I am making Video Upload App in IOS.
I got a problem on UIImagePickerController.
That is,
When I whenever select a Movie, It compressed automatically.
I had tried every VideoQuality Options. (High, Medium, Low)
Do I use other Controller or my own Controller?
A short video(5 minutes) compression spends very long time(several minutes) on my iPhone(4S).
I think that my app supports over 10 minute video at least.
My Code are like this.
- (void)showImagePicker:(UIImagePickerControllerSourceType)sourceType
{
if ([UIImagePickerController isSourceTypeAvailable:sourceType]) {
[picker setSourceType:sourceType];
[picker setMediaTypes:[NSArray arrayWithObject:(NSString *)kUTTypeMovie]];
// Video Quality Setting..
[picker setVideoQuality:UIImagePickerControllerQualityTypeHigh];
[self presentModalViewController:picker animated:YES];
}
}
- (IBAction)showLibrary:(id)sender
{
[self showImagePicker:UIImagePickerControllerSourceTypeSavedPhotosAlbum];
}
- (IBAction)showCamera:(id)sender
{
[self showImagePicker:UIImagePickerControllerSourceTypeCamera];
}
Related
When i try to load camera from my code, camera preview is black. If I wait for 10-20 seconds it will show real camera preview. I found several questions and some of them suggest that running some other code in background should be the reason for this. However I don't have any code running in background.
How should I fix this?
This is my code where I run camera
UIImagePickerController *photoPicker = [[UIImagePickerController alloc] init];
photoPicker.delegate = self;
photoPicker.sourceType = UIImagePickerControllerSourceTypeCamera;
[self presentViewController:photoPicker animated:YES completion:NULL];
About 5 months ago my team discovered a memory leak with UIImageViewController in iOS7. Each instantiation slowed down the app exponentially (i.e. first alloc-init had a 1 second delay, second had a 2 second delay, third had a 5 second delay). Eventually, we were having 30-60 delays (similar to what you're experiencing).
We resolved the issue by subclassing UIImagePickerController and making it a Singleton. That way it was only ever initialized once. Now our delay is minimal and we avoid the leak. If subclassing isn't an option, try a class property in your viewController and just lazy load it like so.
-(UIImagePickerController *)imagePicker{
if(!_imagePicker){
_imagePicker = [[UIImagePickerController alloc]init];
_imagePicker.sourceType = UIImagePickerControllerSourceTypeCamera;
}
return _imagePicker;
}
Then you can just call it later like:
[self presentViewController:self.imagePicker animated:YES completion:nil];
Had this myself - it happens if something is running on the main dispatch thread - are you resizing images by any chance?
It puts the preview onto the main thread and if something is using it, you get a black screen. It's a bug and the workaround is to either take over the main thread or to disable the photo picker until the queue is free
This Should work for you:
- (void)cameraViewPickerController:(UIImagePickerController *)picker
{
[self startCameraControllerFromViewController: picker
usingDelegate: self];
}
- (BOOL) startCameraControllerFromViewController: (UIViewController*) controller
usingDelegate: (id <UIImagePickerControllerDelegate,
UINavigationControllerDelegate>) delegate {
if (([UIImagePickerController isSourceTypeAvailable:
UIImagePickerControllerSourceTypeCamera] == NO)
|| (delegate == nil)
|| (controller == nil))
return NO;
UIImagePickerController *cameraUI = [[UIImagePickerController alloc] init];
cameraUI.sourceType = UIImagePickerControllerSourceTypeCamera;
// Displays a control that allows the user to choose movie capture
cameraUI.mediaTypes = [[NSArray alloc] initWithObjects: (NSString *) kUTTypeImage, (NSString *) kUTTypeMovie,nil];
// Hides the controls for moving & scaling pictures, or for
// trimming movies. To instead show the controls, use YES.
cameraUI.allowsEditing = NO;
cameraUI.delegate = delegate;
[controller presentViewController:cameraUI animated:YES completion:nil];
return YES;
}
I am new to iOS. I am creating a dummy app to upload an audio file from iOS device on local server. So I was wondering if there is a way to open the audio gallery and select the required audio file to upload. Similar to an image gallery.
Is it possible to open audio list and select necessary audio file? If not, what is the alternative?
Add the MediaPlayer.framework in your project
#import <MediaPlayer/MediaPlayer.h>
Display like this:
MPMediaPickerController *mediaPicker = [[MPMediaPickerController alloc] initWithMediaTypes:MPMediaTypeMusic];
mediaPicker.delegate = self;
mediaPicker.allowsPickingMultipleItems = NO;
[self presentViewController:mediaPicker animated:YES completion:nil];
Implement delegate <MPMediaPickerControllerDelegate>
- (void)mediaPicker: (MPMediaPickerController *)mediaPicker didPickMediaItems:(MPMediaItemCollection *)mediaItemCollection
{
[self dismissViewControllerAnimated:YES completion:nil];
NSLog(#"You picked : %#",mediaItemCollection);
}
You should use MPMediaPickerController class for accessing audio files. Refer this for same.
Im getting a memory warning when Im using the camera on an iPhone. Im also using ARC.
When you take a photo and press the 'use Photo' button on the camera view controller I get a memory warning. The intention is once the 'use Photo' button is pressed that it changes the contents of the an ImageView.
I thought the memory issue might be due to the fact that the image that is captured is full screen, and the ImageView is 250h 250w. But I tried scaling down the size of the image taken by the camera and then assign it to the ImageView. However this still did not work, even when I resized it to 100 x 100.
Secondly, I then did not assign the photo taken by the camera to the ImageView but it still has the memory warning.
I looked at other answers here and attempted the two above but it is still there. I will show my code below. Will this affect my submission to the app store? Surely if it is such a common occurence that it is a bug or there is a work around? It would be great if one could look at the code provided and spot the error or suggest how to handle this memory warning?
My app is 95+% finished apart from this memory warning so it is getting close to submission time.
My code:
- (IBAction)takePhoto:(id)sender {
self.imagePicker = [[UIImagePickerController alloc] init];
self.imagePicker.delegate = self;
self.imagePicker.allowsEditing=NO;
if ([UIImagePickerController isSourceTypeAvailable:UIImagePickerControllerSourceTypeCamera]) {
[self.imagePicker setSourceType:UIImagePickerControllerSourceTypeCamera];
[self presentViewController:self.imagePicker animated:YES completion:NULL];
}
else{
[self.imagePicker setSourceType:UIImagePickerControllerSourceTypePhotoLibrary];
[self presentViewController:self.imagePicker animated:YES completion:NULL];
}
}
- (IBAction)choosePhoto:(id)sender {
self.imagePicker2 = [[UIImagePickerController alloc] init];
self.imagePicker2.delegate = self;
self.imagePicker2.allowsEditing=NO;
[self.imagePicker2 setSourceType:UIImagePickerControllerSourceTypePhotoLibrary];
[self presentViewController:self.imagePicker2 animated:YES completion:NULL];
}
-(void) imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info{
self.image = [info objectForKey:UIImagePickerControllerOriginalImage];
CGRect rect = CGRectMake(0,0,100,100);
UIGraphicsBeginImageContext( rect.size );
[self.image drawInRect:rect];
UIImage *picture1 = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
[self.snapImage setImage:picture1];
[self.uploadImageBtn setHidden:NO];
[self dismissViewControllerAnimated:YES completion:NULL];
}
-(void)imagePickerControllerDidCancel:(UIImagePickerController *)picker{
[self dismissViewControllerAnimated:YES completion:NULL];
}
I didnt find a good solution but I would not store the raw image in a property because the raw image takes up roughly 30MB of memory. So instead of:
self.image = [info objectForKey:UIImagePickerControllerOriginalImage];
I changed it to:
UIImage * image = [info objectForKey:UIImagePickerControllerOriginalImage];
This way the image is destroyed when it is no longer in use. Note: I've test this new method on iPhone 4 series and 5. The memory warning only appears on the 4 series not the 5.
From looking around the web there have been many bug reports submitted to Apple in regards to the Camera and iOS7. For instance, irregularly when you launch the Camera it will give a black preview - this is linked to iOS7, and more so the iPhone 4 series not 5. This is probably the difference in the processor power - but I am not sure. My app got approved for the app store so the memory warning will not be an issue –
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
[[NSURLCache sharedURLCache] removeAllCachedResponses];
}
Clearing the Cache in the class i was using the "UIImagePickerController", worked for me !!!
Iphone app, IOS 5 and up.
There are similar questions to this one on SO but I haven't encountered this exact scenario so I'll ask. I'm editing an existing app that allows lets you take a photo which it resizes and sends to a web service.
I need to add the ability to take 3 photos, resize each and send to the same service. I thought it would be just a matter of repeating what was already in the app but it uses the UIImagePickerController which apparently only allows one photo per use.
So the way it works is that there's a 'Take Photo' button which calls the method below. Once that photo is taken another button appears that says 'Take another photo' (I added this button) and I have it calling the same method but it is just copying over the previous photo, which is to be expected really. How should I best alter this to accommodate 3 photos?
This is the takephoto method that I'm calling.
- (IBAction)takePhoto:(id)sender
{
UIImagePickerController *imagePickerController = [[UIImagePickerController alloc] init];
imagePickerController.sourceType = UIImagePickerControllerSourceTypeCamera;
imagePickerController.delegate = self;
[self presentViewController:imagePickerController animated:YES completion:NULL];
}
check this https://developer.apple.com/library/ios/samplecode/photopicker/Introduction/Intro.html
, check the take photo part of this demo project.
Eventually figured out how to do this. I added a tag to the button calling the method, through IB.
Then in the takephoto method I assigned the imagePickerController a tag based on the tag of the button that tapped. Like this:
- (IBAction)takePhoto:(id)sender
{
UIImagePickerController *imagePickerController = [[UIImagePickerController alloc] init];
if([sender tag] == 2)
{
imagePickerController.view.tag = 2;
}
//And so on...
imagePickerController.sourceType = UIImagePickerControllerSourceTypeCamera;
imagePickerController.delegate = self;
[self presentViewController:imagePickerController animated:YES completion:NULL];
}
Then in the ImagePickerController didFinishedPickingMediaWithInfo method:
- (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info
{
if(picker.view.tag == 2)
{
//Do stuff here
}
}
So, I'll probably have to create three different buttons for each of the three possible photos, I'm sure there's a better way than that but it should work.
I am trying to implement a feature of taking X amount of pictures programmatically after entering a UIViewController for both the iPhone and iPad. I looked into UIImagePickerController but I do not want to present the camera controls and have the user hit a button to capture only one photo. Is there a way to capture X amount of photos once entering a UIViewController and storing all the photos in the end for future reference in one go?
Edit:
-(void)viewDidAppear:(BOOL)animated
{
// Create image picker controller
picker = [[UIImagePickerController alloc] init];
if([UIImagePickerController isSourceTypeAvailable:UIImagePickerControllerSourceTypeCamera])
{
[picker setSourceType:UIImagePickerControllerSourceTypeCamera];
}
else
{
[picker setSourceType:UIImagePickerControllerSourceTypePhotoLibrary];
}
// Set source to the camera
picker.sourceType = UIImagePickerControllerSourceTypeCamera;
// Delegate is self
picker.delegate = self;
// Allow editing of image ?
picker.allowsEditing = NO;
//picker.showsCameraControls = NO;
// Show image picker
[picker animated:YES completion:nil];
}
straight away with takePicture you can not take multiple snaps, for that you have to use some video recording and get snap out of it for particular frame or time, for you more reference you can use this apple documentation for bulk snaps AVFoundation Programming Guide
You can try something like this:
int numberOfPhotos = 3; // Number of photos you want to take.
for ( int i = 0; i < numberOhPhotos; i++ )
{
// Note that you should use some sort of a pause in between each photo.
[picker takePicture];
}