Code:
Header file:
#interface game : UIViewController
{
UIImageView *anh[8][8];
}
-(void)SwipeToMove:(id)sender;
#end
Implementation file:
- (void)viewDidLoad
{
[super viewDidLoad];
UISwipeGestureRecognizer *move = [[UISwipeGestureRecognizer alloc]initWithTarget:self action:#selector(SwipeToMove:)];
[move setDirection:(UISwipeGestureRecognizerDirectionUp)];
for (int i = 0; i < 8; i++) {
for (int j = 0; j < 8; j++) {
anh[i][j]=[[UIImageView alloc] initWithFrame:CGRectMake(0+40*i,200 + 40*j,40,40)];
anh[i][j].userInteractionEnabled = YES;
[self.view addSubview:anh[i][j]];
anh[i][j].image = [UIImage imageNamed:#"Earth.png"];
[anh[i][j] addGestureRecognizer:move];
}
}
}
-(void)SwipeToMove:(id)sender{
NSLog(#"ok");
}
The UIImageView works as expected, but UISwipeGestureRecognizer is not working. Then, I tried this:
- (void)viewDidLoad
{
[super viewDidLoad];
UIImageView *image1 = [[UIImageView alloc]initWithFrame:CGRectMake(100,50,40,40)];
label1.image = [UIImage imageNamed:#"Ceres.png"];
[self.view addSubview:image1];
image1.userInteractionEnabled = YES;
image1.image = [UIImage imageNamed:#"Earth.png"];
UISwipeGestureRecognizer *move = [[UISwipeGestureRecognizer alloc]initWithTarget:self action:#selector(SwipeToMove:)];
[move setDirection:(UISwipeGestureRecognizerDirectionUp)];
[image1 addGestureRecognizer:move];
-(void)SwipeToMove:(id)sender{
NSLog(#"OK");
}
It's working, but I need an array of UIImageViews to make my app. Please help me.
Your code is only creating one gesture recognizer, but you try to add it many image views. You need to create the gesture recognizer inside the loop so you create a new one for each image view.
(void)viewDidLoad
{
[super viewDidLoad];
for (int i = 0; i < 8; i++) {
for (int j = 0; j < 8; j++) {
UISwipeGestureRecognizer *move = [[UISwipeGestureRecognizer alloc]initWithTarget:self action:#selector(SwipeToMove:)];
[move setDirection:(UISwipeGestureRecognizerDirectionUp)];
anh[i][j]=[[UIImageView alloc] initWithFrame:CGRectMake(0+40*i,200 + 40*j,40,40)];
anh[i][j].userInteractionEnabled = YES;
[self.view addSubview:anh[i][j]];
anh[i][j].image = [UIImage imageNamed:#"Earth.png"];
[anh[i][j] addGestureRecognizer:move];
}
}
}
You are adding the same gesture recognizer all the time to the different images, so it will take just the last one for my understanding, because you have just created one. Create an aux recognizer like an aux var inside the loop and give a tag to every UIImageView so you can access to the tag and distinguish every swipe in every image, when it has happened in your app. It should work. But basically :
for (....){
// create aux gesture recognizer and assign it to the UIImageView
}
Hope it helps.
Related
Here's my GameViewController.m file:
- (void)viewDidLoad {
[super viewLoad];
.
.
.
_board = [[TwinstonesBoardModel alloc] init];
[_board setToInitialStateMain];
TwinstonesStoneView* twinstonesBoard = [[TwinstonesStoneView alloc]
initWithMainFrame:CGRectMake(12, 160, 301.5, 302.5)
andBoard:_board];
[self.view addSubview:twinstonesBoard];
TwinstonesStonesView *stoneOne = [[TwinstonesStoneView alloc] init];
TwinstonesStonesView *one = (TwinstonesStoneView*)stoneOne.stoneUnoView;
TwinstonesStonesView *stoneTwo = [[TwinstonesStoneView alloc] init];
TwinstonesStonesView *two = (TwinstonesStoneView*)stoneTwo.stoneDueView;
UISwipeGestureRecognizer* swipeLeft = [[UISwipeGestureRecognizer alloc]
initWithTarget:self
action:#selector(swipeLeft:)];
swipeLeft.direction = UISwipeGestureRecognizerDirectionLeft;
swipeLeft.numberOfTouchesRequired = 1;
[one addGestureRecognizer:swipeLeft];
[two addGestureRecognizer:swipeLeft];
Here's the relevant code in my TwinstonesStoneView.m file:
#implementation TwinstonesStoneView
{
NSMutableArray* _array;
NSMutableArray* _emptyArray;
CGRect _frame;
NSUInteger _column;
NSUInteger _row;
TwinstonesBoardModel* _board;
int _i;
}
- (id)initWithMainFrame:(CGRect)frame andBoard:
(TwinstonesBoardModel*)board
{
if (Self = [super initWithFrame:frame])
{
float rowHeight = 49.0;
float columnWidth = 49.0;
float barrierHorizontalRowHeight = 12.5;
float barrierVerticalColumnWidth = 12.5;
for (int row = 0; row < 5; row++)
{
for (int col = 0; col < 5; col++)
{
TwinstonesStonesView* square = [[TwinstonesStoneView alloc]
initWithEmptyFrame:CGRectFrame(//spacial equations, not important)
column:col
row:row
board:board];
BoardCellState state = [board cellStateAtColumn:col andRow:row];
if (state == BoardCellStateStoneOne) {
// _stoneUnoView is a public property
// 'stoneOneCreation' creates a UIImageView of the stone
_stoneUnoView = [UIImageView stoneOneCreation];
[self addSubview:square];
[square addSubview:_stoneUnoView];
[_array insertObject:_stoneUnoView atIndex:0];
} else if (state == BoardCellStateStoneTwo) {
// same idea as above
_stoneDueView = [UIImageView stoneTwoCreation];
[self addSubview:square];
[square addSubview:_stoneDueView];
[_array insertObject:_stoneDueView atIndex:1];
} else {
// based on the 'init' method I write below, I assumed this
// would return an empty square cell
[self addSubview:square];
[_emptyArray insertObject:square atIndex:_i];
_i++;
}
}
}
self.backgroundColor = [UIColor clearColor];
}
return self;
}
- (UIView*)stoneUnoView {
return _stoneUnoView;
}
- (UIView*)stoneDueView {
return _stoneDueView;
}
- (id)initWithEmptyFrame:(CGRect)frame
column:(NSUInteger)column
row:(NSUInteger)row
board:(TwinstonesBoardModel*)board
{
self = [super initWithFrame:frame];
return self;
}
- (void)swipeLeft:(UIGestureRecognizer*)recognizer
{
NSLog(#"Swipe Left");
UIView* view = recognizer.view;
[self move:CGPointMake(-1, 0) withView:view];
}
- (void)move:(CGPoint)direction withView:view {
// whatever code I decide to put for stone movement
}
#end
I apologize for the (probably) unnecessary length, I've just trying to figure this out for a couple days and have had no luck. Here's the bullet points of what I'm trying to do:
1. setInititalStateMain sets the placements of two stones in a 5x5 grid
2. In GameViewController.m, I'm trying to capture the 'stoneUnoView' and
'stoneDueView' properties (set in the TwinstonesStoneView.m file), give them swipe gestures, and interact with them using the methods provided in TwinstonesStoneView.m.
3. Am I generating too many views? The catch is that everything works in terms of what I'm able to see on my IPhone when I run the program. The stones show up on my screen, but when I try to interact with them, not even the 'NSLog' message shows up in the console.
4. The 'stoneOneCreation' method (and ...two) are UIImageView's, but, as you can see, I store them in a UIView pointer.
5. I also used '[one setUserInteractionEnabled:YES]' (and ...two) but that didn't help either.
6. If I add the gesture recognizer to self.view, everything works (the displays of the stones, gameboard, and other graphics appears, and when I interact with ANY part of the screen, I output the directions to the console......just not stone-specific interaction).
Thank you so very much for putting up with all of this, this will really help if someone knows what's wrong. PS: all file #import's are correct, so that isn't a problem.
I am using XCode 7, Objective-C language, and developing for iOS
Anthony
One thing that catches my eye is I don't think you can add the same gesture recognizer to multiple views. I suspect, at best, only the last view is actually receiving it.
try this but i am not sure try this, just create 2 swipe gestures
in GameViewController.m
- (void)viewDidLoad {
[super viewLoad];
//.... other code
//comment below line
// UISwipeGestureRecognizer* swipeLeft = [[UISwipeGestureRecognizer alloc]
//initWithTarget:self //setting self is the problem is the problem
//action:#selector(swipeLeft:)];
UISwipeGestureRecognizer* swipeLeft = [[UISwipeGestureRecognizer alloc]
initWithTarget:stoneOne //set target will be one
action:#selector(swipeLeft:)];
swipeLeft.direction = UISwipeGestureRecognizerDirectionLeft;
swipeLeft.numberOfTouchesRequired = 1;
[one addGestureRecognizer:swipeLeft];
UISwipeGestureRecognizer* swipeLeft_2 = [[UISwipeGestureRecognizer alloc]
initWithTarget:stoneTwo //this will be two
action:#selector(swipeLeft:)];
swipeLeft.direction = UISwipeGestureRecognizerDirectionLeft;
swipeLeft.numberOfTouchesRequired = 1;
[two addGestureRecognizer:swipeLeft_2]; //set the gesture
}
u are setting the gesture to self which means the actions are sent to GameViewController.m but we want actions to be in TwinstonesStoneView.m so change the target to view to TwinstonesStoneView. And also if it is image views u are adding gestures, then enable user interaction for each image views setUserInteractionEnabled:
just try it
Here's my GameViewController.m file:
- (void)viewDidLoad {
[super viewLoad];
.
.
.
_board = [[TwinstonesBoardModel alloc] init];
[_board setToInitialStateMain];
TwinstonesStoneView* twinstonesBoard = [[TwinstonesStoneView alloc]
initWithMainFrame:CGRectMake(12, 160, 301.5, 302.5)
andBoard:_board];
[self.view addSubview:twinstonesBoard];
TwinstonesStonesView *stoneOne = [[TwinstonesStoneView alloc] init];
TwinstonesStonesView *one = (TwinstonesStoneView*)stoneOne.stoneUnoView;
TwinstonesStonesView *stoneTwo = [[TwinstonesStoneView alloc] init];
TwinstonesStonesView *two = (TwinstonesStoneView*)stoneTwo.stoneDueView;
UISwipeGestureRecognizer* swipeLeft = [[UISwipeGestureRecognizer alloc]
initWithTarget:self
action:#selector(swipeLeft:)];
swipeLeft.direction = UISwipeGestureRecognizerDirectionLeft;
swipeLeft.numberOfTouchesRequired = 1;
[one addGestureRecognizer:swipeLeft];
[two addGestureRecognizer:swipeLeft];
Here's the relevant code in my TwinstonesStoneView.m file:
#implementation TwinstonesStoneView
{
NSMutableArray* _array;
NSMutableArray* _emptyArray;
CGRect _frame;
NSUInteger _column;
NSUInteger _row;
TwinstonesBoardModel* _board;
int _i;
}
- (id)initWithMainFrame:(CGRect)frame andBoard:
(TwinstonesBoardModel*)board
{
if (Self = [super initWithFrame:frame])
{
float rowHeight = 49.0;
float columnWidth = 49.0;
float barrierHorizontalRowHeight = 12.5;
float barrierVerticalColumnWidth = 12.5;
for (int row = 0; row < 5; row++)
{
for (int col = 0; col < 5; col++)
{
TwinstonesStonesView* square = [[TwinstonesStoneView alloc]
initWithEmptyFrame:CGRectFrame(//spacial equations, not important)
column:col
row:row
board:board];
BoardCellState state = [board cellStateAtColumn:col andRow:row];
if (state == BoardCellStateStoneOne) {
// _stoneUnoView is a public property
// 'stoneOneCreation' creates a UIImageView of the stone
_stoneUnoView = [UIImageView stoneOneCreation];
[self addSubview:square];
[square addSubview:_stoneUnoView];
[_array insertObject:_stoneUnoView atIndex:0];
} else if (state == BoardCellStateStoneTwo) {
// same idea as above
_stoneDueView = [UIImageView stoneTwoCreation];
[self addSubview:square];
[square addSubview:_stoneDueView];
[_array insertObject:_stoneDueView atIndex:1];
} else {
// based on the 'init' method I write below, I assumed this
// would return an empty square cell
[self addSubview:square];
[_emptyArray insertObject:square atIndex:_i];
_i++;
}
}
}
self.backgroundColor = [UIColor clearColor];
}
return self;
}
- (UIView*)stoneUnoView {
return _stoneUnoView;
}
- (UIView*)stoneDueView {
return _stoneDueView;
}
- (id)initWithEmptyFrame:(CGRect)frame
column:(NSUInteger)column
row:(NSUInteger)row
board:(TwinstonesBoardModel*)board
{
self = [super initWithFrame:frame];
return self;
}
- (void)swipeLeft:(UIGestureRecognizer*)recognizer
{
NSLog(#"Swipe Left");
UIView* view = recognizer.view;
[self move:CGPointMake(-1, 0) withView:view];
}
- (void)move:(CGPoint)direction withView:view {
// whatever code I decide to put for stone movement
}
#end
I apologize for the (probably) unnecessary length, I've just trying to figure this out for a couple days and have had no luck. Here's the bullet points of what I'm trying to do:
setInititalStateMain sets the placements of two stones in a 5x5 grid
In GameViewController.m, I'm trying to capture the 'stoneUnoView' and 'stoneDueView' properties (set in the TwinstonesStoneView.m file), give them swipe gestures, and interact with them using the methods provided in TwinstonesStoneView.m.
Am I generating too many views? The catch is that everything works in terms of what I'm able to see on my IPhone when I run the program. The stones show up on my screen, but when I try to interact with them, not even the 'NSLog' message shows up in the console.
The 'stoneOneCreation' method (and ...two) are UIImageView's, but, as you can see, I store them in a UIView pointer.
I also used '[one setUserInteractionEnabled:YES]' (and ...two) but that didn't help either.
If I add the gesture recognizer to self.view, everything works (the displays of the stones, gameboard, and other graphics appears, and when I interact with ANY part of the screen, I output the directions to the console......just not stone-specific interaction).
Thank you so very much for putting up with all of this, this will really help if someone knows what's wrong. PS: all file #import's are correct, so that isn't a problem.
I am using XCode 7, Objective-C language, and developing for iOS
Anthony
You should add different instances of the swipe gesture recogniser to different instances of UIView.
UISwipeGestureRecognizer* swipeLeft1 = [[UISwipeGestureRecognizer alloc]
initWithTarget:self
action:#selector(swipeLeft:)];
swipeLeft1.direction = UISwipeGestureRecognizerDirectionLeft;
swipeLeft1.numberOfTouchesRequired = 1;
[one addGestureRecognizer:swipeLeft1];
UISwipeGestureRecognizer* swipeLeft2 = [[UISwipeGestureRecognizer alloc]
initWithTarget:self
action:#selector(swipeLeft:)];
swipeLeft2.direction = UISwipeGestureRecognizerDirectionLeft;
swipeLeft2.numberOfTouchesRequired = 1;
[two addGestureRecognizer:swipeLeft2];
I assume it is because the gestire recogniser has readonly view property.
Hi may be user interaction is disabled for that views , gestures working only for the views which have the userInteractionEnable = YES.
I have created image view through code like this -
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib
UIImageView *dot =[[UIImageView alloc] initWithFrame:CGRectMake(50,50,20,20)];
dot.image=[UIImage imageNamed:#"draw.png"];
[self.view addSubview:dot];
}
I want to add User Interaction to this UIImageView and then create a selector or action for this UIImageView when tapped how is this done?
It depends on what kind of action you want achieve. Generally speaking you'd be using UIGestureRecognizer. For instance if you want your image to respond to a tap gesture then you'd have something like the following.
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib
dotArray = [NSMutableArray alloc]init];
UITapGestureRecognizer *tapGesture = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleTapGesture:)];
for(int i = 0; i< 30; i++) {
UIImageView *dot =[[UIImageView alloc] ...
dot.image=[UIImage imageNamed:#"draw.png"];
dot.tag = i; //identify dot image.
[self.view addSubview:dot];
[dotArray addObject:dot];
[dot addGestureRecognizer:tapGesture];
...
}
[tapGesture release];
}
Then the methods to handle tap gesture...
-(void)handleTapGesture:(id)sender {
UITapGestureRecognizer * tapGesture = (UITapGestureRecognizer*)sender;
for(int i = 0; i<[dotArray count]; i++) {
UIImageView * dot = (UIImageView*)[dotArray objectAtIndex:i];
if(dot.tag == [tapGesture view].tag) {
//fade out animation
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5f];
dot.alpha = 0.0f;
[UIView commitAnimations];
}
For this to work, you need to make an array of dots and declare it as instance variable, otherwise the method can't access the dot.
Try like this:-
UIImageView *dot =[[UIImageView alloc] initWithFrame:CGRectMake(50,50,20,20)];
dot.image=[UIImage imageNamed:#"draw.png"];
[self.view addSubview:dot];
1) To implement the number of touch required is 1 refer this:-
UITapGestureRecognizer *doubleTapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(scrollViewDoubleTapped:)];
doubleTapRecognizer.numberOfTapsRequired = 2;
doubleTapRecognizer.numberOfTouchesRequired = 1;
[dot addGestureRecognizer:doubleTapRecognizer];
- (void)doubleTapped:(UITapGestureRecognizer*)recognizer
{
}
2) To implement the number of touch required is 2 refer this:-
UITapGestureRecognizer *twoFingerTapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(scrollViewTwoFingerTapped:)];
twoFingerTapRecognizer.numberOfTapsRequired = 1;
twoFingerTapRecognizer.numberOfTouchesRequired = 2;
[dot addGestureRecognizer:twoFingerTapRecognizer];
- (void)twoFingerTapped:(UITapGestureRecognizer*)recognizer
{
}
Thank you all of you that helped me I put everyones answers together and got this as my final code.
//
// ViewController.m
// InvaderRush
//
// Created by Ajay Venkat on 13/12/2014.
// Copyright (c) 2014 AJTech. All rights reserved.
//
#import "ViewController.h"
#interface ViewController ()
{
NSArray *dotArray;
}
#end
#implementation ViewController
- (void)viewDidLoad {
UIImageView *dot =[[UIImageView alloc] initWithFrame:CGRectMake(50,50,100,100)];
dot.image=[UIImage imageNamed:#"invader.jpg"];
[self.view addSubview:dot];
dot.tag = 1; //identify dot image.
UITapGestureRecognizer *doubleTapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(doubleTapped:)];
doubleTapRecognizer.numberOfTouchesRequired = 1;
[dot addGestureRecognizer:doubleTapRecognizer];
dot.userInteractionEnabled = YES;
NSMutableArray *images =[[NSMutableArray alloc] initWithObjects: dot,nil];
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
-(void)doubleTapped:(id)sender {
UIGestureRecognizer *recognizer = (UIGestureRecognizer*)sender;
UIImageView *imageView = (UIImageView *)recognizer.view;
if(imageView.tag==1) {
[imageView setImage:[UIImage imageNamed:#"space_invader.jpg"]];
}
}
-(void)handleTapGesture:(id)sender {
}
#end
I am trying to add a tap gesture from a subclassed UIImageView and then control the tap from the View Controller. I am not getting any compiling errors but "addSubview" is not displaying any image. How can make the UIImageView to be displayed?
If I try to control the tap and pan gestures from the subclassed UIImageVIew I have no problems but I would like to control these functions from the View Controller
Relevant code looks like this.
UIImageView subclass
- (id)initWithCoder:(NSCoder *)aDecoder
{
self = [super initWithCoder:aDecoder];
if (self)
{
//self.userInteractionEnabled = YES;
previewController = [[PreviewController alloc]init];
[previewController self];
[self addSubview:character];
// Tap Initialization code
UITapGestureRecognizer *tap = [[UITapGestureRecognizer alloc] initWithTarget:(PreviewController *)self.previewController action:#selector(addCharacter:)];
[self addGestureRecognizer:tap];
self.userInteractionEnabled = YES;
}
return self;
}
View Controller
- (void)addCharacter:(UITapGestureRecognizer *)t
{
NSLog(#"add character");
imageNSArray = [NSMutableArray array];
uiImg = [UIImage imageNamed:#"homer.png"];
CGPoint loc = [t locationInView:self.view];
character = [[UIImageView alloc] initWithImage:uiImg];
character.center = loc;
[imageNSArray addObject:character];
//Locate the imageNSArray on frameImageView area only.
[self.view addSubview:character];
UIPanGestureRecognizer *pan = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(panCharacter:)];
[self.character addGestureRecognizer:pan];
character.userInteractionEnabled = YES;
}
put a view behind your subclassed imageView. Apply the gestureRecognition to the new View.
You can control your tap gesture from new view. Let me know if i am not clear, or if more info needed.
I think what you want is.. .you want to show a image when user taps on screen.
Do following steps:
1. drag & drop a tap gesture recognizer on default view of your view controller.
2. connect (ctrl +) gestureRecognizer with ViewController.m
Take a look at this code. (Just modified your code)
- (IBAction)onTap:(UITapGestureRecognizer *)sender {
NSLog(#"add character");
UIImage * uiImg = [UIImage imageNamed:#"sel.png"];
CGPoint loc = [sender locationInView:self.view];
UIImageView * character = [[UIImageView alloc] initWithImage:uiImg];
character.center = loc;
[self.view addSubview:character];
}
Let me know if this is not what you want…
Edit
better go for this code… No need to do above steps.
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
UITapGestureRecognizer *tap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(onTap:)];
[self.view addGestureRecognizer:tap];
self.view.userInteractionEnabled = YES;
}
- (void)onTap:(UITapGestureRecognizer *)sender
{
NSLog(#"add character");
UIImage * uiImg = [UIImage imageNamed:#"sel.png"];
CGPoint loc = [sender locationInView:self.view];
UIImageView * character = [[UIImageView alloc] initWithImage:uiImg];
character.center = loc;
[self.view addSubview:character];
}
I'm developing an iOS app and i have a for loop to create images.
When an image receives the click, i would like to change the background of the image, only to that image. how can I do this?
This is my code:
for (int i =0; i<dim; i++) {
likeImageImageview = [[UIImageView alloc] initWithFrame:CGRectMake(paddWidth*20,7.5,39.6,39.6)];
img0 = [UIImage imageNamed:#"like"];
[likeImageImageview setImage:img0];
UITapGestureRecognizer *singleTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(tapImagesLike)];
singleTap.numberOfTapsRequired = 1;
likeImageImageview.userInteractionEnabled = YES; //l'utente può cliccare
[likeImageImageview setMultipleTouchEnabled:NO]; //non è consentito il multitouch
[likeImageImageview addGestureRecognizer:singleTap];
[row_like addSubview:likeImageImageview];
}
And this is the method:
-(void)tapImagesLike{
likeImageImageview.image = [UIImage imageNamed:#"mylike"];
}
With this code, only the last imageview changes its background. How can I use "i" like an ID?
for loop
UIImageView *imageView = …
imageView.tag = i;
So you need to get the view that was tapped
- (void)tapImagesLike:(UITapGestureRecognizer*)recognizer
{
UIImageView *imageView = (UIImageView*)recognizer.view;
int i = imageView.tag;
// Then you can do the change you need to do here
}
This is the method that should be called when the gesture recognizer tap occurs.
It only display the last image because your are creating a new instance in a for loop.
Try this
NSMutableArray *tempImageArray=[[NSMutableArray alloc]init];
for (int i =0; i<10; i++) {
UIImageView *likeImageImageview = [[UIImageView alloc] initWithFrame:CGRectMake(20,7.5,39.6,39.6)];
UIImage *img0 = [UIImage imageNamed:#"like"];
[likeImageImageview setImage:img0];
UITapGestureRecognizer *singleTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(tapImagesLike:)];
singleTap.numberOfTapsRequired = 1;
[self.view addGestureRecognizer:singleTap];
[row_like addSubview:likeImageImageview];
[tempImageArray addObject:likeImageImageview];
}
self.imageArray=tempImageArray;
[tempImageArray release];
And
- (void)tapImagesLike:(UITapGestureRecognizer*)recognizer{
UIImageView *imageView = (UIImageView *)[self.imageArray objectAtIndex:0];
imageView.image=[UIImage imageNamed:#"0.png"];
}