How to stop preloading process running in concurrent thread? - ios

In my game, after play button is pressed, game view controller is presented and couple of assets start to preload in background for later use in game.
My question is, how to stop preloading process when home button is pressed but my preloading process is still running?
Now I've to wait till all preloading is done for proper deallocating...
ViewController.m
dispatch_queue_t concurrentQueue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0);
dispatch_async(concurrentQueue, ^{
// preload intro sequences
dispatch_sync(concurrentQueue, ^{
[weak_self.spaceSun prepareAnimationArrays];
});
dispatch_async(concurrentQueue, ^{
[weak_self.sailor prepareAnimationArrays];
});
SpaceSun, Sailor.m
- (void)prepareAnimationArrays
{
_introArray = [NSMutableArray new];
_introArray = [self.animator generateCachedImageArrayWithFilename:#"circleSun" extension:#".png" andImageCount:10];
self.isAnimationArrayCached = YES;
}
- (NSMutableArray *)generateCachedLoopedImageArrayWithFilename:(NSString *)filename
extension:
(NSString *)extension
andImageCount:
(int)count
{
_imagesArray = [[NSMutableArray alloc] init];
_fileExtension = extension;
_animationImageName = filename;
_imageCount = count;
for (int i = 0; i < _imageCount; i++)
{
NSString *tempImageName = [NSString stringWithFormat:#"%#%i", filename, i];
NSString *imagePath = [[NSBundle mainBundle] pathForResource:tempImageName ofType:extension];
UIImage *frameImage = [self loadRetinaImageIfAvailable:imagePath];
UIGraphicsBeginImageContextWithOptions(frameImage.size, NO, [UIScreen mainScreen].scale);
CGRect rect = CGRectMake(0, 0, frameImage.size.width, frameImage.size.height);
[frameImage drawInRect:rect];
UIImage *renderedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
[_imagesArray addObject:renderedImage];
_precachedImagesCount++;
if (_didPreCachePicture)
_didPreCachePicture();
if (_isDoublingFrames)
{
[_imagesArray addObject:renderedImage];
}
else if (_isTriplingFrames)
{
[_imagesArray addObject:renderedImage];
[_imagesArray addObject:renderedImage];
}
if (i == _imageCount - 1)
{
// we have 5 images
// 12345 already in array
// let's add 432
for (int j = _imageCount - 2; j > 0; j--)
{
tempImageName = [NSString stringWithFormat:#"%#%i", filename, j];
imagePath = [[NSBundle mainBundle] pathForResource:tempImageName ofType:extension];
frameImage = [self loadRetinaImageIfAvailable:imagePath];
UIGraphicsBeginImageContextWithOptions(frameImage.size, NO, [UIScreen mainScreen].scale);
rect = CGRectMake(0, 0, frameImage.size.width, frameImage.size.height);
[frameImage drawInRect:rect];
renderedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
[_imagesArray addObject:renderedImage];
_precachedImagesCount++;
if (_didPreCachePicture)
_didPreCachePicture();
if (_isDoublingFrames)
{
[_imagesArray addObject:renderedImage];
}
else if (_isTriplingFrames)
{
[_imagesArray addObject:renderedImage];
[_imagesArray addObject:renderedImage];
}
}
}
}
return _imagesArray;
}

You cannot cancel a block that has been scheduled using dispatch_async. Instead of using GCD you should prefer the higher-level NSOperation API. Create multiple NSOperation subclasses for your tasks and schedule them on a NSOperationQueue.
If you have tasks that need to finish earlier than others specify dependencies between the operations with addDependency:.
To cancel the preloading process simply call:
[self.operationQueue cancelAllOperations];
In order to benefit from the cancelation feature exposed by operation queues, you should regularly check the isCancelled property for longer-running operations:
- (void)main
{
for (int i = 0; i < _imageCount; i++) {
if (self.isCancelled) break;
// do your processing
}
}

Related

iOS Creating video from images and get EXC_BAD_ACCESS for second try

I'm making an app what makes video from images.
Here I make a new array:
self.imageList = [NSMutableArray<UIImage *> new];
And then add lots of images to this array.
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
for (NSString *framePath in _effect.framePathList)
{
#autoreleasepool
{
NSString *filePath = [NSString stringWithFormat:#"%#/%#", documentsDirectory,framePath];
UIImage *frame = [[UIImage alloc] initWithContentsOfFile:filePath];
i++;
self.selectedEffect.image = [self applyEffect:frame];
CGRect rect = [_backgroundView bounds];
UIGraphicsBeginImageContextWithOptions(rect.size,NO,0.0f);
CGContextRef context = UIGraphicsGetCurrentContext();
[self.backgroundView.layer renderInContext:context];
UIImage *capturedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
if (capturedImage.scale * capturedImage.size.height > 640)
{
CGSize newSize = CGSizeMake(640, 640);
UIGraphicsBeginImageContext(newSize);
[capturedImage drawInRect:CGRectMake(0, 0, newSize.height, newSize.height)];
UIImage *destImage = UIGraphicsGetImageFromCurrentImageContext();
capturedImage = destImage;
destImage = nil;
UIGraphicsEndImageContext();
}
dispatch_sync(dispatch_get_main_queue(), ^
{
if (self.updateLoadingState)
{
self.updateLoadingState((float)i / framaCount * 100.0);
}
});
if (capturedImage)
{
[_imageList addObject:capturedImage];
}
}
}
Then try to create the video. Here are the methods
[self.movieMaker createMovieFromImages:_imageList withCompletion:^(NSURL *fileURL)
{
{
if (_finishBlock)
{
_finishBlock();
}
}
}];
This method is in the movieMaker class.
- (void) createMovieFromSource:(NSArray *)images extractor:(CEMovieMakerUIImageExtractor)extractor withCompletion:(CEMovieMakerCompletion)completion {self.completionBlock = completion;
[self.assetWriter startWriting];
[self.assetWriter startSessionAtSourceTime:kCMTimeZero];
dispatch_queue_t mediaInputQueue = dispatch_queue_create("mediaInputQueue", NULL);
__block NSInteger i = 0;
NSInteger frameNumber = [images count];
[self.writerInput requestMediaDataWhenReadyOnQueue:mediaInputQueue usingBlock:^{
while (YES)
{
#autoreleasepool
{
if (i >= frameNumber)
{
break;
}
if ([self.writerInput isReadyForMoreMediaData])
{
CVPixelBufferRef sampleBuffer;
NSMutableArray *test = [NSMutableArray arrayWithArray:images];
UIImage *img = extractor([test objectAtIndex:i]);
if (img == nil) {
i++;
NSLog(#"Warning: could not extract one of the frames");
continue;
}
CGImageRef img2 = [img CGImage];
sampleBuffer = [self newPixelBufferFromCGImage:img2];
CGImageRelease(img2);
if (sampleBuffer) {
if (i == 0)
{
[self.bufferAdapter appendPixelBuffer:sampleBuffer withPresentationTime:kCMTimeZero];
}
else
{
CMTime lastTime = CMTimeMake(i-1, self.frameTime.timescale);
CMTime presentTime = CMTimeAdd(lastTime, self.frameTime);
[self.bufferAdapter appendPixelBuffer:sampleBuffer withPresentationTime:presentTime];
}
CFRelease(sampleBuffer);
i++;
}
}
}
}
[self.writerInput markAsFinished];
[self.assetWriter finishWritingWithCompletionHandler:^{
dispatch_async(dispatch_get_main_queue(), ^{
self.completionBlock(self.fileURL);
});
}];
CVPixelBufferPoolRelease(self.bufferAdapter.pixelBufferPool);
}];
}
Without the CGImageRelease(img2); everything working but I have a huge memory leak. I have more then 100 images in the array. If I use CGImageRelease(img2); the first run is ok no memory leak. But If I try it again I get EXC_BAD_ACCESS in this line: self.imageList = [NSMutableArray<UIImage *> new];
Here is the error
What can I do? Thanks in advance!

How to Display GIF image from URL in Imageview?

Earlier i used SDWebimage third party to display images, now i removed that 3rd party due some other reason. is there any other way to Display GIF image from URL in Imageview without using third party...
Well you can do it simply by following next steps:
Add the following functions
#import <ImageIO/ImageIO.h>
#import <MobileCoreServices/MobileCoreServices.h>
UIImage *GIFFromData(NSData *data) {
if (!data) {
return nil;
}
CGImageSourceRef source = CGImageSourceCreateWithData((__bridge CFDataRef)(data), NULL);
UIImage *image = nil;
if (GIFSourceContainsAnimatedGIF(source)) {
image = GIFFromImageSource(source);
} else {
image = [UIImage imageWithData:data];
}
if (source) {
CFRelease(source);
}
return image;
}
BOOL GIFSourceContainsAnimatedGIF(CGImageSourceRef source) {
return (source && UTTypeConformsTo(CGImageSourceGetType(source), kUTTypeGIF) && CGImageSourceGetCount(source) > 1);
}
UIImage *GIFFromImageSource(CGImageSourceRef source) {
CFRetain(source);
NSUInteger numberOfFrames = CGImageSourceGetCount(source);
NSMutableArray<UIImage *> *images = [NSMutableArray arrayWithCapacity:numberOfFrames];
NSTimeInterval duration = 0.0;
for (NSUInteger i = 0; i < numberOfFrames; ++i) {
CGImageRef image = CGImageSourceCreateImageAtIndex(source, i, NULL);
if (image) {
UIImage *frameImage = [UIImage imageWithCGImage:image scale:1.0 orientation:UIImageOrientationUp];
[images addObject:frameImage];
CFRelease(image);
} else {
continue;
}
duration += GIFSourceGetFrameDelay(source, i);
}
CFRelease(source);
return [UIImage animatedImageWithImages:images duration:duration];
}
NSTimeInterval GIFSourceGetFrameDelay(CGImageSourceRef source, NSUInteger index) {
NSTimeInterval frameDelay = 0;
CFDictionaryRef imageProperties = CGImageSourceCopyPropertiesAtIndex(source, index, NULL);
if (!imageProperties) {
return frameDelay;
}
CFDictionaryRef gifProperties = nil;
if (CFDictionaryGetValueIfPresent(imageProperties, kCGImagePropertyGIFDictionary, (const void **)&gifProperties)) {
const void *durationValue = nil;
if (CFDictionaryGetValueIfPresent(gifProperties, kCGImagePropertyGIFUnclampedDelayTime, &durationValue)) {
frameDelay = [(__bridge NSNumber *)durationValue doubleValue];
if (frameDelay <= 0) {
if (CFDictionaryGetValueIfPresent(gifProperties, kCGImagePropertyGIFDelayTime, &durationValue)) {
frameDelay = [(__bridge NSNumber *)durationValue doubleValue];
}
}
}
}
CFRelease(imageProperties);
return frameDelay;
}
Download your GIF with NSURLSession
Display it
UIImage *image = GIFFromData(data);
UIImageView *view = [[UIImageView alloc] initWithImage:image];
Hope this helps :)
UIImageView* animatedImageView = [[UIImageView alloc] initWithFrame:self.view.bounds];
animatedImageView.animationImages = [NSArray arrayWithObjects:
[UIImage imageNamed:#"image1.gif"],
[UIImage imageNamed:#"image2.gif"],
[UIImage imageNamed:#"image3.gif"],
[UIImage imageNamed:#"image4.gif"], nil];
animatedImageView.animationDuration = 1.0f;
animatedImageView.animationRepeatCount = 0;
[animatedImageView startAnimating];
[self.view addSubview: animatedImageView];
Add animated Gif image in Iphone UIImageView

Parsing JSON images in a background thread (AFNetworking)

I have an image slideshow with images that are being parsed with JSON and I want to run that slideshow in a background thread.
My original code:
- (void)loadVisiblePages {
// First, determine which page is currently visible
CGFloat pageWidth = self.scrollView.frame.size.width;
NSInteger page = (NSInteger)floor((self.scrollView.contentOffset.x * 2.0f + pageWidth) / (pageWidth * 2.0f));
// Update the page control
self.pageControl.currentPage = page;
// Work out which pages we want to load
NSInteger firstPage = page - 1;
NSInteger lastPage = page + 1;
// Purge anything before the first page
for (NSInteger i=0; i<firstPage; i++) {
[self purgePage:i];
}
for (NSInteger i=firstPage; i<=lastPage; i++) {
[self loadPage:i];
}
for (NSInteger i=lastPage+1; i<self.pageImages.count; i++) {
[self purgePage:i];
}
}
- (void)loadPage:(NSInteger)page {
if (page < 0 || page >= self.pageImages.count) {
// If it's outside the range of what we have to display, then do nothing
return;
}
// Load an individual page, first seeing if we've already loaded it
UIView *pageView = [self.pageViews objectAtIndex:page];
if ((NSNull*)pageView == [NSNull null]) {
CGRect frame = self.scrollView.bounds;
frame.origin.x = frame.size.width * page;
frame.origin.y = 0.0f;
UIImageView *newPageView = [[UIImageView alloc] initWithImage:[self.pageImages objectAtIndex:page]];
newPageView.contentMode = UIViewContentModeScaleAspectFit;
newPageView.frame = frame;
[self.scrollView addSubview:newPageView];
[self.pageViews replaceObjectAtIndex:page withObject:newPageView];
}
}
- (void)purgePage:(NSInteger)page {
if (page < 0 || page >= self.pageImages.count) {
// If it's outside the range of what we have to display, then do nothing
return;
}
// Remove a page from the scroll view and reset the container array
UIView *pageView = [self.pageViews objectAtIndex:page];
if ((NSNull*)pageView != [NSNull null]) {
[pageView removeFromSuperview];
[self.pageViews replaceObjectAtIndex:page withObject:[NSNull null]];
}
}
- (void)viewDidLoad
{
[super viewDidLoad];
NSArray *images = _singleRelease[#"images"];
NSMutableArray *mediumImages = [NSMutableArray array];
for (NSDictionary *imageDictionary in images){
NSURL *imageURL = [NSURL URLWithString:imageDictionary[#"image_file"][#"image_file"][#"medium"][#"url"]];
NSData *imageData = [NSData dataWithContentsOfURL:imageURL];
UIImage *image = [UIImage imageWithData:imageData];
[mediumImages addObject:image];
}
self.pageImages = [mediumImages copy];
NSInteger pageCount = self.pageImages.count;
self.pageControl.currentPage = 0;
self.pageControl.numberOfPages = pageCount;
self.pageViews = [[NSMutableArray alloc] init];
for (NSInteger i = 0; i < pageCount; ++i) {
[self.pageViews addObject:[NSNull null]];
}
}
- (void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
// 4
CGSize pagesScrollViewSize = self.scrollView.frame.size;
self.scrollView.contentSize = CGSizeMake(pagesScrollViewSize.width * self.pageImages.count, pagesScrollViewSize.height);
// 5
[self loadVisiblePages];
}
#pragma mark - UIScrollViewDelegate
- (void)scrollViewDidScroll:(UIScrollView *)scrollView {
// Load the pages which are now on screen
[self loadVisiblePages];
}
I tried customizing a code sample I found online, but I cant get it to work with my code.
This is what I have so far:
- (void)viewDidLoad
{
[super viewDidLoad];
NSArray *images = _singleRelease[#"images"];
NSMutableArray *mediumImages = [NSMutableArray array];
dispatch_queue_t imageQueue = dispatch_queue_create("Image Queue",NULL);
for (NSDictionary *imageDictionary in images){
dispatch_async(imageQueue, ^{
NSURL *imageURL = [NSURL URLWithString:imageDictionary[#"image_file"][#"image_file"][#"medium"][#"url"]];
NSData *imageData = [NSData dataWithContentsOfURL:imageURL];
UIImage *image = [UIImage imageWithData:imageData];
[mediumImages addObject:image];
dispatch_async(dispatch_get_main_queue(), ^{
NSInteger pageCount = self.pageImages.count;
self.pageImages = [mediumImages copy];
self.pageControl.currentPage = 0;
self.pageControl.numberOfPages = pageCount;
self.pageViews = [[NSMutableArray alloc] init];
for (NSInteger i = 0; i < pageCount; ++i) {
[self.pageViews addObject:[NSNull null]];
}
});
});
}
}
This was another code sample I tried customizing but I get the same outcome.
- (void)viewDidLoad
{
[super viewDidLoad];
NSArray *images = [self.singleRelease[#"images"] copy];
__weak __typeof__(self) weakself = self;
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
NSMutableArray *mediumImages = [NSMutableArray array];
for (NSDictionary *imageDictionary in images){
NSURL *imageURL = [NSURL URLWithString:imageDictionary[#"image_file"][#"image_file"][#"medium"][#"url"]];
NSData *imageData = [NSData dataWithContentsOfURL:imageURL];
UIImage *image = [UIImage imageWithData:imageData];
if (image) {
[mediumImages addObject:image];
}
}
dispatch_sync(dispatch_get_main_queue(), ^{
if (weakself) {
__typeof__(self) weakself = weakself;
self.pageImages = mediumImages;
NSInteger pageCount = self.pageImages.count;
self.pageControl.currentPage = 0;
self.pageControl.numberOfPages = pageCount;
self.pageViews = [[NSMutableArray alloc] init];
for (NSInteger i = 0; i < pageCount; ++i) {
[self.pageViews addObject:[NSNull null]];
}
};
});
});
}
Both codes load my Page Control with the correct number of slides, but the images don't appear.
Any help? Thanks.
Fixed it.
Delete viewWillAppear and then replace the current viewDidLoad with this:
/**
* Called after the controller’s view is loaded into memory.
*/
- (void)viewDidLoad
{
[super viewDidLoad];
self.release_name.text = [self.singleRelease objectForKey:#"release_name"];
if ([_singleRelease objectForKey:#"release_price"])
self.release_price.text = [NSString stringWithFormat:#"$%#",[_singleRelease objectForKey:#"release_price"]];
self.release_colorway.text = [self.singleRelease objectForKey:#"release_colorway"];
if([_singleRelease objectForKey:#"release_date"] != NULL)
{
NSString *readableDate = [_singleRelease objectForKey:#"release_date"]; // I assume that this is a string
UpcomingRelease *upcoming = [[UpcomingRelease alloc] init];
upcoming.release_date = readableDate;
self.release_date.text = [NSString stringWithFormat:#"%#", upcoming.formattedDate];
}
NSArray *images = self.singleRelease[#"images"];
// we get the image on a background queue
dispatch_queue_t imageQueue = dispatch_queue_create("Image Queue",NULL);
dispatch_async(imageQueue,
^{
NSMutableArray *mediumImages = [[NSMutableArray alloc] initWithCapacity:images.count];
// for each image url we get the image and add it to the array
for (NSDictionary *imageDictionary in images)
{
NSURL *imageURL = [[NSURL alloc] initWithString:imageDictionary[#"image_file"][#"image_file"][#"medium"][#"url"]];
NSData *imageData = [[NSData alloc] initWithContentsOfURL:imageURL];
UIImage *image = [[UIImage alloc] initWithData:imageData];
[mediumImages addObject:image];
}
// once we have obtained all of the images we use them
dispatch_async(dispatch_get_main_queue(),
^{
// we get a strong pointer to the images array and set the pages count according to how many there are
self.pageImages = [mediumImages copy];
NSInteger pageCount = self.pageImages.count;
// we set the page control appropriate for the number of images that need to be presented
self.pageControl.currentPage = 0;
self.pageControl.numberOfPages = pageCount;
// we then make mock page views
self.pageViews = [[NSMutableArray alloc] init];
for (NSInteger i = 0; i < pageCount; ++i)
{
[self.pageViews addObject:[NSNull null]];
}
// once we have the images we load the pages with them
CGSize pagesScrollViewSize = self.scrollView.frame.size;
self.scrollView.contentSize = CGSizeMake(pagesScrollViewSize.width * self.pageImages.count, pagesScrollViewSize.height);
[self loadVisiblePages];
});
});
_scrollView.showsHorizontalScrollIndicator=NO;
_scrollView.showsVerticalScrollIndicator=NO;
}
The problem was you were trying to load the pages before the images had finished fetching.

iOS Delay even when using dispatch

I have a wallpaper app that has a paged scrollview on the main view. each page of the scrollview displays 9 images.
When the view is scrolled I'm loading the next 10 pages of images and set the previous 10 pages uiimages that I've loaded to nil to prevent memory warnings.
The problem is when the view scrolls and so the following method of scrollview gets called, there is few seconds delay before the view can scroll even though I have put the block code that loads new images in dispatch_async.
and when I comment out the whole section of the code with dispatch stuff, there is no delay.
If anyone has any idea on why this happens. please please let me know.
Thank you all so much
- (void)scrollViewDidScroll:(UIScrollView *)scrollV
{
float fractionalPage = scrollView.contentOffset.x / self.view.frame.size.width;
if (curPageNum != lround(fractionalPage)) {
curPageNum = lround(fractionalPage);
//display the page number
pageNumLabel.text = [NSString stringWithFormat:#"%d",curPageNum+1];
pageNumLabel.alpha = 1.0;
[NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(dismissPageNum) userInfo:nil repeats:NO];
//loading more pages with 9 image in each
lastLoadedPageNum = MIN(lastLoadedPageNum + 10, numPages - 1);
dispatch_queue_t getImages = dispatch_queue_create("Getting Images", nil);
dispatch_async(getImages, ^{
for (int i = curPageNum + 4 ; i <= lastLoadedPageNum ; i++) {
int numPicsPerPage = 9;
if (picsNames.count%9 && i == numPages-1) {
numPicsPerPage = picsNames.count%9;
}
for (int j = 0 ; j < numPicsPerPage ; j++) {
UIImage *image = [brain imageWith:[picsNames objectAtIndex:(i*9) + j]];
dispatch_async(dispatch_get_main_queue(), ^{
//loading the image to imageview
UIImageView *imageView = (UIImageView *)[scrollView viewWithTag:IMAGE_VIEWS_TAG + (i*9) + j];
imageView.image = image;
});
}
}
});
//setting old imageview images to nil to release memory
int oldFirstLoadedPageNum = firtLoadedPageNum;
firtLoadedPageNum = MAX(curPageNum - 4, 0);
for (int i = oldFirstLoadedPageNum ; i < firtLoadedPageNum ; i++) {
int numPicsPerPage = 9;
if (picsNames.count%9 && i == numPages-1) {
numPicsPerPage = picsNames.count%9;
}
for (int j = 0 ; j < numPicsPerPage ; j++) {
UIImageView *imageView = (UIImageView *)[scrollView viewWithTag:IMAGE_VIEWS_TAG + (i*9) + j];
imageView.image = nil;
[((UIActivityIndicatorView *)[imageView viewWithTag:ACTIVITY_INDICATOR_TAG]) startAnimating];
}
}
}
}
Brain method imageWith:
-(UIImage *)imageWith:(NSString *)imageName
{
NSString *imagePath = [[NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0] stringByAppendingPathComponent:imageName];
UIImage *image = [UIImage imageWithContentsOfFile:imagePath];
if (!image && [self connected]) {
image = [UIImage imageWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:[NSString stringWithFormat:#"%#/%#", picsURL, imageName]]]];
if (image) {
[UIImagePNGRepresentation(image) writeToFile:imagePath atomically:YES];
}
}
return image;
}
Clearly your code is looping which causes the delay. I think since the dispatch is inside the for loop it gets called only after a certain bit of iterations so that there is no real gain in using multi threading here.
Most likely your logic after the block with the nested for loops is causing the delay. Move that out into a separate method and run it in a separate thread.
As suggested by Mike Pollard I used
dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_BACKGROUND,0)
instead of
dispatch_queue_create("Getting Images", nil)
and it solved the issue.
Thanks everyone.

How do I remove an UIImageView animation from memory completely?

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];

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