I have the following code to play animation with images:
-(void)playPopAnimation:(void (^)(void))completion{
__block NSMutableArray *images;
float animationDuration = 1.0f;
images = [[NSMutableArray alloc] initWithCapacity:26];
for(int i=1; i<26; i++){
NSString *fileName = [[NSBundle mainBundle] pathForResource:[NSString stringWithFormat:#"bulut_pop%d",i] ofType:#"png"];
UIImage *image = [UIImage imageWithContentsOfFile:fileName];
//UIImage* image = [UIImage imageNamed:[NSString stringWithFormat:#"bulut_pop%d.png",i]];
[images addObject:image];
}
[Helper playSound:#"button_pop"];
UIImageView* imageView = [[UIImageView alloc] initWithFrame:self.itemImage.frame];
imageView.animationImages = images;
imageView.animationDuration = animationDuration;
imageView.animationRepeatCount = 1; // 0 = nonStop repeat
[self addSubview:imageView];
[imageView startAnimating];
self.imageButton.userInteractionEnabled = NO;
[[UIApplication sharedApplication] beginIgnoringInteractionEvents];
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, animationDuration * NSEC_PER_SEC), dispatch_get_current_queue(), ^{
//[self.delegate myItemCell:self cellDidTappedFor:[self item]];
self.imageButton.userInteractionEnabled = YES;
images = nil;
});
Each time I call this function, memory increases by 10 MB. What is the good way to play animated image views?
Each time you call this method, you add a new image view (with its array of images) to your view. You should refactor your code so that the creation of the array and imageView are inside an if clause testing whether imageView is nil, so that part only runs the first time the method is called (and make imageView a property).
Related
I have a folder in Images.xcassets which have 24 images. I want to add those images to the UIImage array and try to animate those images in a sequence. Is it possible to load the images from Images.xcassets into Array? Or is it better to use SVG images for animation?
To get single image I tried the following:
UIImage *image = [UIImage imageNamed:#"FolderName"];
But I guess this needs to be modified as an Image array.
I guess this might help you
UIImageView *imageView = [UIImageView.alloc initWithFrame:self.view.bounds];
[self.view addSubview:imageView];
NSMutableArray *images = NSMutableArray.array;
NSInteger imageCount = 24;
NSString *imagePrefix = #"imageName_";
for(int i = 0; i<=imageCount; i++){
NSString *imageName = [NSString stringWithFormat:#"%#%d",imagePrefix, i];
UIImage *image = [UIImage imageNamed:imageName];
[images addObject:image];
}
imageView.animationImages = images;
imageView.animationRepeatCount = 1;
imageView.animationDuration = 3.0;
[imageView startAnimating];
How can I rotate these images clockwise? When they load they are on their side for some reason.
//load the image
API* api = [API sharedInstance];//afnetworking call
int IdPhoto = [[data objectForKey:#"IdPhoto"] intValue];
NSURL* imageURL = [api urlForImageWithId:[NSNumber numberWithInt: IdPhoto] isThumb:YES];
AFImageRequestOperation* imageOperation = [AFImageRequestOperation imageRequestOperationWithRequest: [NSURLRequest requestWithURL:imageURL] success:^(UIImage *image) {
//create an image view, add it to the view
UIImageView* thumbView = [[UIImageView alloc] initWithImage: image];
thumbView.frame = CGRectMake(0,0,90,90);//thumbsize of image 180 is width and size 0 is spacing coordinates x,y
thumbView.contentMode = UIViewContentModeScaleAspectFit;
[self insertSubview: thumbView belowSubview: caption];
}];
NSOperationQueue* queue = [[NSOperationQueue alloc] init];
[queue addOperation:imageOperation];
}
return self;
}
#end
I'd look at just rotating the imageView like this:
thumbView.transform=CGAffineTransformMakeRotation(M_PI*1.5); //or perhaps M_PI*0.5 for a quarter turn the other direction...
because its much easier, altering the orientation on the image itself requires drawing it to a context somewhere in order to pull out a fresh data representation.
I have a UIImageView on my storyboard, which is linked to an outlet in the code. When I run the code, it only shows the static picture that the storyboard shows, not the animation that I create programmatically. Any ideas?
for(int i=0; i<4; i++) {
UIImage *image = [UIImage imageNamed:[NSString stringWithFormat:#"loading%d",i]];
[self.images addObject:image];
}
self.loadingView.animationImages = self.images;
self.loadingView.animationDuration = 2;
self.loadingView.animationRepeatCount = 1;
[self.loadingView startAnimating];
Note: loadingView is the UIImageView, images is an NSMutableArray.
If you want to make run time array you can use like this way.
NSMutableArray *images = [[NSMutableArray alloc] init];
for (int i = 1 ; i < 4; i++) {
[images addObject:[UIImage imageNamed:[NSString stringWithFormat: #"loading%d.jpg", i]]];
}
self.loadingView.animationImages = images;
self.loadingView.animationDuration = 2;
self.loadingView.animationRepeatCount = 1;
[self.loadingView startAnimating];
Hope this will help you. It's working fine for me.
I recommend you to use array directly like this.
NSArray *images = [[NSArray alloc] initWithObjects:
[UIImage imageNamed:#"1.jpg"],
[UIImage imageNamed:#"2.jpg"],
nil];
self.loadingView.animationImages = images;
self.loadingView.animationDuration = 2;
self.loadingView.animationRepeatCount = 1;
[self.loadingView startAnimating];
This is what I currently have:
NSMutableArray *images = [[NSMutableArray alloc] initWithCapacity:21];
for(int count = 1; count <= 21; count++)
{
NSString *fileName = [NSString stringWithFormat:#"dance2_%03d.jpg", count];
UIImage *frame = [UIImage imageNamed:fileName];
[images addObject:frame];
}
UIImage imageNamed is causing me some memory issues and I would like to switch to imageWithContentsOfFile.
I can make it work with a single image, but not the whole array:
NSMutableArray *images = [[NSMutableArray alloc] initWithCapacity:21];
for(int count = 1; count <= 21; count++)
{
NSString *fileName = [[[NSBundle mainBundle] bundlePath] stringByAppendingString:#"/dance2_001.jpg"];
UIImage *frame = [UIImage imageWithContentsOfFile:fileName];
[images addObject:frame];
}
Any help is greatly appreciated! Thanks!
for(int i = 1; i <= 21; i++)
{
[images addObject:[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:[NSString stringWithFormat:#"dance2_%03d", i] ofType:#"jpg"]]];
}
what you should do first is create an array with the images for your animation like something like this:
NSMutableArray* images = [[NSMutableArray alloc] initWithObjects:
[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:#"image1" ofType:#"jpg"]],
[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:#"image2" ofType:#"jpg"]],
nil];
then you can add it to an UIImageView to animate it like this:
UIImageView* animationImagesView = [[UIImageView alloc] initWithFrame:CGRectMake(posX, posY, frameWidth, frameHeight)];
animationImagesView.animationImages = images; //array of images to be animate
animationImagesView.animationDuration = 1.0; //duration of animation
animationImagesView.animationRepeatCount = 1; //number of time to repeat animation
[self.view addSubview:animationImagesView];
now you can start and stop the animation using these two calls:
[animationImagesView startAnimating]; //starts animation
[animationImagesView stopAnimating]; //stops animation
hope this helps. also remember to release and nil your Array and UIImageView when done.
I'm trying to free up my apps memory and want to completely remove loadingImageView from memory when I tap a button. How do I do this?
-(IBAction)animationOneStart {
NSMutableArray *images = [[NSMutableArray alloc] initWithCapacity:88];
for(int count = 1; count <= 88; count++)
{
NSString *fileName = [NSString stringWithFormat:#"testPic1_%03d.jpg", count];
UIImage *frame = [UIImage imageNamed:fileName];
[images addObject:frame];
}
loadingImageView.animationImages = images;
loadingImageView.animationDuration = 5;
loadingImageView.animationRepeatCount = 1; //Repeats indefinitely
[loadingImageView startAnimating];
[images release];
}
-(IBAction)removeFromMemory {
//What do I add here?
}
Thanks!
Ok. If you want to remove UIImageView animation try this:
-(IBAction)removeFromMemory {
[loadingImageView stopAnimating]; //here animation stops
[loadingImageView removeFromSuperview]; // here view removes from view hierarchy
[loadingImageView release]; loadingImageView = nil; //clean memory
}
For remove CoreAnimation from UIView instance use method:
[view.layer removeAllAnimations];