Dynamically loading images in UIImageView from database in objective c - iphone

I have saved my images in database with type BLOB. Now I am extracting these images from database using sql stmt and saving it in a NSData object. see the following code snippet
NSData *img = [[NSData alloc] initWithBytes:sqlite3_column_blob(loadInfostmt, 4) length: sqlite3_column_bytes(loadInfostmt, 4)];
self.birdImage = [UIImage imageWithData:img];
After getting image I tried setting it at image attribute of UIImageView to load it to image view. I used following techniques but nothing seems to work.
1.
self.imgPikr = [[UIImageView alloc] initWithImage:brd.birdImage];
[self.imgPikr setImage:brd.birdImage];
2.
[self.imgPikr = [[UIImageView alloc] init];
self.imgpikr.image = brd.birdImage;
3.
[self.imgPikr = [[UIImageView alloc] init];
[self.imgpikr setImage:brd.birdImage];
Here imgPikr is a UIImageView object and birdImage is object of UIImage class.
every other data is displayed in view correctly except the image.
I dont have any error or warning or runtime exception but still cant load image.
Please tell me the solution. I have been working on it since a week. but couldnt find anything working.
Any answer or experimentation is welcomed.
thanx in advance

Option 1 is the best option, since -[UIImageView initWithImage:] will automatically resize the imageView to be the same size as the passed image (and it is also unnecessary to setImage: if you use this initializer).
However, as #Robot K points out in the comments, you still need to add self.imgPikr as a subview of a view that is visible on the screen.
Additionally, if your imgPikr property is declared as (retain), then you have a memory leak.

Related

how to show images at cell.imageview.image from NSArray?

Image Array=[NSArray arrayWithObjects:[UIImage imageNamed:#"1 (1).gif"],
[UIImage imageNamed:#"1 (2).gif"],[UIImage imageNamed:#"1 (3).gif"],[UIImage imageNamed:#"1 (4).gif"],[UIImage imageNamed:#"1 (5).gif"],[UIImage imageNamed:#"1 (6).gif"],[UIImage imageNamed:#"1 (7).gif"],nil];
//here is another array of objects showing in table view
alphabetsArray =[[NSMutableArray alloc]initWithObjects:#"A",#"B",#"C",#"D",#"E",#"F",#"G",#"H",#"I",#"J",#"K",#"L",#"M",#"N",#"O",#"P",#"Q",#"R",#"S",#"T",#"U",#"V",#"W",#"X",#"Y",#"Z",nil];
//everything working fine until when i add this code,app crashes with SIGABRT
cell.imageView.image=[UIImage imageNamed:[imageArray objectAtIndex:indexPath.row]];
Actually i need to ask some more things:
Is there any problem if number of images in array isn't equal to number of object in tableview?
Is there any other way to add images if they are huge in number except of uiimage imageNamed:"whatever.jpeg"
What if add a folder and give its address or name and it picks up images by itself..
What is most reasonable method of adding images in project if they are 250 in number(i-e sqlite,coreData,hardcode in project as i did)?
First, there is issue with this line [UIImage imageNamed:[imageArray objectAtIndex:indexPath.row]].
The [imageArray objectAtIndex:indexPath.row] is returning UIImage object in your current implementation, and you are trying to get UIImage with name of UIImage object.
You should just return the UIImage object directly to the cell.imageView.image.
cell.imageView.image = [imageArray objectAtIndex:indexPath.row];
Second, I am not sure how many rows are there in the table, but the method objectAtIndex can throw exception if the index is more than the number of elements in the array, causing app crash.
1) There would be no problem with this, unless you want to have the same number. It won't throw an error, but your app logic will not work properly.
2) Not that i know of, It's easy to do this though, use an easy naming convention such as image01, That way you can just copy and paste the code and change the ending numbers of the image
3) Im not sure of what you are asking.
4) Typically you would just need to add the images to your project via drag-N'-drop or by picking the files. Core data and sqlite are for the actual app that you are developing, not to store images in Xcode.
As for the main question, You say you want to show the images from an NSArray, if thats the case, just get the index path of the tableview, and look up the corresponding image using objectAtIndex:
Hope that helps a bit :)
Actually i have figured something out , there is an easy way to do.
cell.imageView.image = [UIImage imageNamed:[NSString stringWithFormat:#"%#.gif", [TextShownInTableArray objectAtIndex:indexPath.row]]];
i have alphabetics in this array, and i wanted to use different images with each of the alphabet, so just added images in project with same name as alphabets had. it worked fine with this line of code. TextShownInTableArray is your array with text :)
Image Array=[NSArray alloc]initWithObjects:[UIImage imageNamed:#"8.gif"],
[UIImage imageNamed:#"2.gif"],[UIImage imageNamed:#"3.gif"],[UIImage imageNamed:#"6.gif"],[UIImage imageNamed:#"5.gif"],[UIImage imageNamed:#"4.gif"],[UIImage imageNamed:#"7.gif"],nil];
your array alloc and that array 'retain' this array and try this code .thanks
[imageArray retain];
only change in your code this line . and solve your problem
cell.imageView.image=[imageArray objectAtIndex:indexPath.row];
i hope this code useful for You . Check this
cell.imageView.frame = CGRectMake(5, 5, 50, 50);
NSString *imgstr = [[Arr objectAtIndex:indexPath.row] objectForKey:#"thumb"];
cell.imageView.image = [UIImage imageWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:imgstr]]];

Loading an image from multidimensional array in to UIImageView

I'm loading an image to a custom cell and I build up an array throughout my code from XML which I want to set to my UIImageView on my nib file.
My array gets built up to totalArray and then I do the following in my cellForRowAtIndexPathT:
newObj1=[totalArray objectAtIndex:indexPath.row];
aCell.lblRouteText.text = newObj1.routeText;
And the following to load my image works (static):
UIImage *image = [[UIImage alloc] initWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:#"http://imageurl.jpg"]]];
aCell.imgRoute.image = image;
However, when I try to put my array in using the following:
UIImage *image = [[UIImage alloc] initWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:[newObj1.routeImage]]];
I get an error of identifier expected
Any tips?
Tom
You're writing [newObj1.routeImage] where you just need newObj1.routeImage, i.e. your final line should probably read:
UIImage *image = [[UIImage alloc] initWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:newObj1.routeImage]];
When you use square brackets (and not in the context of a C array), you should always have something of the form [x y], which means 'send the message y to the receiver x'.
Note on threading: be careful about using [NSData dataWithContentsOfURL:], because it blocks while the URL contents are fetched. If you call this on the main thread, you will block your UI and the app will be unresponsive.
(Btw, if you're posting error messages, it's best to copy and paste the full actual error line(s) from the console if possible -- it maximises our chance of understanding the problem.)

UIScrollView with UIImageView, UIImage

I've read a lot of UIScrollView with UIImageView threads here or other googled pages. But I still cannot get the problem I'm confronting. I'm having a cold right now. Hope I can still make it clear, lol. Here is the problem:
I'm building one app which mainly uses UIScrollView to display a few images. Here the amount counts, not the size, which is averagely 100KB(I even converted PNG to jpg, not sure whether it helps or not). With no more than 10 images, my app crashes with memory warning. This is the first time I encounter memory issue, which surprised me as the compiled app is less than 10MB.
At the very beginning, I load all the images on launch, looping all names of image files and do
UIImageView *imageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:imgName]];
[scrollview addSubview:imageView];
[imageView release];
If I'm right, I think after launch, all the images are in memory, right? But the funny thing here is, the app could launch without any problem(at most a level 1 memory warning). After I scroll a few images, it crashed. I checked leaks for sure and also allocations. No leak and allocation almost had no change during scrolling.
So, is there something special done by imageNamed rather than cache?
And then, yes, I turned to lazy load.
For fear of checking page and loading images on demand might jerk the scrolling(which was proved true), I used a thread which runs a loop to check offset of the scroll view and load/unload images.
I subclassed UIImageView by remembering the image name. It also contains loadImage and unloadImage which will be executed on that thread.
- (void)loadImage {
/if ([self.subviews count] == 0) {
UIImageView iv = [[UIImageView alloc] initWithImage:[UIImage imageNamed:self.imageName]];
[self performSelectorOnMainThread:#selector(renderImage:) withObject:iv waitUntilDone:NO];
//[self addSubview:iv];
[iv release];
}*/
if (self.image == nil) {
//UIImage *img = [UIImage imageNamed:self.imageName];
UIImage *img = [[UIImage alloc] initWithContentsOfFile:[[NSBundle mainBundle] pathForResource:[self.imageName stringByDeletingPathExtension] ofType:[self.imageName pathExtension]]];
// image must be set on main thread as UI rendering is main thread's responsibility
[self performSelectorOnMainThread:#selector(renderImage:) withObject:img waitUntilDone:NO];
[img release];
}
}
// render image on main thread
- (void)renderImage:(UIImage*)iv {
//[self addSubview:iv];
self.image = iv;
}
(void)unloadImage {
self.image = nil;
//[(UIView*)[self.subviews lastObject] removeFromSuperview];
}
You can see the commented code that I've played with.
In unloadImage, if I write [self.image release], then I get EXC_BAD_ACCESS, which is unexpected, as I think alloc and release are matched here.
The app still crashes with no leak. The initWithContentsOfFile version even crashed earlier than imageNamed version, and made the scrolling not that smooth.
I run the app on device. By checking allocations, I found imageNamed version used much less memory than initWithContentsOfFile version, though they both crash. Instruments also showed that the allocated images were 2,3 or 4, which indicated the lazy load did do his job.
I checked PhotoScroller of WWDC2010, but I don't think it solvs my problem. There is no zooming or huge picture involved.
Anybody helps! Thank you in advance.
The crash log says nothing. The app crashes mostly after memory warning level = 2. And if run on simulator, there will be no problem.
It doesn't matter which format do you use for your images. They're converted to bitmaps when you display them.
I'd suggest to use the technique similar to that one which is used by UITableView (hide the image and free the memory it uses when it disappears from the screen and instantiate the image only when you need to show it).
As an alternate way – if you need to show these images in a grid – you might take a look to a CATiledLayer.
Anyhow, loading all the images to the memory is not the best idea :)
You can load all the images to an array. And you can design a view having one image view and try the below code:
array name: examplearray and view name :exampleview
-(void)updateImagesInScrollView
{
int cnt = [examplearray count];
for(int j=0; j< cnt; ++j)
{
NSArray *nibContents = [[NSBundle mainBundle] loadNibNamed:#"exampleview"
owner:self
options:nil];
UIView *myView = [nibContents objectAtIndex:0];
exampleview * rview= (exampleview *)myView;
/* you can get your iamge from the array and set the image*/
rview.imageview.image = yourimage;
/*adding the view to your scrollview*/
[self.ScrollView addSubview:rview];
}
/* you need to set the content size of the scroll view */
self.ScrollView.contentSize = CGSizeMake(X, self.mHorizontalScrollView.contentSize.height);
}

iphone UIImage memory leaks

I'm implementing an image browser, using a UIScrollView. Due to memory costranints, I've to implement image dynamic loading (I don't want use CATiled Layers because it forces user remaining waiting to load every tile).
I've tried in a coupe of ways:
- (UIImageView*) ldPageView{
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; // Top-level pool
NSError *error;
NSData *imData = [NSData dataWithContentsOfURL:ldPageRef options:NSDataReadingUncached error:&error];
UIImage *im = [[UIImage alloc] initWithData:imData];
ldView = [[UIImageView alloc] initWithImage:im] ;
[ldView setFrame:pageRect];
[pool release]; // Release the objects in the pool.
return ldView;
}
And even in this way
- (UIImageView*) ldPageView{
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; // Top-level pool
CGDataProviderRef provider = CGDataProviderCreateWithURL ((CFURLRef)ldPageRef);
CGImageRef d = CGImageCreateWithJPEGDataProvider(provider,nil, true,kCGRenderingIntentDefault);
UIImage *im = [[UIImage alloc] initWithCGImage:d];
ldView = [[[UIImageView alloc] initWithImage:im] autorelease];
[im release];
CGDataProviderRelease(provider);
CGImageRelease(d);
[ldView setFrame:pageRect];
[pool release]; // Release the objects in the pool.
return ldView;
}
But every time I try it both on simulator and on iPad, memory explodes. I've runned my code with Instruments and no leak is reported. ldView is an istance variable and it is deallocated togheter with ldPageRef on object dealloc (which is called for sure).
I've also tried setting NSURLCache sharedCache to nil or to zero, but it is still happening.
I've read Memory management guide, but everythimg seems ok to me.
Please help
Try using
UIImage *im = [UIImage imageWithData:imData];
rather than
UIImage *im = [[UIImage alloc] initWithData:imData];
Always avoid allocs if possible otherwise you must ensure that you manually release the object.
More than likely it is how you are creating your UIImage. Try creating your image as such..
[UIImage imageWithData:imData];
instead of
[[UIImage alloc] initWithData:imData];
This will return a autoreleased object(it is a class method) so that you will not have to try to release it yourself later.
You are never releasing your alloc'd objects. You need to change:
[[UIImage alloc] initWithData:imData];
[[[UIImageView alloc] initWithImage:im];
to:
[[[UIImage alloc] initWithData:imData] autorelease];
[[[UIImageView alloc] initWithImage:im] autorelease] ;
Indeed I have found a memory leak in UIImageView. You just never pay any attention to it, since you may open images from the App package all the time, and these images are being cached by iOS.
But if you download a number of images from the network (say 40 iPhone-camera photos), save them to the documents and open them over and over again in a sub view controller, the memory leak applies. You do not need to have 40 different images, it is enough to load one image again and again.
Your test app is with ARC disabled and an image is being loaded from file and displayed in a sub view controller, every time that controller is being pushed.
In your sub view controller you'll create an UIImageView and assign the UIImage object to the image view's .image property. When you leave the sub view controller, you release the image view correctly. On an iPhone 4s your app won't open more than 80 images. Mine crashed at around 70 images (with iOS 6.1). And have a look on the intruments app, before the crash. The memory is full of CFMalloc blocks.
The solution I found is simple: Set the image property to nil, before you release the image view. Again, look at the instruments app. It now looks like what you'd expect and your app does no longer crash.
I think the same leak applies to whatever the UIWebView uses to display images and Apple doesn't know about it.

Application crashing on iPhone

I am developing an game in which i have to load images on finger swipe. For this i loaded all image 22 of size (788x525) at loading of the view itself. Then on finger swipe i just added image on view.
This works fine on iTouch but on iPhone game crashes after showing near about 12 images.
This is how i added images, graphicsArray is NSMUTableArray.
for ( int i=0; i<=totalNoofPages;i++){
NSString * graphicsFileName = #"Page";
graphicsFileName =
[graphicsFileName
stringByAppendingString:[NSString stringWithFormat:#"%d", i]];
UIImage *image =
[[UIImage alloc] initWithContentsOfFile:
[[NSBundle mainBundle] pathForResource:graphicsFileName
ofType:#"jpg"]];
GraphicsImages =
[[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 480,320 )];
GraphicsImages.image = image;
[image release];
[GraphicsImages setCenter:center];
GraphicsImages.transform = CGAffineTransformMakeRotation(M_PI/2);
[graphicsArray insertObject:GraphicsImages atIndex:i];
}
and on finger swipe i write,pageNo is number of page that will be displayed.
GraphicsImages = [graphicsArray objectAtIndex:pageNo];
[self addSubview:GraphicsImages];
Is there any way to release the previous loaded image from sub view as it might be kept on stack or is it due to large image size????
Please help me in this situation.
Thanks in advance.
Regards,
Vishal.
Are you crashing due to lack of memory?
You might try pre-loading the previous, current & next images only, and release them as soon as possible. Loading 22 images in memory takes up quite a lot of space.
Can you provide the error that you're getting when the app crashes? Knowing what exception is being triggered will help a lot in figuring out exactly what's going on.
I can tell you that you aren't releasing the GraphicsImages variable in your for loop, so that's causing memory leaks. I imagine that that's not enough to cause a crash, however. In any case, do this:
[ graphicsArray insertObject:GraphicsImages ];
[ GraphicsImages release ];
Note that you don't need to specify the insertion index in your case because the items will be added sequentially. Also, when you insert an object into an array, it is retained, so you can safely release it afterwards.