If I create a UIImageView via Storyboard and add it as a #property into a ViewController.h, I can access that UIImageView from anywhere in the ViewController.m via [self UIImageView] or self.UIImageView.
But If I create the UIImageView programmatically from viewDidLoad as you see below, I seem to lose the ability to access it from outside viewDidLoad.
UIImageView *prevImgView = [[UIImageView alloc] init];
UIImageView *currImgView = [[UIImageView alloc] init];
UIImageView *nextImgView = [[UIImageView alloc] init];
NSArray *imageViews = [NSArray arrayWithObjects:prevImgView, currImgView, nextImgView, nil];
UIScrollView *scrollView = [[UIScrollView alloc] initWithFrame:self.view.bounds];
[self.view addSubview: scrollView];
CGRect cRect = scrollView.bounds;
UIImageView *cView;
for (int i=0; i<imageViews.count; i++) {
cView = [imageViews objectAtIndex:i];
cView.frame = cRect;
[scrollView addSubview:cView];
cRect.origin.x += cRect.size.width;
}
So later on if I want to modify the image that is being displayed in any one of the UIImageView I've created from viewDidLoad, I can't seem to access it. Does anyone know what I'm doing wrong?
You would need to create your UIImageView in your header file and then it would be available throughout the rest of the view. You will need to add it to the view in viewDidLoad though.
Header
UIImageView *image;
Main // ViewDidLoad
image = [UIImageView alloc] .....
[self.view addSubView image];
Main Function .....
[image setImage ....
The answer AgnosticDev is trying to say here is to add an ivar to your view controller's .h file... e.g.:
#implementation YHLViewController : ViewController
{
UIImageView * currImageView;
}
And then in your "viewDidLoad" method, you can allocate and initialize it via:
currImageView = [[UIImageView alloc] init];
and have access to it from anywhere else in your view controller.
Related
I'm trying to add an imageView in the ScrollView but I always get the ScrollView empty. Please where would be my issue? While I have added the delegate method <UIScrollViewDelegate> also made the connection in the storyboard.
My code:
- (void) viewDidLoad {
[super viewDidLoad];
[self slider];
}
-(void) slider {
_scrlView = [[UIScrollView alloc]init];
_scrlView.backgroundColor = [UIColor blackColor];
_scrlView.pagingEnabled = YES;
_scrlView.delegate = self;
_scrlView.showsHorizontalScrollIndicator = false;
_scrlView.layer.cornerRadius = 2;
_scrlView.contentSize = CGSizeMake(_scrlView.frame.size.width * 3, _scrlView.frame.size.height);
_img1 = [[UIImageView alloc] initWithFrame:CGRectMake((_scrlView.frame.size.width*0),0,_scrlView.frame.size.width,_scrlView.frame.size.height)];
_img2 = [[UIImageView alloc] initWithFrame:CGRectMake((_scrlView.frame.size.width*1),0,_scrlView.frame.size.width,_scrlView.frame.size.height)];
_img3 = [[UIImageView alloc] initWithFrame:CGRectMake((_scrlView.frame.size.width*2),0,_scrlView.frame.size.width,_scrlView.frame.size.height)];
_img1 = [[UIImageView alloc]initWithImage:[UIImage imageNamed:#"1234.jpg"]];
_img2 = [[UIImageView alloc]initWithImage:[UIImage imageNamed:#"1234.jpg"]];
_img3 = [[UIImageView alloc]initWithImage:[UIImage imageNamed:#"1234.jpg"]];
[_scrlView addSubview:_img1];
[_scrlView addSubview:_img2];
[_scrlView addSubview:_img3];
}
First, you don't add the scrollView to any view, so it won't be presented on screen.
Second, this:
_scrlView = [[UIScrollView alloc]init];
creates a scrollView with CGRectZero which is the same like writing:
_scrlView = [[UIScrollView alloc] initWithFrame:CGRectMake(0,0,0,0)];
This means the contentSize is also CGRectZero.
Edit: If you don't want to override the creation of the scrollView (because you have already set it in Interface Builder), remove the line _scrlView = [[UIScrollView alloc]init];.
But if you are using Auto Layout in the storyboard you should call [self slider] in viewDidLayoutSubviews.
You need to set frame first, for getting its width and height,
- (void)viewDidLoad {
[super viewDidLoad];
[self slider];
}
-(void)slider{
_scrlView = [[UIScrollView alloc] initWithFrame:CGRectMake(YOUR_X, YOUR_X, YOUR_WIDTH, YOUR_HIEGHT)];
// do this if you have not added Scrollview in storyboard, if Added, then no need to invoke, init by line [[UIScrollView alloc] init] ;
...
...
[self.view addSubview:_scrlView];
}
I would suggest one more thing, to call your slider method from viewDidAppear method of UIView
Enjoy Coding !!
You need to allocate the ScrollView if have not used a storyboard. Also in that case, specify a frame:
_scrlView = [[UIScrollView alloc] initWithFrame:CGRectMake(0,0,self.view.frame.size.width,self.view.frame.size.height)];
You are reallocating the imageviews, try to set image after allocating it once.
Another thing : Dont init scrollview again.
- (void)viewDidLoad {
[super viewDidLoad];
[self slider];
}
-(void)slider{
_scrlView.backgroundColor = [UIColor blackColor];
_scrlView.pagingEnabled = YES;
_scrlView.delegate = self;
_scrlView.showsHorizontalScrollIndicator = false;
_scrlView.layer.cornerRadius = 2;
_scrlView.contentSize = CGSizeMake(_scrlView.frame.size.width * 3, _scrlView.frame.size.height);
_img1 = [[UIImageView alloc] initWithFrame:CGRectMake((_scrlView.frame.size.width*0),0,_scrlView.frame.size.width,_scrlView.frame.size.height)];
_img2 = [[UIImageView alloc] initWithFrame:CGRectMake((_scrlView.frame.size.width*1),0,_scrlView.frame.size.width,_scrlView.frame.size.height)];
_img3 = [[UIImageView alloc] initWithFrame:CGRectMake((_scrlView.frame.size.width*2),0,_scrlView.frame.size.width,_scrlView.frame.size.height)];
[_img1 setImage:[UIImage imageNamed:#"1234.jpg"]];
[_img2 setImage:[UIImage imageNamed:#"1234.jpg"]];
[_img3 setImage:[UIImage imageNamed:#"1234.jpg"]];
[_scrlView addSubview:_img1];
[_scrlView addSubview:_img2];
[_scrlView addSubview:_img3];
}
My reply would be
if you are not using Storyboard or Interface builder , also autolayout is unchecked, set the frame of uiscrollview after its allocation and use alloc init only one time for one image. Add image on scrollview and scrollview on superview
if you are not using Storyboard or Interface builder and autolayout is checked, then put proper constraints on scrollview and imageviews. Read this
https://developer.apple.com/library/ios/technotes/tn2154/_index.html
I'd like to have a method display an image. My view controller calls the method:
eduPopup *thisEduPopup = [[eduPopup alloc] init];
[thisEduPopup displayPopup];
In the method I have:
-(void) displayPopup {
UIImageView *thisImage = [[UIImageView alloc] init];
thisImage.image = [UIImage imageNamed:#"referral_eduscreen_text_solid.png"];
thisImage.frame = CGRectMake(0, 0, thisImage.image.size.width, thisImage.image.size.height);
[self.superview addSubview:thisImage];
}
...but I get nothing. Is self.superview the right reference? What I should be putting there?
- (void)loadView
{
[super loadView];
arrayOfImages = [[NSMutableArray alloc]initWithObjects:#"11.jpg",#"22.jpg",#"33.jpg", nil];
UIImageView *awesomeView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
[awesomeView setImage :[UIImage imageNamed:[arrayOfImages objectAtIndex:0]]];
awesomeView.contentMode = UIViewContentModeScaleAspectFit;
[self.view addSubview:awesomeView];
NSLog(#"%#",[arrayOfImages objectAtIndex:0]);
}
When I put the NSMutableArray in -(void)viewDidLoad, UIImageView displays nothing and NSLog shows NULL. Why is that?
ps. NSMutableArray worked perfectly in -(void)loadView. I've declared NSMutableArray *arrayOfImage in #interface .h file
The only way that the given could would output "NULL" in this situation is that arrayOfImages is NULL by itself.
This is only possible if arrayOfImages is declared as a weak variable.
But as #maddy pointed out, your code is all wrong: Don't call super, but assign self.view. Or use viedDidLoad instead (probably what you want here).
-(void)loadView
{
[super loadView];
arrayOfImages = [[NSMutableArray alloc]initWithObjects:[UIImage imageNamed:#"11.jpg"],[UIImage imageNamed:#"22.jpg"],[UIImage imageNamed:#"33.jpg"], nil];
UIImageView *awesomeView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
[awesomeView setImage :[UIImage imageNamed:[arrayOfImages objectAtIndex:0]]];
awesomeView.contentMode = UIViewContentModeScaleAspectFit;
[self.view addSubview:awesomeView];
NSLog(#"%#",[arrayOfImages objectAtIndex:0]);
This will work but you will only get to see 1 picture. ie the picture in the 0 index of the array.
If you want to show all then you got to apply a loop.
I have an idea about how to add animated UIImageView using frame by frame method BUT my question is about How to animate UIImageView ALREADY added on view controller storyboard as IBOutlet UIImageView .
what will be changed at this peace of code ?!
NSArray *myImages = [NSArray arrayWithObjects:
[UIImage imageNamed:#"bookmark1.png"],
[UIImage imageNamed:#"bookmark2.png"],
[UIImage imageNamed:#"bookmark3.png"],
[UIImage imageNamed:#"bookmark4.png"],
[UIImage imageNamed:#"bookmark5.png"],nil];
myAnimatedView = [UIImageView alloc];
[myAnimatedView initWithFrame:CGRectMake(0, 0, 131, 125)];
myAnimatedView.animationImages = myImages;
myAnimatedView.animationDuration = 0.25;
myAnimatedView.animationRepeatCount = 1;
[myAnimatedView startAnimating];
[self.navigationController.view addSubview:myAnimatedView];
I want to animate this image like that over my viewController
http://imageshack.us/a/img717/3051/bookmarkl.gif
It's even easier. First, add in .h file:
#property (nonatomic, retain) IBOutlet UIImageView *iV;
After, connect this outlet to the actual UIImageView on your storyboard. Change your code:
iV.animationImages = myImages;
iV.animationDuration = 0.25;
iV.animationRepeatCount = 1;
[iV startAnimating];
And that's all. Hope this helped
p.s. And yes, don't forget iV = nil; in - (void)viewDidUnload method
UPD: added
[self performSelector:#selector(animationDone) withObject:nil afterDelay:0.25];
After startAnimating call, and obviously added animationDone method:
- (void)animationDone {
[iV stopAnimating];
[iV setImage:[UIImage imageNamed:#"bookmark5.png"]];
}
Well it will be pretty much the same. You dont need to allocate your image view [[UIImageView alloc] init] nor do you need to add it to the viewController. The rest is the same.
I've got this code trying to run a simple set of images in a cycle. All I have in the app is one UIImageView declared in my View Controller's .h file:
#property (strong, nonatomic) IBOutlet UIImageView *imageDisplay;
And the following in my .m file's viewDidLoad method:
NSMutableArray *imageView = [[NSMutableArray alloc] init];
[imageView addObject:[[UIImageView alloc] initWithImage:[UIImage imageNamed:#"EyeAnim1.png"]]];
[imageView addObject:[[UIImageView alloc] initWithImage:[UIImage imageNamed:#"EyeAnim2.png"]]];
[imageView addObject:[[UIImageView alloc] initWithImage:[UIImage imageNamed:#"EyeAnim3.png"]]];
[imageView addObject:[[UIImageView alloc] initWithImage:[UIImage imageNamed:#"EyeAnim4.png"]]];
[imageView addObject:[[UIImageView alloc] initWithImage:[UIImage imageNamed:#"EyeAnim5.png"]]];
[imageView addObject:[[UIImageView alloc] initWithImage:[UIImage imageNamed:#"EyeAnim6.png"]]];
[imageView addObject:[[UIImageView alloc] initWithImage:[UIImage imageNamed:#"EyeAnim7.png"]]];
imageDisplay.animationImages = imageView;
imageDisplay.animationDuration = 0.25;
imageDisplay.animationRepeatCount = 50;
[imageDisplay startAnimating];
The code seems to be crashing on the "imageDisplay.animationImages" line, as if I create the UIImageView, create its getter and setter, and build, it's fine until I uncomment that line. If I do uncomment it, it keeps giving me the error until I delete the UIImageView and create a new one.
Not too sure what's happening, any help appreciated!
I am very new to objective-c and I have been getting this error also, but for a different reason. I just wanted to post my solution for anyone else who may be struggling.
So basically I have a custom class called ImagesDetailViewController which inherits from UIViewController and has an image property.
#interface ImagesDetailViewController : UIViewController
#property (strong, nonatomic) UIImage *image;
#end
I then connected my class to my UIImageView on my storyboard like so
#interface ImagesDetailViewController ()
#property (nonatomic, weak) IBOutlet UIImageView *imageView;
#end
In my viewDidLoad method I was trying to set the image for my image view like this and getting the error mentioned above (my image variable gets initialised in a prepareForSegue method)
- (void)viewDidLoad
{
[super viewDidLoad];
[self.imageView setImage:self.image];
}
So I was stumped as I bet you are all too. The problem had to do with the storyboard. Clicking on my UIImageView and then navigating to the Connections Inspector, I had somehow created 2 referencing outlets (oops...) and one was pointing to a variable called image. So when the program was running [self.imageView setImage:self.image] self.image was actually an instance of UIImageView instead of UIImage.
animationImages array MUST contain only UIImage objects. Your array contains UIImageView objects.
Also your code is unsafe - if one of the resources will not exist app will crash (trying to add nil object to the mutable array). This will be much safer:
#define kNumberOfImages 7
NSMutableArray *imageView = [[NSMutableArray alloc] init];
for(NSUInteger i = 1; i <= kNumberOfImages; i++) {
UIImage *anImage = [UIImage imageNamed:[NSString stringWithFormat:#"EyeAnim%d", i]];
if(anImage) {
[imageView addObject:anImage];
}
}
self.imageDisplay.animationImages = imageView;
self.imageDisplay.animationDuration = 0.25;
self.imageDisplay.animationRepeatCount = 50;
[self.imageDisplay startAnimating];