UIImageView subclass duplicate the image - iphone

I am working on a subclass of UIImageView and one of the things I require is when the object is initalised with the initWithImage: message a 'copy' is created.
I must be confusing something because I can't see what is not working here..
- (id)initWithImage:(UIImage *)image {
[image retain];
if (self = [super initWithImage:image]) {
if (!maskImage) {
maskImage = [UIImage imageWithCGImage:[image CGImage]];
if (maskImage != nil) {
NSLog(#"Made mask image");
} else {
NSLog(#"Failed");
}
//maskImage = [UIImage imageNamed:#"image.png"];
}
}
[image release];
return self;
}
There are no errors when I build this and the maskimage does appear to be created (i do not get the failure message). However, if I uncomment the line allocating from a png it works.
What am I missing?
Thanks!

You should retain created image, in example like this:
- (id)initWithImage:(UIImage *)image {
if (self = [super initWithImage:image]) {
if (!maskImage) {
maskImage = [[UIImage imageWithCGImage:[image CGImage]] retain];
if (maskImage != nil) {
NSLog(#"Made mask image");
} else {
NSLog(#"Failed");
}
}
}
return self;
}

Try this. Should work.
- (id)initWithImage:(NSString *)image {
if (self = [super initWithImage:image]) {
if (!maskImage) {
img = [UIImage imageNamed:image];
maskImage = CGImageRetain(img.CGImage);
if (maskImage != nil) {
NSLog(#"Made mask image");
} else {
NSLog(#"Failed");
}
}
}
return self;
}
Changes
pass NSString instead of image
no need to retain/release image
need to define img, maskImage in .h
maskImage in .h should have retain property set in #property ( e.g.
#property (nonatomic, retain))

First, you should set maskImage to nil, to make sure it isn't garbage:
self.maskImage=nil;
That may screwing up your line (if not now, then later):
if(!imaskImage)
Then, to make a copy, just implement NSCopying in a UIImage subclass. It's easy to do. Then you can type:
maskImage = [image copy];
Alternatively, you can convert the image to data, archive, then unarchive, then convert back to a UIImage. This gives you a complete copy of the image. It's a little more complex, but its the same method used for making deep copies of an object graph.

Related

Photo Size With UIPrintInteractionController

I have one problem to print photo using AirPrint. I printed 4 * 6 inch image but printed image size is too large! How can I resolve this problem.
Can I specify paper size and photo programmatically?
Here is screen shot url.
https://www.dropbox.com/s/1f6wa0waao56zqk/IMG_0532.jpg
` here is my code
-(void)printPhotoWithImage:(UIImage *)image
{
NSData *myData = UIImageJPEGRepresentation(image, 1.f);
UIPrintInteractionController *pic = [UIPrintInteractionController sharedPrintController];
if (pic && [UIPrintInteractionController canPrintData:myData]) {
pic.delegate = self;
UIPrintInfo *pinfo = [UIPrintInfo printInfo];
pinfo.outputType = UIPrintInfoOutputPhoto;
pinfo.jobName = #"My Photo";
pinfo.duplex = UIPrintInfoDuplexLongEdge;
pic.printInfo = pinfo;
pic.showsPageRange = YES;
pic.printingItem = myData;
pic.printFormatter = format;
[format release];
void(^completionHandler)(UIPrintInteractionController *, BOOL, NSError *) = ^(UIPrintInteractionController *print, BOOL completed, NSError *error) {
[self resignFirstResponder];
if (!completed && error) {
NSLog(#"--- print error! ---");
}
};
[pic presentFromRect:CGRectMake((self.view.bounds.size.width - 64) + 27, (self.view.bounds.size.height - 16) + 55, 0, 0) inView:self.view animated:YES completionHandler:completionHandler];
}
}
- (UIPrintPaper *)printInteractionController:(UIPrintInteractionController *)printInteractionController choosePaper:(NSArray *)paperList
{
CGSize pageSize = CGSizeMake(6 * 72, 4 * 72);
return [UIPrintPaper bestPaperForPageSize:pageSize withPapersFromArray:paperList];
}
Just this is my code. should I use UIPrintPageRenderer property to give draw area?
`
first you should set
/*
PrintPhotoPageRenderer *pageRenderer = [[PrintPhotoPageRenderer alloc]init];
pageRenderer.imageToPrint =image;
pic.printPageRenderer = pageRenderer;
*/
- (void)printImage {
// Obtain the shared UIPrintInteractionController
UIPrintInteractionController *controller = [UIPrintInteractionController sharedPrintController];
controller.delegate = self;
if(!controller){
NSLog(#"Couldn't get shared UIPrintInteractionController!");
return;
}
// We need a completion handler block for printing.
UIPrintInteractionCompletionHandler completionHandler = ^(UIPrintInteractionController *printController, BOOL completed, NSError *error) {
if(completed && error)
NSLog(#"FAILED! due to error in domain %# with error code %u", error.domain, error.code);
};
// Obtain a printInfo so that we can set our printing defaults.
UIPrintInfo *printInfo = [UIPrintInfo printInfo];
UIImage *image = ((UIImageView *)self.view).image;
[controller setDelegate:self];
printInfo.outputType = UIPrintInfoOutputPhoto;
if(!controller.printingItem && image.size.width > image.size.height)
printInfo.orientation = UIPrintInfoOrientationLandscape;
// Use this printInfo for this print job.
controller.printInfo = printInfo;
// Since the code below relies on printingItem being zero if it hasn't
// already been set, this code sets it to nil.
controller.printingItem = nil;
#if DIRECT_SUBMISSION
// Use the URL of the image asset.
if(self.imageURL && [UIPrintInteractionController canPrintURL:self.imageURL])
controller.printingItem = self.imageURL;
#endif
// If we aren't doing direct submission of the image or for some reason we don't
// have an ALAsset or URL for our image, we'll draw it instead.
if(!controller.printingItem){
// Create an instance of our PrintPhotoPageRenderer class for use as the
// printPageRenderer for the print job.
PrintPhotoPageRenderer *pageRenderer = [[PrintPhotoPageRenderer alloc]init];
// The PrintPhotoPageRenderer subclass needs the image to draw. If we were taking
// this path we use the original image and not the fullScreenImage we obtained from
// the ALAssetRepresentation.
//pageRenderer.imageToPrint = ((UIImageView *)self.view).image;
pageRenderer.imageToPrint =image;
controller.printPageRenderer = pageRenderer;
}
// The method we use presenting the printing UI depends on the type of
// UI idiom that is currently executing. Once we invoke one of these methods
// to present the printing UI, our application's direct involvement in printing
// is complete. Our delegate methods (if any) and page renderer methods (if any)
// are invoked by UIKit.
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
//[controller presentFromBarButtonItem:self.printButton animated:YES completionHandler:completionHandler]; // iPad
[controller presentFromRect:CGRectMake(0, 0, 50, 50) inView:_btnPrint animated:YES completionHandler:completionHandler];
}else
[controller presentAnimated:YES completionHandler:completionHandler]; // iPhone
}
and then you should set PrintPhotoPageRenderer
UIPrintPageRenderer.h
#import <UIKit/UIKit.h>
#interface PrintPhotoPageRenderer : UIPrintPageRenderer { UIImage
*imageToPrint; }
#property (readwrite, retain) UIImage *imageToPrint;
#end
//
PrintPhotoPageRenderer.m
#import "PrintPhotoPageRenderer.h"
#implementation PrintPhotoPageRenderer
#synthesize imageToPrint;
// This code always draws one image at print time.
-(NSInteger)numberOfPages { return 1; }
/* When using this UIPrintPageRenderer subclass to draw a photo at
print
time, the app explicitly draws all the content and need only override
the drawPageAtIndex:inRect: to accomplish that.
The following scaling algorithm is implemented here:
1) On borderless paper, users expect to see their content scaled so that there is no whitespace at the edge of the paper. So this
code scales the content to fill the paper at the expense of
clipping any content that lies off the paper.
2) On paper which is not borderless, this code scales the content so that it fills the paper. This reduces the size of the
photo but does not clip any content.
*/
- (void)drawPageAtIndex:(NSInteger)pageIndex inRect:(CGRect)printableRect {
if(self.imageToPrint){
CGSize finialSize = CGSizeMake(560, 431);//you should set width and height for you self
int x = 20;
int y = (printableRect.size.height - finialSize.height);
CGRect finalRect = CGRectMake(x, y, finialSize.width, finialSize.height);
[self.imageToPrint drawInRect:finalRect];
}else {
NSLog(#"%s No image to draw!", __func__); } }
#end

Image storage in iOS devices, the appropriate behavior?

I'm kinda puzzeled about image storage in iOS devices for an app i'm making.
My requirement is to load an Image onto a tableViewCell, lets say in the default Image space of a UITableViewCell and hence isnt a background image.
Now The user can either add an Image either via the PhotoDirectory or take an entirely new image.
If a new image is taken, where should that image be stored preferebly? In the default photo directory ? or in the documents folder of the app sandbox?
Because these are image files, I'm afraid that store images within the app bundle can make it pretty big, I'm afraid I dont wana cross the size limit.
Performance wise though... what would be a better option?
I have an app that also does some of the things you describe. My solutions was to create a singleton that I call my imageStore. You can find information about a singleton here
In this imageStore, I store all my "full size" images; however, like you I am concerned about the size of these images, so instead of using them directly, I use thumbnails. What I do is this. For each object that I want to represent in the table, I make sure the object has a UIImage defined that is about thumnail size (64x64 or any size you desire). Then an object is created, I create a thumbnail that I store along with the object. I use this thumbnail instead of the larger images where I can get a way with it, like on a table cell.
I'm not behind my Mac at the moment, but if you want I can post some code later to demonstrate both the singleton and the creation and usage of the thumbnail.
Here is my header file for the ImageStore
#import <Foundation/Foundation.h>
#interface BPImageStore : NSObject {
NSMutableDictionary *dictionary;
}
+ (BPImageStore *)defaultImageStore;
- (void)setImage:(UIImage *)i forKey:(NSString *)s;
- (UIImage *)imageForKey:(NSString *)s;
- (void)deleteImageForKey:(NSString *)s;
#end
Here is the ImageStore.m file - my Singleton
#import "BPImageStore.h"
static BPImageStore *defaultImageStore = nil;
#implementation BPImageStore
+ (id)allocWithZone:(NSZone *)zone {
return [[self defaultImageStore] retain];
}
+ (BPImageStore *)defaultImageStore {
if(!defaultImageStore) {
defaultImageStore = [[super allocWithZone:NULL] init];
}
return defaultImageStore;
}
- (id)init
{
if(defaultImageStore) {
return defaultImageStore;
}
self = [super init];
if (self) {
dictionary = [[NSMutableDictionary alloc] init];
NSNotificationCenter *nc = [NSNotificationCenter defaultCenter];
[nc addObserver:self selector:#selector(clearCach:) name:UIApplicationDidReceiveMemoryWarningNotification object:nil];
}
return self;
}
- (void) clearCache:(NSNotification *)note {
[dictionary removeAllObjects];
}
- (oneway void) release {
// no op
}
- (id)retain {
return self;
}
- (NSUInteger)retainCount {
return NSUIntegerMax;
}
- (void)setImage:(UIImage *)i forKey:(NSString *)s {
[dictionary setObject:i forKey:s];
// Create full path for image
NSString *imagePath = pathInDocumentDirectory(s);
// Turn image into JPEG data
NSData *d = UIImageJPEGRepresentation(i, 0.5);
// Write it to full path
[d writeToFile:imagePath atomically:YES];
}
- (UIImage *)imageForKey:(NSString *)s {
// if possible, get it from the dictionary
UIImage *result = [dictionary objectForKey:s];
if(!result) {
// Create UIImage object from file
result = [UIImage imageWithContentsOfFile:pathInDocumentDirectory(s)];
if (result)
[dictionary setObject:result forKey:s];
}
return result;
}
- (void)deleteImageForKey:(NSString *)s {
if(!s) {
return;
}
[dictionary removeObjectForKey:s];
NSString *path = pathInDocumentDirectory(s);
[[NSFileManager defaultManager] removeItemAtPath:path error:NULL];
}
#end
Here is where I use the image store. In my Object "player", I have a UIImage to store the thumbnail and I have an NSString to house a key that I create. Each original image I put into the store has a key. I store the key with my Player. If I ever need the original image, I get by the unique key. It is also worth noting here that I don't even store the original image at full size, I cut it down a bit already. After all in my case, it is a picture of a player and nobody has too look so good as to have a full resolution picture :)
- (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info
{
NSString *oldKey = [player imageKey];
// did the player already have an image?
if(oldKey) {
// delete the old image
[[BPImageStore defaultImageStore] deleteImageForKey:oldKey];
}
UIImage *image = [info objectForKey:UIImagePickerControllerOriginalImage];
// Create a CFUUID object it knows how to create unique identifier
CFUUIDRef newUniqueID = CFUUIDCreate(kCFAllocatorDefault);
// Create a string from unique identifier
CFStringRef newUniqueIDString = CFUUIDCreateString(kCFAllocatorDefault, newUniqueID);
// Use that unique ID to set our player imageKey
[player setImageKey:(NSString *)newUniqueIDString];
// we used Create in the functions to make objects, we need to release them
CFRelease(newUniqueIDString);
CFRelease(newUniqueID);
//Scale the images down a bit
UIImage *smallImage = [self scaleImage:image toSize:CGSizeMake(160.0,240.0)];
// Store image in the imageStore with this key
[[BPImageStore defaultImageStore] setImage:smallImage
forKey:[player imageKey]];
// Put that image onto the screen in our image view
[playerView setImage:smallImage];
[player setThumbnailDataFromImage:smallImage];
}
Here is an example of going back to get the original image from the imageStore:
// Go get image
NSString *imageKey = [player imageKey];
if (imageKey) {
// Get image for image key from image store
UIImage *imageToDisplay = [[BPImageStore defaultImageStore] imageForKey:imageKey];
[playerView setImage:imageToDisplay];
} else {
[playerView setImage:nil];
}
Finally, here is how I create a thumbnail from the original image:
- (void)setThumbnailDataFromImage:(UIImage *)image {
CGSize origImageSize = [image size];
CGRect newRect;
newRect.origin = CGPointZero;
newRect.size = [[self class] thumbnailSize]; // just give a size you want here instead
// How do we scale the image
float ratio = MAX(newRect.size.width/origImageSize.width, newRect.size.height/origImageSize.height);
// Create a bitmap image context
UIGraphicsBeginImageContext(newRect.size);
// Round the corners
UIBezierPath *path = [UIBezierPath bezierPathWithRoundedRect:newRect cornerRadius:5.0];
[path addClip];
// Into what rectangle shall I composite the image
CGRect projectRect;
projectRect.size.width = ratio * origImageSize.width;
projectRect.size.height = ratio *origImageSize.height;
projectRect.origin.x = (newRect.size.width - projectRect.size.width) / 2.0;
projectRect.origin.y = (newRect.size.height - projectRect.size.height) / 2.0;
// Draw the image on it
[image drawInRect:projectRect];
// Get the image from the image context, retain it as our thumbnail
UIImage *small = UIGraphicsGetImageFromCurrentImageContext();
[self setThumbnail:small];
// Get the image as a PNG data
NSData *data = UIImagePNGRepresentation(small);
[self setThumbnailData:data];
// Cleanup image context resources
UIGraphicsEndImageContext();
}

Iphone : Applying strechable images to a button disables it

I am sure I am doing something stupid here. I build a category on top of UIButton which I want it to take all of the background images assigned to it (different states) and convert them to stretchable versions and reapply them back to the button.
- (void)enableBackgroundImageStrechingWithLeftCapWidth:(float)leftCapWidth withTopCapHeight:(float)topCapHeight;
{
UIImage *backgroundimageNormal = [self backgroundImageForState:UIControlStateNormal];
if (backgroundimageNormal != nil)
{
UIImage *stretchImage = [backgroundimageNormal stretchableImageWithLeftCapWidth:leftCapWidth topCapHeight:topCapHeight];
[self setBackgroundImage:stretchImage forState:UIControlStateNormal];
}
UIImage *backgroundimageSelected = [self backgroundImageForState:UIControlStateSelected];
if (backgroundimageSelected != nil)
{
UIImage *stretchImage = [backgroundimageSelected stretchableImageWithLeftCapWidth:leftCapWidth topCapHeight:topCapHeight];
[self setBackgroundImage:stretchImage forState:UIControlStateSelected];
}
UIImage *backgroundimageHighlighted = [self backgroundImageForState:UIControlStateHighlighted];
if (backgroundimageHighlighted != nil)
{
UIImage *stretchImage = [backgroundimageHighlighted stretchableImageWithLeftCapWidth:leftCapWidth topCapHeight:topCapHeight];
[self setBackgroundImage:stretchImage forState:UIControlStateHighlighted];
}
UIImage *backgroundimageDisabled = [self backgroundImageForState:UIControlStateDisabled];
if (backgroundimageDisabled != nil)
{
UIImage *stretchImage = [backgroundimageDisabled stretchableImageWithLeftCapWidth:leftCapWidth topCapHeight:topCapHeight];
[self setBackgroundImage:stretchImage forState:UIControlStateDisabled];
}
}
Seems to work except the button is now not clickable
It seems that the highlighted state causes the issue!
I have removed the highlighted block and it works fine?
If you do not have custom images for highlighted/disabled states, but rely on UIButton to apply the highlight/disabled effect, then [self backgroundImageForState: UIControlStateHighlighted] will NOT return nil. It will instead return a pointer to the normal state image.
Using your code, you are then effectively setting identical images for all states. They look like custom images to the framework, though. This disables the built-in highlight/disabled effects.

Got Code To View Next Image, How to Change To View Previous?

I have the code below and this allows me to click a button and it switches to the next image, how to I make this so that when I click another button it goes to the previous image?
- (IBAction)next {
static int index = 0; // <-- here
index++;
// Set imageCount to as many images as are available
int imageCount=31;
if (index<=imageCount) {
NSString* imageName=[NSString stringWithFormat:#"img%i.jpg", index];
[picture setImage: [UIImage imageNamed: imageName]];
}
}
Thanks.
I now have this code:
- (IBAction)prev {
// <-- here
index--;
// Set imageCount to as many images as are available
int imageCount=3;
if (index<=0) {
NSString* imageName=[NSString stringWithFormat:#"img%i.jpg", index];
[picture setImage: [UIImage imageNamed: imageName]];
}
}
but it doesn't work, it just changes the imageview to a blank one :'(
It also returns a warning: unused variable imageCount.
I have implemented a ivar now.
Please help thanks
I think you need to make index either a global var or an ivar of the view:
Create an Ivar:
#interface MyView : UIView {
int index;
}
#property (nonatomic) int index;
#implementation MyView {
#synthesize index;
}
I think the problem is due to the if statement, which checks for index <=0 instead of >=0.
Try this
- (IBAction)prev {
// <-- here
index--;
// Set imageCount to as many images as are available
int imageCount = 30;
if (index>=0)
{
NSString* imageName=[NSString stringWithFormat:#"img%i.jpg", index];
[picture setImage: [UIImage imageNamed: imageName]];
}
}
Note: index has to be a ivar or global variable

How to check if a view is valid iphone

I am having trouble with my UITableView in the NavigationController.
When I add data to the table I use another class to download images to display in that table, while all that works great but if in the middle of images being download I swtich back to the previous view in the navigationcontroller app crashed.
Here is my code to explain further
- (void)connectionDidFinishLoading:(NSURLConnection *)connection
{
// Set appIcon and clear temporary data/image
UIImage *image = [[UIImage alloc] initWithData:self.activeDownload];
UIImage *appIcon;
if (image.size.width != kAppIconHeight && image.size.height != kAppIconHeight)
{
CGSize itemSize = CGSizeMake(125, 85);
UIGraphicsBeginImageContext(itemSize);
CGRect imageRect = CGRectMake(0.0, 0.0, itemSize.width, itemSize.height);
[image drawInRect:imageRect];
appIcon = UIGraphicsGetImageFromCurrentImageContext();
///UIGraphicsEndImageContext();
}
else
{
appIcon = image;
//self.appRecord.appIcon = image;
}
self.activeDownload = nil;
// Release the connection now that it's finished
self.imageConnection = nil;
// call our delegate and tell it that our icon is ready for display
if(delegate != nil)
[delegate appImageDidLoad:self.indexPathInTableView imaged:appIcon ];
[image release];
}
The appImageDidLoad is a method that exists in my UITableView view.
Is there a way I can check to see if the UITableView is valid in my imagedownload class so I know not to send the image.
Thanks in advance.
The crash is due to delegate getting release by the time the image was ready!
Try this in ViewWillDisappear
// terminate all pending download connections
NSArray *allDownloads = [self.imageDownloadsInProgress allValues];
[allDownloads performSelector:#selector(cancelDownload)];
This is the solution for this crash.
-(void)viewDidDisappear:(BOOL)animated
{
[super viewDidDisappear:animated];
// terminate all pending download connections
NSArray *allDownloads = [self.imageDownloadsInProgress1 allValues];
[allDownloads makeObjectsPerformSelector:#selector(cancelDownload)];
}