView until the whole thread is completed. But if I am doing some action on the interface, I am able to see each of them being loaded and displayed.
Means I have to update the interface(mainthread) from the background thread after each image is being loaded into it.
How can i do it? I have given the code which I use to load the images to the UIScrollView which i call using a different thread.
- (void)setUpDisplay:(NSArray *)array
{
NSAutoreleasePool *pool=[[NSAutoreleasePool alloc] init];
myScrollView.userInteractionEnabled = YES;
myScrollView.multipleTouchEnabled = YES;
int x=0,y=0;
CGRect frame;
for (i = 0; i < 3; i++)
{
if(j == 3)
{
x=x+256;
y = y-768;
}
for (j = 0; j < 3; j++) {
imageView = [[UIImageView alloc] initWithImage:[self getCachedImage:[NSString stringWithFormat:#"url to fetch images"]]];
frame = [imageView frame];
frame.origin.x = x;
frame.origin.y = y;
[imageView setFrame:frame];
imageView.userInteractionEnabled = YES;
imageView.multipleTouchEnabled = YES;
[myScrollView addSubview:imageView];
y = y+256;
[imageView release];
imageView=nil;
}
}
[pool release];
}
This method of NSObject is often helpful:
[someObject performSelectorOnMainThread:#selector(updateUI:) withObject:anotherObject waitUntilDone:YES /* or NO */];
You may want to try calling [myScrollView setNeedsDisplay] on the main thread after each image load is finished.