UITableView Animating UImageView - iphone

How do I animate a UIImageView from UITableview with the flying effect?

Without knowing what you mean by the 'flying effect', pretty much any animation is possible using CoreAnimation.
Grab the UIImageView instance's layer and animate it as you wish.
Info on CoreAnimation can be found here.

Related

How can I change the UIActivityIndicatorView to set a custom image?

Well, I am looking for a way to change my spinner image and use a custom image
Any suggestion?
I have created a subclass of UIActivityIndicatorView that allows you to set a custom image.
You could simply use a UIImageView and add an animation that rotates the view's layer indefinitely. You can achieve this using CoreAnimation. There are plenty of tutorials for this out there.
If you wish to start and stop the animation you can create a simple subclass of UIImageView that adds and removes said animation.
Here's a link for the animation: Basic keyframe animation (rotation)

How can I make a UIView that is stretchable by its corners?

I'd like to have a UIView where the user can select each of the four corners and stretch the view by independently moving them.
How would I implement such a view?
To do this, you will need to subclass UIView and handle touch events manually. When you get a touch event, you will have to do some math and then set the frame of the view to the new size. I'd recommend making the background image a stretchable image using stretchableImageWithLeftCap:topCap. It shouldn't actually be that hard.

Stretchable UIImage and CGAffineTransform

I've got a UIScrollView whose zoom behavior I want to confine to the horizontal axis. I've accomplished that through using a custom UIView as the viewForZoomingInScrollView: and overriding setTransform:. So far so good – the view only zooms horizontally.
One catch: The container view includes some stretchable UIImage instances in UIImageViews. Obviously, with the transform in effect, the images distort.
What's the best bet for either redrawing the view so that the images aren't distorted, or, zooming the view in such a way as to not require transforms in the first place?
Thanks for any help you can offer.
You sure way of achieving this is to make your UIImageView into a custom UIView, and have its drawRect: code do the right thing: draw both stretched and unstretched elements.

Border image on UIView

I want to have a UIView subclass that has a border image, but I don't want or care about this 'new' frame/bounds around the border image itself.
What I wanted to do was just use drawRect and draw outside of the rect but all drawing is clipped and I don't see a way to not clip drawing outside of this context rect.
So now I have added a sublayer to the views layer, set [self clipsToBounds] on the view and override setFrame to control my sublayers frame and always keep it at the proper size (spilling over the views frame by 40px).
The problem with this is that setFrame on a uiview by default has no animation but seTFrame on a calayer does.
I cant just disable the animations on the calayers setFrame because if I were to call setFrame on the uiview inside a uiview animation block the calayer would still have its animation disabled.
The obvious solution is to look up the current animationDuration on the uiview animation and set a matching animation on the sublayer, but I don't know if this value is available. And even if it is, I'm afraid that calling an animation from within another animation is wrong.
Unfortunately the best solution is to not use a calayer at all and just add a uiview as a subview and draw into that just like I am drawing into my layer, and hope that with autoresizingMask set to height and width that everything will 'just work'. Just seems like unnecessary overhead for such a simple task.
My solution would be to override the initWithFrame: to add the surrounding border pixels and contain the content in a subview. It probably is unneccesary overhead but definietly the "cocoa" route. It's probably going to be easier in the end too since a subview structure will allow you to edit the content seperatly from the border so you dont have to redraw the border when you redraw the content. And keeping them seperate simply makes sense from a OOP perspective.
The clipsToBounds route is probably the easiest route besides the subview structure but managing the border and content in one drawing cycle and in one object will probably be a lot more work so it'll be worth the overhead.
Excuse any typos, typed this from my iPhone.

How do I get more control of UIImageView animation?

I'm trying to display a series of images in a animation where the duration between the images changes frame to frame. I can successfully animate images where the duration is the same. I've looked into subclassing UIImageView but it doesn't seem to allow you access anything that could be helpful.
I've also looked into subclassing UIView directly but it seems like I'd have to write a lot of the stuff that UIImageView already does for me.
Is there a way to do this with UIImageView? Or if I am going to have to build my own UIView animation can someone point me the right direction to get started? Thanks.
You could have many UIImageViews next to one another, each representing one image, and animate them inside a UIView or UIScrollView, depending on what exactly you need to do. Animations with the help of UIView are very straightforward to implement.