UIImage *image = [[UIImage alloc] initWithData:data];
((YKSubCategory *)[_subCategories objectAtIndex:connection.tag - 1]).menuImage = image;
[image release];
Here is the code I've written. The data is exists and the designed image is created. (I've tested it with an imageview and the image appears).
The problem comes when I try to set the menuImage property. It will not be set. I don't know why. So the value of the menuImage property remains nil.
Here is the property definition:
#property (nonatomic, retain) UIImage *menuImage;
What can be the problem?
Edit:
I've divided the code for the request of walkytalky.
Here is the code I've written:
UIImage *image = [[UIImage alloc] initWithData:data];
YKSubCategory *subCategory = (YKSubCategory *)[_subCategories objectAtIndex:connection.tag - 1];
subCategory.menuImage = image;
[image release];
[_tableView reloadData];
So now the funny thing is that the subCategory variable is the variable what I expect. Then after I set the menuImage property then the variable for this property is set. I can see in the debugger, but in the array isn't set. What is this?
(i) Have you #synthesize-d menuImage?
(ii) Can you break up the setter line to first get the YKSubCategory object and test it exists and is what you expect?
YKSubCategory* target = (YKSubCategory*)[_subCategories objectAtIndex:connection.tag - 1];
NSLog("subcategory target = %#", target);
// other tests here
target.menuImage = image;
Otherwise, I don't think we have enough info to solve this. What does menuImage look like immediately after setting?
EDIT: when you say "in the array isn't set", do you mean that the actual object in the array differs from the one you've just set right there and then? Or that when you come back to the array when loading the table data the menuImage is no longer set? Or that it just doesn't show in the table?
The first seems impossible on the face of it, so let's think about the second and third.
If menuImage has been reset by the time you come back to it, there must be some code setting it somewhere. This may not go through the property accessor, but for starters you might explicitly implement the setter to log the changes:
- (void) setMenuImage:(UIImage*)newImage
{
if ( newImage != menuImage )
{
NSLog(#"Changing menuImage from %# to %#", menuImage, newImage);
[newImage retain];
[menuImage release];
menuImage = newImage;
}
}
Another possibility is that the actual YKSubCategory object in the array has changed, or even that the arrays are different, so check that the pointers are the same in both locations.
On the other hand, if the menu image ivar is set, but it's not showing up in the table, you need to check your drawing code.
Related
I currently am using the code I found on an online tutorial to have the iPhone user select an image from their camera roll. Setting the image to the UIImageView works fine, but then I try to call a function on the image (every time a slider is moved). It turns out that the operating system is not holding onto the image, so when I try to access it (or the caching variable I made), it doesn't work (because the address gets set to 0x0000000).
If UIImage conformed to NSCopying, this would be simple. But, it doesn't. So, how do I copy an image so the operating system doesn't delete it?
Possible Duplicates
How do I make an exact copy of a UIImage returned from a UIImagePickerController?
Making deep copy of UIImage
EDIT:
The slider, when changed, calls this function:
- (IBAction)samplingSliderChanged:(id)sender {
NSLog(#"%#", self.imageStay);
float sample = self.samplingSlider.value * 0.6 + 0.2;
self.samplingRateText.text = [NSString stringWithFormat:#"%.0f%%", sample*100];
//self.imageView.image = [self.brain sampleImage:self.imageStay atRate:sample];
self.imageView.image = [self.brain sampleImage:self.imageStay.copy atRate:sample];
NSLog(#"self.imageStay: %#, self.imageStay.copy: %#", self.imageStay, self.imageStay.copy);
}
The first time the slider is moved, my self.imageStay (the cache variable) has an address of 0x0000.
My show-the-camera-roll function is below:
-(void)imagePickerController:(UIImagePickerController *)picker
didFinishPickingMediaWithInfo:(NSDictionary *)info
{
NSString *mediaType = info[UIImagePickerControllerMediaType];
UIImage * image;
[self dismissViewControllerAnimated:YES completion:nil];
image = info[UIImagePickerControllerOriginalImage];
image = [self imageWithImage:image scaledToSize:CGSizeMake(256, 256)];
self.imageView.image = image;
if (_newMedia)
UIImageWriteToSavedPhotosAlbum(image,
self,
#selector(image:finishedSavingWithError:contextInfo:),
nil);
self.imageView.image = image;
self.imageStay = image
}
In here, the cache variable has the same memory address as image, and my guess is that this later gets deleted.
You shouldn't be worrying about NSCopying, or making a copy of a UIImage, this isn't your problem. You are losing the reference to the image in your imageView. The OS is holding onto the image, if not it would disappear from your imageView. I expect you just aren't referring to it correctly. Perhaps you should show what you mean by a 'caching variable'...
In any case a reliable way to get to the image currently displayed in your imageView is to obtain it from the imageView's image property, as self.imageView.image.
update
If self.imageView.image might be subject to filtering, and you also need to keep a reference to the original image (eg in self.imageStay) you should declare the imageStay property as
#property (nonatomic, strong) UIImage* imageStay;
If you have done this correctly, and still have a nil reference in self.imageStay, step through your code in the debugger to see what is going on here:
self.imageView.image = image;
if (_newMedia)
UIImageWriteToSavedPhotosAlbum(image,
self,
#selector(image:finishedSavingWithError:contextInfo:),
nil);
self.imageView.image = image;
self.imageStay = image
self.imageStay and self.imageView.image should now both have a reference to the same object. By the way, you second assignment of self.imageView.image = image here is redundant.
Then in - (IBAction)samplingSliderChanged:(id)sender you should find those references persisting.
Your problem might be caused if you have declared your #property imageStay as a weak reference. It should be strong to ensure that it persists.
I've been trying to figure out how to have a UIImageView with a next and previous button which when clicked will go to the next or previous image in the array. So far, here's what I have.
In my .h file I have declared:
IBOutlet UIImageView *imageView;
NSArray *imageArray;
And I also added:
-(IBAction) next;
In the .m file I have:
-(void) viewDidLoad;
{
imageArray = [[NSArray arrayWithObjects:
[UIImage imageNamed:#"1.png"],
[UIImage imageNamed:#"2.png"],
nil] retain];
}
Now here is where I'm struggling. I have the IBAction defined as follows in my .m:
-(IBAction)next
{
if (currentImage + 1 == [imageArray count])
{
currentImage = 0;
}
UIImage *img = [imageArray objectAtIndex:currentImage];
[imageView setImage:img];
currentImage++;
}
My problem is that I do not know where to define the currentImage index integer or how to define it. Is it in the header? The implementation? And how exactly do I declare it?
To be honest I'm not even 100% sure the code I currently have is right, although I think if I can define the index, it will work.
Any advice?
This is how I would do it. (I've changed the name of a few instance variables: currentImage sounds like it could be a pointer to an image (UIImage *) rather than just an integer value; adding Index to the end makes that more clear. It may be obvious now that it's an integer, but when you revisit this code (or other code you write) in a month, it may be less obvious; or maybe that's just me)...
MDSlideshowController.h:
#import <UIKit/UIKit.h>
#class MDBilboBaggins;
#interface MDSlideshowController : NSObject {
IBOutlet UIImageView *imageView;
NSArray *imageArray;
NSUInteger currentImageIndex;
BOOL someOtherVariable;
MDBilboBaggins *bilboBaggins;
// keep adding more instance variables as needed
}
- (IBAction)previous:(id)sender;
- (IBAction)next:(id)sender;
#end
MDSlideshowController.m:
#import "MDSlideshowController.h"
#import "MDBilboBaggins.h"
// you could perhaps define currentImageIndex here, but see notes below:
// NSUInteger currentImageIndex = 0;
#implementation MDSlideshowController
// `currentImageIndex` is automatically initialized to 0 during init
// `someOtherVariable` is automatically initialized to 0 (NO) during init
-(void) viewDidLoad
{
imageArray = [[NSArray arrayWithObjects:
[UIImage imageNamed:#"1.png"],
[UIImage imageNamed:#"2.png"],
nil] retain];
[imageView setImage:[imageArray
objectAtIndex:currentImageIndex]];
}
- (IBAction)previous:(id)sender {
if (currentImageIndex == 0) {
currentImageIndex = [imageArray count] - 1;
} else {
currentImageIndex--;
}
[imageView setImage:[imageArray objectAtIndex:currentImageIndex]];
}
- (IBAction)next:(id)sender {
if (currentImageIndex + 1 >= [imageArray count]) {
currentImageIndex = 0;
} else {
currentImageIndex++;
}
[imageView setImage:[imageArray objectAtIndex:currentImageIndex]];
}
#end
Basically, you put instance variables right underneath the ones you've already defined. They can be of almost any type. You can use the types Cocoa Touch knows about, or classes you make yourself. In this example, I said that there was a special class named MDBilboBaggins by using the #class MDBilboBaggins statement. Then, I add the #import "MDBilboBaggins.h" part in the .m file: this can help speed up compile times.
As I mentioned in the comment, you could perhaps define the currentImageIndex variable inside the .m file, however, it would be a static variable that is common to, and shared, by all instances of the class. This can be useful in some situations, but create issues in others. For example, imagine we have 2 slideshow controllers, each with different images created and showing slides in 2 different windows. If they were modifying a shared currentImageIndex variable, they'd mess each other up if you would switch between them and start clicking Previous and Next indiscriminately. That's why in this case it might make more sense to just make it an instance variable by defining it other your other instance variables in the .h file.
[EDIT] Regarding the :(id)sender parameter: in this example, it wasn't used at all, I generally do it out of habit, since in some circumstances, it can save a lot of code, and simplify things dramatically. For example, say you had 9 different buttons and you wanted each button to load a specific image (or perform a specific operation). Now, you could define 9 separate methods like - (IBAction)button1Clicked;, or you could do it the easy way and just define a single - (IBAction)loadImage:(id)sender method. In your nib file, you would give each button a different tag (an NSInteger value), like 1 − 9. Then in your single method you could do this:
- (IBAction)loadImage:(id)sender {
NSInteger buttonTag = [(NSButton *)sender tag];
[imageView setImage:[UIImage imageNamed:
[NSString stringWithFormat:#"image%ld.png",buttonTag]]];
}
In this case, sender is the object that sends the message, which would be the button that was clicked on. Though admittedly a contrived example, by providing that one additional parameter, I probably saved 100 lines of needless code and complexity of having 9 separate methods.
[EDIT #2] Replaced the one pseudo-coded (written in Safari) next: method with actual code from one of my apps that I know works.
Hope this helps...
you need to declare the currentindex in the header like so:
NSInteger currentImage;
This way the value is saved throughout the views lifetime
i would like to know how i can access the name of an image when the syntax is something like that:
NSArray* imgArray =[[NSArray alloc] initWithObjects:
[UIImage imageNamed:#"test_01.png"],
[UIImage imageNamed:#"test_02.png"],
[UIImage imageNamed:#"test_02.png"], nil];
If i print out a specific index, i get the address.
NSLog(#"TEST: %#", [imgArray objectAtIndex:1]);
Output:
TEST: <UIImage: 0x4b12cd0>
How do i get the stringvalue?
Any ideas?
Thanks for your time.
UIImage does not expose the name of file it was initialized with. There is no way to access it from the image object.
You should keep track of the string values yourself. The UIImage object is somewhat closed with respect to the data backing the image.
You could of course subclass UIImage and implement
+(UIImage*)imageNamed:(NSString*)name
{
self.keepName = name;
return [super imageNamed:name];
}
adding a keepName string property, but I wouldn't see why you would.
If you want to store & retrive image from NSMutableArray than you have to take your image in UIimageView and than store it in NSMutableArray.. and from particular index you can retrieve it back.
K.D
Im developing an app for an iPhone and I found that the following code is causing the memory allocation to increment.
-(UIImage *)createRecipeCardImage:(Process *)objectTBD atIndex:(int)indx
{
[objectTBD retain];
// bringing the image for the background
UIImage *rCard = [UIImage imageNamed:#"card_bg.png"];
CGRect frame = CGRectMake(00.0f, 80.0f, 330.0f, 330.0f);
// creating he UIImage view to contain the recipe's data
UIImageView *imageView = [[UIImageView alloc] initWithFrame:frame];
imageView.image = rCard;
[rCard release];
imageView.userInteractionEnabled = YES;
float titleLabelWidth = 150.0;
float leftGutter = 5.0;
float titleYPos = 25.0;
float space = 3.0;
float leftYPos = 0;
// locating Title label
float currentHeight = [self calculateHeightOfTextFromWidth:objectTBD.Title :titleFont :titleLabelWidth :UILineBreakModeWordWrap];
UILabel *cardTitle = [[UILabel alloc]initWithFrame:CGRectMake(leftGutter, titleYPos, titleLabelWidth, currentHeight)];
cardTitle.lineBreakMode = UILineBreakModeWordWrap;
cardTitle.numberOfLines = 0;
cardTitle.font = titleFont;
cardTitle.text = objectTBD.Title;
cardTitle.backgroundColor = [UIColor clearColor];
[imageView addSubview:cardTitle];
[cardTitle release];
leftYPos = titleYPos + currentHeight + space;
// locating brown line
UIView *brownLine = [[UIView alloc] initWithFrame:CGRectMake(5.0, leftYPos, 150.0, 2.0)];
brownLine.backgroundColor = [UIColor colorWithRed:0.647 green:0.341 blue:0.122 alpha:1.0];
[imageView addSubview:brownLine];
[brownLine release];
leftYPos = leftYPos + 2 + space + space + space;
// creating the imageView to place the image
UIImageView *processPhoto = [[UIImageView alloc] initWithFrame:CGRectMake(leftGutter, leftYPos, 150, 150)];
if((uniqueIndex == indx) && (uniqueImg.imageData != nil))
{
if([uniqueImg.rcpIden isEqualToString:objectTBD.iden])
{
objectTBD.imageData = [NSString stringWithFormat:#"%#", uniqueImg.imageData];
[recipesFound replaceObjectAtIndex:indx withObject:objectTBD];
NSData * imageData = [NSData dataFromBase64String:objectTBD.imageData];
UIImage *rcpImage = [[UIImage alloc] initWithData:imageData];
[imageData release];
processPhoto.image = rcpImage;
[rcpImage release];
}
}
else if(objectTBD.imageData != nil)
{
NSData * imageData = [NSData dataFromBase64String:objectTBD.imageData];
UIImage *rcpImage = [[UIImage alloc] initWithData:imageData];
processPhoto.image = rcpImage;
[rcpImage release];
[decodedBigImageDataPointers addObject:imageData];
}
else
{
UIImage * rcpImage = [UIImage imageNamed:#"default_recipe_img.png"];
processPhoto.image = rcpImage;
[rcpImage release];
}
NSlog(#" Process Photo Retain Count %i", [processPhoto retainCount]); // this prints a 1
[imageView addSubview:processPhoto];
NSlog(#" Process Photo Retain Count %i", [processPhoto retainCount]); // this prints a 2!!!!
//[processPhoto release]; // this line causes an error :(
// converting the UIImageView into a UIImage
UIGraphicsBeginImageContext(imageView.bounds.size);
[imageView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
[objectTBD release];
for(UIView *eachSubview in imageView.subviews)
{
[eachSubview removeFromSuperview];
NSLog(#"each subview retainCount %i despues", [eachSubview retainCount]);
// here I find that the processPhoto view has a retain count of 2 (all other views have their retain count in 1)
}
return viewImage;
}
When I checked at the instruments object allocation I found that the "GeneralBlock-9216" growing up.
Breaking down the row I found that every time I call this code, one instance of:
2 0x5083800 00:18.534 ImageIO initImageJPEG
is being allocated. Checking the call stack, the following line is highlighted:
UIImage * objImage = [UIImage imageWithData:imageData];
Any help to find what the error is?
As TechZen said, the imageWithXXX: methods cache the image inside of them while you run the program (though you release the instances after using). I recommend initWithXXX: and release API sets instead of imageWithXXX:.
Well, if you embed several debug log on your source code, check how many times is it called, and check the retain count of the instances.
As far as I can explain, that is all.
I hope you will solve the problem.
Does anyone have an answer for this? It's tearing me apart trying to figure out why this image information keeps lingering. I've tried every solution.
The situation:
Images get downloaded and stored to the device, then loaded with imageWithContentsOfFile (or even initWithContentsOfFile, which doesn't help either). When the view goes away, the images don't, but they don't show up as leaks, they're just this initImageJPEG Malloc 9.00 KB that never goes away and keeps ramping up.
UPDATE: I believe I've figured this out: Check to make sure everything is actually getting dealloc'd when you're releasing whatever the parents (and/or grandparents) and etc of the images are. If the parents don't get deallocated, they never let go of their children images, and whatever data was in those images sticks around. So check retain counts of parent objects and make sure that everything's going away all the way up whenever you release the view at the top.
A good way to check for this is to put NSLogs into custom classes' dealloc methods. If they never show up, that object isn't going away, even though the reference to it might, and it (and whatever its subviews and properties are) will never ever disappear. In the case of images, this means a pretty sizable allocation every time that object is generated and never deallocated. It might not show up in leaks, especially if the parent of the topmost object you're thinking you're releasing but actually aren't persists and doesn't itself ever deallocate.
I hope this helps. It'll be useful to take some time to read through your code with a fine-toothed comb to make sure you're allocating and releasing things properly. (Search for "alloc]", start at the top of the file, and work your way down to make sure you're releasing and that the release isn't inside of some if() or something.)
Also, running "Build and Analyze" might lock up your machine for a bit, but its results can be really helpful.
Good luck!
I think you're seeing UIImage cacheing images. There used there used to be a method something like initWithData:cache that let you turn the cacheing off. Now I think the system always caches the images automatically behind the scenes even after you've deallocted the specific instances.
I don't think its an error on your part. I think it's the system keeping data around in the OpenGl subsystem. Unless it causes a major leak, I don't think it is a problem.
UPDATED Scroll down to see the question re-asked more clearly....
If I had the name of a particular UIImageView (IBOutlet) stored in a variable, how can I use it to change the image that is displayed. I tried this, but it does not work.
I'm still new to iphone programming, so any help would be appreciated.
NSString *TmpImage = #"0.png";
NSString *Tst = #"si1_1_2";
TmpImage = #"1.png";
UIImage *sampleimage = [[UIImage imageNamed:TmpImage] retain];
((UIImageView *) (Tst)).image = sampleimage; // This is the line in question
[sampleimage release];
RESTATED:
I have a bunch of images on the screen.... UIImageView *s1, *s2 ,*s3 etc up to *s10
Now suppose I want to update the image each displays to the same image.
Rather than doing
s1.image = sampleimage;
s2.image = sampleimage;
:
s10.image = sampleimage;
How could i write a for loop to go from 1 to 10 and then use
the loop var as part of the line that updates the image.
Something like this.
for ( i = 1; i <- 10; ++i )
s(i).image = sample; // I know that does not work
Basic question is how do I incorporate the variable as part of the statement to access the image? Don't get hung up on my example. The main question is how to use a variable as part of the access to some element/object.
Bottom Line... If I can build the name of a UIImageView into a NSString object, How can I then use that NSString object to manipulate the UIImageView.
Thanks!
Ugh! Your line in question:
((UIImageView *) (Tst)).image = sampleimage;
is casting a string pointer as a UIImageView pointer - you're basically saying that your pointer to a string is actually a pointer to a UIImageView! It will compile (because the compiler will accept your assertion happily) but will of course crash on running.
You need to declare a variable of type UIImageView. This can then hold whichever view you want to set the image of. So your code could look like the following:
NSString *TmpImage = #"0.png";
UIImageView *myImageView;
If (someCondition == YES) {
myImageView = si1_1_2; //Assuming this is the name of your UIImageView
} else {
myImageView = si1_1_3; //etc
}
UIImage *sampleimage = [UIImage imageNamed:TmpImage]; //no need to retain it
myImageView.image = sampleImage;
Hopefully this makes sense!
Edit: I should add, why are you trying to have multiple UIImageViews? Because a UIImageView's image can be changed at any time (and in fact can hold many), would it not be better to have merely one UIImageView and just change the image in it?