I am trying to set up a button that plays an animation in an image view that's part of my root view controller and then proceed to change the sub view controller.
But for some reason, the code changes the view controller and THEN plays the animation.
I would think that the animation segment would be implemented before the view controller change takes place because, well, it's first in the code.
The code does everything fine, it just does it backwards. Any one have any ideas of what's going wrong?
- (IBAction)next:(UIButton *)sender {
clouds.animationImages = [NSArray arrayWithObjects:
[UIImage imageNamed:#"cloudAnim.0001.png"],
[UIImage imageNamed:#"cloudAnim.0002.png"],
[UIImage imageNamed:#"cloudAnim.0003.png"],
[UIImage imageNamed:#"cloudAnim.0004.png"],
[UIImage imageNamed:#"cloudAnim.0005.png"],
[UIImage imageNamed:#"cloudAnim.0006.png"],
[UIImage imageNamed:#"cloudAnim.0007.png"],
[UIImage imageNamed:#"cloudAnim.0008.png"],
[UIImage imageNamed:#"cloudAnim.0009.png"],
[UIImage imageNamed:#"cloudAnim.0010.png"],
[UIImage imageNamed:#"cloudAnim.0011.png"],
[UIImage imageNamed:#"cloudAnim.0012.png"],
[UIImage imageNamed:#"cloudAnim.0013.png"],
[UIImage imageNamed:#"cloudAnim.0014.png"],
[UIImage imageNamed:#"cloudAnim.0015.png"],
[UIImage imageNamed:#"cloudAnim.0016.png"],
[UIImage imageNamed:#"cloudAnim.0017.png"],
[UIImage imageNamed:#"cloudAnim.0018.png"],
[UIImage imageNamed:#"cloudAnim.0019.png"],
[UIImage imageNamed:#"cloudAnim.0020.png"],
[UIImage imageNamed:#"cloudAnim.0021.png"],
[UIImage imageNamed:#"cloudAnim.0022.png"],
[UIImage imageNamed:#"cloudAnim.0023.png"],
[UIImage imageNamed:#"cloudAnim.0024.png"],
[UIImage imageNamed:#"cloudAnim.0025.png"],
[UIImage imageNamed:#"cloudAnim.0026.png"],
[UIImage imageNamed:#"cloudAnim.0027.png"],
[UIImage imageNamed:#"cloudAnim.0028.png"],
[UIImage imageNamed:#"cloudAnim.0029.png"],
[UIImage imageNamed:#"cloudAnim.0030.png"],
[UIImage imageNamed:#"cloudAnim.0031.png"],
[UIImage imageNamed:#"cloudAnim.0032.png"],
[UIImage imageNamed:#"cloudAnim.0033.png"],
[UIImage imageNamed:#"cloudAnim.0034.png"],
[UIImage imageNamed:#"cloudAnim.0035.png"],
[UIImage imageNamed:#"cloudAnim.0036.png"],
[UIImage imageNamed:#"cloudAnim.0037.png"],
[UIImage imageNamed:#"cloudAnim.0038.png"],
[UIImage imageNamed:#"cloudAnim.0039.png"],
[UIImage imageNamed:#"cloudAnim.0040.png"],
[UIImage imageNamed:#"cloudAnim.0041.png"],
[UIImage imageNamed:#"cloudAnim.0042.png"],
[UIImage imageNamed:#"cloudAnim.0043.png"],
[UIImage imageNamed:#"cloudAnim.0044.png"],
[UIImage imageNamed:#"cloudAnim.0045.png"],
[UIImage imageNamed:#"cloudAnim.0046.png"],
[UIImage imageNamed:#"cloudAnim.0047.png"],
[UIImage imageNamed:#"cloudAnim.0048.png"], nil];
[clouds setAnimationRepeatCount:1];
clouds.animationDuration = 2.0;
[clouds startAnimating];
if (currentPage == 1){
self.page02ViewController = [self.storyboard instantiateViewControllerWithIdentifier:#"page02"];
[self.view insertSubview:_page02ViewController.view atIndex:0];
[self.page01ViewController.view removeFromSuperview];
}
if (currentPage == 2){
self.page03ViewController = [self.storyboard instantiateViewControllerWithIdentifier:#"page03"];
[self.page02ViewController.view removeFromSuperview];
[self.view insertSubview:_page03ViewController.view atIndex:0];
}
currentPage = currentPage +1;
if (currentPage >3){
currentPage = 3;
}
}
Animations are asynchronous, meaning the code below will be executed immediately.
If you want to wait until one loop of the animation has completed, you'll need to delay the code afterward. The simplest way is to use dispatch_after:
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, 2.0 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
// Your view controller switching code will be executed after 2 seconds...
});
Beware that, since the method returns immediately, there is nothing stopping the user from hitting the button again and queuing up another transition. You may wish to disable user interaction during the transition, though a 2-second transition will feel like an eternity to the user if they have to switch often.
Related
I am trying to make a simples application where the user can go through notes and then do a quiz. I am presenting this notes as images and the image would be assigned to an UIImageView to be shown to the user.
In my view did load I am mostly setting the UI. Then I would be creating my array containing my array of images (notes)
- (void)viewDidLoad {
UIColor *colourForNavigationBar = [self colorWithHexString:#"919D9F"];
[[UINavigationBar appearance] setBarTintColor:colourForNavigationBar];
UIColor *colourForBackground = [self colorWithHexString:#"F0F3F4"];
self.view.backgroundColor = colourForBackground;
UILabel *label = [[UILabel alloc] initWithFrame:CGRectZero];
label.backgroundColor = [UIColor clearColor];
label.font = [UIFont boldSystemFontOfSize:27.0];
label.textAlignment = NSTextAlignmentCenter;
label.textColor = [UIColor whiteColor];
self.navigationItem.titleView = label;
label.text = #"Notes";
[label sizeToFit];
UIColor *colourForButton = [self colorWithHexString:#"919D9F"];
self.previousButton.backgroundColor = colourForButton;
self.nextButton.backgroundColor = colourForButton;
finishedNotes = NO;
playerPlaying = NO;
arrayOfImages = [NSArray arrayWithObjects:
[UIImage imageNamed:#"1.png"],
[UIImage imageNamed:#"2.png"],
[UIImage imageNamed:#"3.png"],
[UIImage imageNamed:#"4.png"],
[UIImage imageNamed:#"5.png"],
[UIImage imageNamed:#"6.png"],
[UIImage imageNamed:#"7.png"],
[UIImage imageNamed:#"8.png"],
[UIImage imageNamed:#"9.png"],
[UIImage imageNamed:#"10.png"],
[UIImage imageNamed:#"11.png"],
[UIImage imageNamed:#"12.png"],
[UIImage imageNamed:#"13.png"],
nil];
}
Then there is the 'next' button which allows the user to continue on to the next note. Below is the code for the action
- (IBAction)nextNote:(id)sender {
if (finishedNotes == YES) {
[self performSegueWithIdentifier:#"quizFromNotes" sender:self];
}
self.previousButton.enabled = YES;
stateOfPhoto++;
if (stateOfPhoto < 13) {
UIImage *image = [arrayOfImages objectAtIndex:stateOfPhoto-1];
self.imageView.image = image;
}
if (stateOfPhoto == 13) {
UIImage *image = [arrayOfImages objectAtIndex:stateOfPhoto-1];
self.imageView.image = image;
[self.nextButton setTitle:#"Begin Quiz" forState:UIControlStateNormal];
finishedNotes =YES;
}
if (playerPlaying == YES) {
[self.notesPlayer stop];
playerPlaying = NO;
}
}
Everything is working fine and smoothly. However whenever there is the change of image, the memory used by the application increasing by a few megabytes. Below is the photo of the memory usage.
From the black line onwards, when I press the 'next' button, the memory used increases. It just repeats itself until the user has continued onto the quiz. If I end the quiz and start over the notes, the memory usage would continue to rise from the previous memory usage (73 mb). Eventually, the app would crash and I cannot launch the app anymore.
I have never faced memory leakage issues before and hence, I am not sure of what to do. I have tried googling for the past hour and am not able to come up with a solution to this. So my question is how would I be able to release the memory or reduce the memory usage.
I think it's because of your images, how big are those images you're showing?
Based on this answer: https://stackoverflow.com/a/22662754/3231194, you can either use this method to scale your images before putting them into your UIImageView:
-(UIImage *)imageWithImage:(UIImage *)image scaledToSize:(CGSize)newSize {
//UIGraphicsBeginImageContext(newSize);
// In next line, pass 0.0 to use the current device's pixel scaling factor (and thus account for Retina resolution).
// Pass 1.0 to force exact pixel size.
UIGraphicsBeginImageContextWithOptions(newSize, NO, 0.0);
[image drawInRect:CGRectMake(0, 0, newSize.width, newSize.height)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
But that will take up a CPU usage (I'm not sure though if it is a big deal).
OR
You can just resize your images by yourself before importing them to your Xcode project.
I have two different images, that are essentially just inverses of each other. I would like to animate them back and forth to create a somewhat moving effect. In the AppDelegate didFinishLaunching I have:
myImageWalk = [[UIImageView alloc] initWithFrame:CGRectMake(0,0, 320, 568)];
[self.myImageWalk setImage: [self loadingImage]];
[window addSubview:myImageWalk];
[window bringSubviewToFront:myImageWalk];
Then, also in the App Delegate, I have:
-(UIImage*)loadingImage
{
NSArray *animationFrames = [NSArray arrayWithObjects:
[UIImage imageNamed:#"original.png"],
[UIImage imageNamed:#"second.png"],
[UIImage imageNamed:#"original.png"],
[UIImage imageNamed:#"second.png"],
[UIImage imageNamed:#"original.png"],
[UIImage imageNamed:#"second.png"],
[UIImage imageNamed:#"original.png"],
[UIImage imageNamed:#"second.png"],
[UIImage imageNamed:#"original.png"],
[UIImage imageNamed:#"second.png"],
[UIImage imageNamed:#"original.png"],
[UIImage imageNamed:#"second.png"],
[UIImage imageNamed:#"original.png"],
[UIImage imageNamed:#"second.png"],
[UIImage imageNamed:#"original.png"],
[UIImage imageNamed:#"second.png"],
[UIImage imageNamed:#"original.png"],
[UIImage imageNamed:#"second.png"],
nil];
return [UIImage animatedImageWithImages:animationFrames duration:6.0f];
}
But, nothing happens, no image ever shows up. What am I doing wrong?
Some code below you can try.
Note you don't need to repeat the series of imageNamed:, just set duration as needed for one loop.
myImageWalk = [[UIImageView alloc] initWithFrame:CGRectMake(0,0, 320, 568)];
myImageWalk.image = [self loadingImage];
self.myImageWalk.animationRepeatCount = 0;
[window addSubview:myImageWalk];
[window bringSubviewToFront:myImageWalk];
//when you want the animation to start
[self animateImages];
//then later at some appropriate time:
[self stopAnimatingImages];
- (UIImage*)loadingImage {
NSArray *animationFrames = [NSArray arrayWithObjects:
[UIImage imageNamed:#"original.png"],
[UIImage imageNamed:#"second.png"],
nil];
return [UIImage animatedImageWithImages:animationFrames duration:6.0f];
}
- (void)animateImages {
if (![self.myImageWalk isAnimating]) {
[self.myImageWalk startAnimating];
}
}
- (void)stopAnimatingImages {
if ([self.myImageWalk isAnimating]) {
[self.myImageWalk stopAnimating];
}
}
Note: unless this is a test app or class assignment, you should move this logic from AppDelegate to ViewContoller, as it is best practice to minimize the work done during didFinishLaunching.
I haven't tried it, but maybe try wrapping your code inside this block:
[UIView animateWithDuration:6f animations:^{
[UIImage animatedImageWithImages:animationFrames duration:6.0f]
} completion:^(BOOL finished) {
//Callback after animation was completed
[view removeFromSuperview];
}];
I want to add some animation when app is launched.Everything works well on iPad simulator.But when it runs on real iPad,the frame will be still for a while,then begin to animate. Before all frames shows,the animation is finished.
Here is my code
- (void)viewDidAppear:(BOOL)animated
{
NSArray *myImages = [NSArray arrayWithObjects: [UIImage imageNamed:#"1.png"],
[UIImage imageNamed:#"2.png"],
[UIImage imageNamed:#"3.png"],
[UIImage imageNamed:#"4.png"],
[UIImage imageNamed:#"5.png"],
[UIImage imageNamed:#"6.png"],
[UIImage imageNamed:#"7.png"],
[UIImage imageNamed:#"8.png"],
[UIImage imageNamed:#"9.png"],
[UIImage imageNamed:#"10.png"],
[UIImage imageNamed:#"11.png"],
[UIImage imageNamed:#"12.png"],
[UIImage imageNamed:#"13.png"],
[UIImage imageNamed:#"14.png"],
[UIImage imageNamed:#"15.png"],
[UIImage imageNamed:#"16.png"],
[UIImage imageNamed:#"17.png"],
[UIImage imageNamed:#"18.png"],
[UIImage imageNamed:#"19.png"],
[UIImage imageNamed:#"20.png"],
[UIImage imageNamed:#"21.png"],
[UIImage imageNamed:#"22.png"],
[UIImage imageNamed:#"23.png"],
[UIImage imageNamed:#"24.png"],
[UIImage imageNamed:#"25.png"],
[UIImage imageNamed:#"26.png"],
[UIImage imageNamed:#"27.png"],
[UIImage imageNamed:#"28.png"],
[UIImage imageNamed:#"29.png"],
[UIImage imageNamed:#"30.png"],
[UIImage imageNamed:#"31.png"],
[UIImage imageNamed:#"32.png"],
[UIImage imageNamed:#"33.png"],
[UIImage imageNamed:#"34.png"],
[UIImage imageNamed:#"35.png"],
[UIImage imageNamed:#"36.png"],
[UIImage imageNamed:#"37.png"],
[UIImage imageNamed:#"38.png"],
nil];
//myAnimatedView is UIImageView outlet
myAnimatedView.animationImages = myImages;
myAnimatedView.animationDuration = 3;
myAnimatedView.animationRepeatCount = 1;
[myAnimatedView startAnimating];
//trigger animationDone method when animation is finished
dispatch_time_t popTime = dispatch_time(DISPATCH_TIME_NOW, myAnimatedView.animationDuration * NSEC_PER_SEC);
dispatch_after(popTime, dispatch_get_main_queue(), ^(void){
[self animationDone];
});
I believe the problem is with the way you are trying to detect if the animation has finished.
Your approach is not correct as it's just based on estimates about the animation.
The phone has much less cpu power than the emulator, which is using your Mac's CPU, so it's going to be slower at executing things around.
So your animation is not yet finished, when you assume it has finished loading.
Furthermore, I don't understand the logic behind using Grand Central Dispatch as a simple timer, which is basically what you are doing.
I would change the logic to a simple timer, where I would just check the isAnimating value of the UIImageView.
So, get rid of this:
dispatch_time_t popTime = dispatch_time(DISPATCH_TIME_NOW, myAnimatedView.animationDuration * NSEC_PER_SEC);
dispatch_after(popTime, dispatch_get_main_queue(), ^(void){
[self animationDone];
});
and replace with this:
[self performSelector:#selector(checkAnimation) withObject:nil afterDelay:0.1];
And here is our checkAnimation function:
- (void)checkAnimation {
if (animationView.isAnimating) {
[self performSelector:#selector(checkAnimation) withObject:nil afterDelay:0.1];
}
else {
[self animationDone];
}
}
Try to preload images so that there is no delay when animating the first time through.
Loading 38 1024x768 images will kill your memory. The newer iPads might be able to handle it but there will definately be serious lag issues and possibly crashing. Especially on the mini and older pads.
Consider a small video instead.
I have successfully created a UIView which plays an animation of images from an NSArray of images. I am trying to get this image to move at the same time the animation is playing. Use of the .center property of UIView just isn't working, and I must have some sort of syntactic error, which I cannot for the life of me figure out.
Original post:
I'm playing with brandontreb's tutorial. I can successfully get the animated sprite to dance in place, but I want it to actually scoot across the screen. Can some dear soul:
Please help me fix what I'm doing wrong to make the center of the UIimage
actually move across screen?
Or even better, update this to
"animation block" best practices?
I will surely study your fixes for hours.
- (IBAction)startWalking:(UIButton *)sender {
NSArray * imageArray = [[NSArray alloc] initWithObjects:
[UIImage imageNamed:#"1.png"],
[UIImage imageNamed:#"2.png"],
[UIImage imageNamed:#"3.png"],
[UIImage imageNamed:#"4.png"],
[UIImage imageNamed:#"5.png"],
[UIImage imageNamed:#"6.png"],
[UIImage imageNamed:#"7.png"],
[UIImage imageNamed:#"8.png"],
[UIImage imageNamed:#"9.png"],
[UIImage imageNamed:#"10.png"],
[UIImage imageNamed:#"11.png"],
[UIImage imageNamed:#"12.png"],
nil];
UIImageView * ryuJump = [[UIImageView alloc] initWithFrame:
CGRectMake(100, 125, 150, 130)];
ryuJump.animationImages = imageArray;
ryuJump.animationDuration = 1.1;
ryuJump.animationRepeatCount=5;
CGPoint p = ryuJump.center;
p.x += 100;
ryuJump.center = p;
[UIView animateWithDuration:20
delay:0
options: UIViewAnimationOptionCurveEaseIn
animations:^{
ryuJump.center = CGPointMake(p.x, p.y);
}
completion:^(BOOL finished){
}];
ryuJump.contentMode = UIViewContentModeBottomLeft;
[self.view addSubview:ryuJump];
[ryuJump startAnimating];
}
Remove:
ryuJump.center = p;
You're basically telling uiview to animate to the exact same position you just set it to (so nothing will happen).
I am doing an UIImageView animation like so:
//////progressbar start
progressbar.animationImages = [NSArray arrayWithObjects:
[UIImage imageNamed:#"1.png"],
[UIImage imageNamed:#"2.png"],
[UIImage imageNamed:#"3.png"],
[UIImage imageNamed:#"4.png"],
[UIImage imageNamed:#"5.png"],
[UIImage imageNamed:#"6.png"],
[UIImage imageNamed:#"7.png"],
[UIImage imageNamed:#"8.png"],
[UIImage imageNamed:#"9.png"],
[UIImage imageNamed:#"10.png"],
[UIImage imageNamed:#"11.png"],
[UIImage imageNamed:#"12.png"],
[UIImage imageNamed:#"13.png"],
[UIImage imageNamed:#"14.png"],
[UIImage imageNamed:#"15.png"],
[UIImage imageNamed:#"16.png"],
[UIImage imageNamed:#"17.png"],
[UIImage imageNamed:#"18.png"],
[UIImage imageNamed:#"19.png"],
[UIImage imageNamed:#"20.png"],
[UIImage imageNamed:#"21.png"],
[UIImage imageNamed:#"22.png"],
[UIImage imageNamed:#"23.png"],
[UIImage imageNamed:#"24.png"],
[UIImage imageNamed:#"25.png"],
[UIImage imageNamed:#"26.png"],
[UIImage imageNamed:#"27.png"],
[UIImage imageNamed:#"28.png"],
[UIImage imageNamed:#"29.png"],
[UIImage imageNamed:#"30.png"],
[UIImage imageNamed:#"31.png"],
[UIImage imageNamed:#"32.png"],
[UIImage imageNamed:#"33.png"],
[UIImage imageNamed:#"34.png"],
[UIImage imageNamed:#"35.png"],
[UIImage imageNamed:#"36.png"],
[UIImage imageNamed:#"37.png"],
[UIImage imageNamed:#"38.png"],
[UIImage imageNamed:#"39.png"],
[UIImage imageNamed:#"40.png"],
[UIImage imageNamed:#"41.png"],
[UIImage imageNamed:#"42.png"], nil];
progressbar.animationDuration = 5.00;
progressbar.animationRepeatCount = 0;
[progressbar startAnimating];
Now I need to pause it so once the user clicks the button the images will not animate and will stay on the current image.
I got this code off the web to pause it,
UIView *viewBeingAnimated = //your view that is being animated
viewBeingAnimated.frame = [[viewBeingAnimated.layer presentationLayer] frame];
[viewBeingAnimated.layer removeAllAnimations];
//when user unpauses, create new animation from current position.
Will that code work? Also how would I then unpause it from the current image?
I also tried to use this code and it didn't work.
Instead you can use the code provided by apple in the following link to pause and resume your animation.
http://developer.apple.com/library/ios/#qa/qa1673/_index.html
To get the CALayer to pass to the pauseLayer function, you can use the following code.
CALayer *player = progressbar.layer;
[self pauseLayer:player];
Here is my approach:
- (IBAction)play:(id)sender
{
pauseAnimation = FALSE;
[self performSelector:#selector(changeImages) withObject:nil afterDelay:0];
[self.pauseButton setHidden:NO];
[self.playButton setHidden:YES];
}
- (IBAction)pause:(id)sender
{
pauseAnimation = TRUE;
[self.pauseButton setHidden:YES];
[self.playButton setHidden:NO];
}
- (void)changeImages
{
if (currentFrame == self.selectedAttachment.noOfFrames)
{
currentFrame = -1;
return; //Don't use return, if a looped playing is required.
}
if (currentFrame == -1) {
currentFrame = 0;
}
if (pauseAnimation)
{
return;
}
[self performSelector:#selector(changeImages) withObject:nil afterDelay:.5];
imageView.image = [frameArray objectAtIndex:currentFrame];
currentFrame ++;
}
Even you can change the images in between...
- (IBAction)replaceImage:(id)sender
{
UIImage *replaceImage = [[UIImage alloc]init];
replaceImage = [UIImage imageNamed:#"Bluehound.gif"];
int i = arc4random()%25;
[frameArray replaceObjectAtIndex:i withObject:replaceImage];
}
Thanks all. You can now play,pause,replace images etc.
*there is a bug : tapping on play button again increases the speed...:P
Please try stopAnimating
[progressBar stopAnimating];