I'm trying to create myself a basic iOS app with nothing but HTML knowledge.
I added a code I found for an in-App animation but the animation's dimensions and placement are wrong. Here is the code:
NSArray *imageNames = #[#"fold1.png", #"fold2.png", #"fold3.png", #"fold4.png",
#"fold5.png", #"fold6.png", #"fold7.png", #"fold8.png",
#"fold9.png", #"fold10.png", #"fold11.png", #"fold12.png",
#"foldclear.png"];
NSMutableArray *images = [[NSMutableArray alloc] init];
for (int i = 0; i < imageNames.count; i++) {
[images addObject:[UIImage imageNamed:[imageNames objectAtIndex:i]]];
}
// Normal Animation
UIImageView *animationImageView = [[UIImageView alloc] initWithFrame:CGRectMake(60, 95, 86, 193)];
animationImageView.animationImages = images;
animationImageView.animationDuration = 0.5;
animationImageView.animationRepeatCount = 1;
[self.view addSubview:animationImageView];
[animationImageView startAnimating];
}
Can anybody help me?
All you have to do is to change the coordinates in CGRectMake().
CGRectMake(x, y, width, height)
Related
I have a small problem and hope someone can help me solve it ... I searched the net and made some attempts, but I could not solve my problem.
I created a FOR loop that plays a specified number of labels obtained through an array, as you can see from the code that I posted below ...
Now my problem is how to insert constraint programmatically. I need that between a label and the other (horizontal) there is a specific space.
Example:
if I label 4 I would like these would take around the horizontal space is in the iPhone display SE both iPhone 7 Plus ..
So my question is how do I set a specific space between each label and pass in the FOR loop?
CGFloat padding = 0;
NSMutableArray *array = [[NSMutableArray alloc] initWithObjects:#"INFO UNIVERSITARIE",#"INFO GENERALI", #"TROVA SEDI", nil];
for (NSInteger i = 0; i < array.count; i ++) {
NSString *valueText = [array objectAtIndex:i];
UILabel *label = [[UILabel alloc] init];
label.frame = CGRectMake(padding *i, 0, 50, 30);
label.text = [NSString stringWithFormat:#"%#", valueText];
label.textColor = [UIColor whiteColor];
label.font = [UIFont fontWithName:#"HelveticaNeue" size:12];
[label sizeToFit];
[_baseView addSubview:label];
padding = label.frame.size.width;
label.translatesAutoresizingMaskIntoConstraints = NO;
}
Researching this, I remembered that the UIStackView is our new friend, designed specifically for this problem.
NSArray *array = #[ #"INFO UNIVERSITARIE",#"INFO GENERALI", #"TROVA SEDI" ];
NSMutableArray *labels = [NSMutableArray array];
for (NSString *string in array) {
UILabel *label = [[UILabel alloc] init];
label.text = string;
[labels addObject:label];
}
UIStackView *stackView = [[UIStackView alloc] initWithArrangedSubviews:labels];
stackView.axis = UILayoutConstraintAxisHorizontal;
stackView.spacing = 12.0;
stackView.frame = self.view.bounds;
[self.view addSubview:stackView];
Just learned about this myself, but I tried this code and it works nicely.
I have 2 scroll views, and I need to load 106 Images into every scroll view, below is the code I'm using, but it crashes when I'm trying to test it on my iphone 4.
Every image is around 30-40KB, so the size is not the reason.
If you have any idea, I'll be very thankful!
- (void)viewDidLoad
{
[super viewDidLoad];
Images = [[NSMutableArray alloc]init];
Slogans = [[NSMutableArray alloc]init];
for (int i =1; i<=106; i++) {
int r = i-1;
[self.Images addObject:[UIImage imageNamed:[NSString stringWithFormat:#"%da.jpg",i]]];
[self.Slogans addObject:[UIImage imageNamed:[NSString stringWithFormat:#"%d.jpg",i]]];
NSLog(#"%d.jpg",i );
NSLog(#"%da.jpg",i );
NSLog(#"Images count: %d",self.Images.count);
NSLog(#"Slogans count: %d",self.Slogans.count);
//Images
CGRect frame;
frame.origin.x = self.ImagesScrollView.frame.size.width * i;
frame.origin.y = 0;
frame.size = self.ImagesScrollView.frame.size;
UIImageView *ImagesSubview = [[UIImageView alloc] initWithFrame:frame];
ImagesSubview.image = [self.Images objectAtIndex:r];
[self.ImagesScrollView addSubview:ImagesSubview];
[ImagesSubview release];
//Slogans
CGRect Sframe;
Sframe.origin.x = self.SlogansScrollView.frame.size.width * i;
Sframe.origin.y = 0;
Sframe.size = self.SlogansScrollView.frame.size;
UIImageView *SlogansSubview = [[UIImageView alloc] initWithFrame:Sframe];
SlogansSubview.image = [self.Slogans objectAtIndex:r];
[self.SlogansScrollView addSubview:SlogansSubview];
[SlogansSubview release];
}
[SpageControl setNumberOfPages:Images.count];
[pageControl setNumberOfPages:Images.count];
self.ImagesScrollView.contentSize = CGSizeMake(self.ImagesScrollView.frame.size.width * Images.count, self.ImagesScrollView.frame.size.height);
self.SlogansScrollView.contentSize = CGSizeMake(self.SlogansScrollView.frame.size.width * Slogans.count, self.SlogansScrollView.frame.size.height);
}
30-40 kb filesize indicates nothing about the actual memory needed to hold those images.
You would be better off using a UITableView and dynamically loading the images as needed OR using one of the UIScrollView examples from Apple: PhotoScroller and ScrollViewSutie which demo tiling.
I want to add buttons one below the other. I have this simple code:
- (void)viewDidLoad
{
[super viewDidLoad];
for(int i=0 ; i<9 ; i++)
{
UIButton *myButton = [[UIButton alloc] init];
myButton.frame = CGRectMake(self.view.frame.origin.x, self.view.frame.origin.y, self.view.frame.size.width, self.view.frame.size.height/10); //this "10" i want also dynamically
myButton.backgroundColor = [UIColor blackColor];
[self.view addSubview:myButton];
}
}
Of course i know that it will be draw one on another. But can i do it in the loop without knowing the height (becouse high will depends on how many buttons will be in the loop).
What i want to achieve:
Try This:
- (void)viewDidLoad
{
[super viewDidLoad];
int number = 10;
for(int i=0 ; i<9 ; i++)
{
UIButton *myButton = [[UIButton alloc] init];
myButton.frame = CGRectMake(self.view.frame.origin.x, (self.view.frame.size.height/number)*i + number, self.view.frame.size.width, self.view.frame.size.height/number);
myButton.backgroundColor = [UIColor blackColor];
[self.view addSubview:myButton];
}
}
you need to define the size of the buttons for the correct show, unfortunately without the size of the buttons you cannot achieve you wished because how else does the system know what sized button you'd like to show...?
- (void)viewDidLoad
{
[super viewDidLoad];
Float32 _spaceBetweenButtons = 8.f;
Float32 _offsetY = 32.f;
Float32 _buttonWidth = 300.f; // width fo button
Float32 _buttonHeight = 32.f; // height of the button
for (int i = 0 ; i < 9 ; i++) {
UIButton *_myButton = [[UIButton alloc] initWithFrame:CGRectMake(0.f, 0.f, _buttonWidth, _buttonHeight)];
[_myButton setBackgroundColor:[UIColor blackColor]];
[_myButton setTitle:[NSString stringWithFormat:#"button #%d", i] forState:UIControlStateNormal]; // just add some text as title
[self.view addSubview:_myButton];
[_mybutton setCenter:CGPointMake(self.view.frame.size.width / 2.f, _offsetY + i * (myButton.frame.size.height + _spaceBetweenButtons))];
}
}
if you want to calculate the size of the buttons dynamically and you want to align the button's height to the view's height, here would be one way:
NSInteger _numberOfButtons = 20;
Float32 _spaceBetweenButtons = 8.f;
Float32 _calculatedHeight = (self.view.frame.size.height - (_numberOfButtons + 1 * _spaceBetweenButtons)) / _numberOfButtons;
and the method is same as above, but I'm not sure you will get good UI in case of hundreds buttons. :)
Perhaps this might work? Sorry I haven't used self.view.frame in ages, but you get the general idea.
- (void)viewDidLoad
{
[super viewDidLoad];
int number;
for(int i=0 ; i<9 ; i++)
{
UIButton *myButton = [[UIButton alloc] init];
myButton.frame = CGRectMake(i * self.view.frame.origin.x / number,
self.view.frame.origin.y,
self.view.frame.size.width,
self.view.frame.size.height / number); //this "10" i want also dynamically
myButton.backgroundColor = [UIColor blackColor];
[self.view addSubview:myButton];
}
}
I have UIScrollView that contains images from the server.
I should put Activity Indicator while the image is currently loading.
UIScrollView contains dynamic number of images from the server.
May I know how can I add activity indicators on each page while the image is loading and remove once image is loaded.
Here's my code to retrieve images:
NSDictionary *items = [NSDictionary dictionaryWithObject:dictInfo forKey:#"images"];
imageList = [items objectForKey:#"images"];
NSArray *img = [imageList objectForKey:#"list"];
NSInteger imgCount = [img count];
buttonArray = [[NSMutableArray alloc] init];
for (int i=0; i<imgCount; i++) {
NSDictionary *imgDict = [img objectAtIndex:i];
// REQUEST FOR IMAGES
NSString *imgPath = [imgDict objectForKey:#"image_slot"];
NSString *imgURL = imgPath;
__block ASIHTTPRequest *requestImage = [ASIHTTPRequest requestWithURL:[NSURL URLWithString:imgURL]];
[requestImage setCompletionBlock:^{
imgView = [UIImage imageWithData:[requestImage responseData]];
if (imgURL.length) {
[pendingRequests removeObjectForKey:imgURL];
}
scrollView.userInteractionEnabled = YES;
scrollView.exclusiveTouch = YES;
scrollView.canCancelContentTouches = YES;
scrollView.delaysContentTouches = YES;
scrollView.bounces = NO;
CGRect frame;
frame.origin.x = self.scrollView.frame.size.width * i;
frame.origin.y = 0;
frame.size = self.scrollView.frame.size;
SWTUIButton *imgBtn = [[SWTUIButton alloc] initWithFrame:frame];
imgBtn.url = [requestImage.userInfo objectForKey:#"rURL"];
[imgBtn setImage:imgView forState:UIControlStateNormal];
imgBtn.backgroundColor = [UIColor clearColor];
[imgBtn addTarget:self action:#selector(buttonpushed:) forControlEvents:UIControlEventTouchUpInside];
[scrollView addSubview:imgBtn];
[buttonArray addObject:imgBtn];
[imgBtn release];
self.scrollView.contentSize = CGSizeMake(self.scrollView.frame.size.width * img.count, self.scrollView.frame.size.height);
}];
I highly suggest you use NINetworkImageView from https://github.com/jverkoey/nimbus project.
It's very light and useful.
It has a delegate method to let you know when an image is loaded.
What you basically need to do is:
1. create an NINetworkImageView for each page, just like you do with UIImageView, and call set
NINetworkImageView* networkImageView = [[[NINetworkImageView alloc] initWithImage:initialImage]
autorelease];
networkImageView.delegate = self;
networkImageView.contentMode = UIViewContentModeCenter;
[networkImageView setPathToNetworkImage:
#"http://farm3.static.flickr.com/2484/3929945380_deef6f4962_z.jpg"
forDisplaySize: CGSizeMake(kImageDimensions, kImageDimensions)];
https://github.com/jverkoey/nimbus/tree/master/examples/photos/NetworkPhotoAlbums
the add the indicator to the networkImageView as a subview.
implement the delegate as follows:
-(void)networkImageView:(NINetworkImageView *)imageView didLoadImage:(UIImage *)image {
[imageView removeAllSubviews];
}
the end result would be a much smaller code for doing the same thing.
i am trying to store image in NsMutable Array.But it not working in that function. But eventually in other function it work properly.can someone tell me why it is not working.
- (void)readPlistData {
objectButtonArray = [[NSMutableArray alloc] init]; \\Use to store Buttons
editButtonArray = [[NSMutableArray alloc] init]; \\ another array use to store deletebutton(such as.crossmark button.)
selectImage = [[NSMutableArray alloc] init];
self.myPlistPath = [NSString stringWithString:[self plistPath]];
plistArray = [[NSMutableArray alloc] initWithContentsOfFile:self.myPlistPath];
for (int i =0; i< [plistArray count];i++)
{
UIGraphicsEndImageContext();
NSData *imageData = [plistArray objectAtIndex:i];
currentObjectImage = [UIImage imageWithData:imageData] ;
[selectImage addObject:currentObjectImage]; \\value not stored in selectimage NSMutableArray
CGRect imageSize = CGRectMake(0, 0, 100, 90);
UIGraphicsBeginImageContext(imageSize.size); // this will crop
[currentObjectImage drawInRect:imageSize];
UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext();
imageButton = [[UIButton alloc]initWithFrame:CGRectMake(width, 0, 100, 90)];
[imageButton setTag:tag];
[imageButton addTarget:self action:#selector(buttonClicked:) forControlEvents:UIControlEventTouchUpInside];
[imageButton setImage:newImage forState:UIControlStateNormal];
CGRect backFrame = backView.frame;
backFrame.size.width = 120+width;
backView.frame = backFrame;
[backView addSubview:imageButton];
editButton = [[UIButton alloc]initWithFrame:CGRectMake(width-10, -10, 35, 35)];
[editButton setImage:[UIImage imageNamed:#"DeleteButton.png"] forState:UIControlStateNormal];
[editButton addTarget:self action:#selector(deleteObjectViewImage:) forControlEvents:UIControlEventTouchUpInside];
editButton.hidden = YES;
[editButton setTag:tag];
[backView addSubview:editButton];
tag++;
width = 120 + width;
[objectButtonArray addObject:imageButton];
[editButtonArray addObject:editButton];
}
scrollView.contentSize = backView.bounds.size;
}
can someone help me.
I think the problem is Reference name "currentObjectImage" basically when you are doing
[selectImage addObject:currentObjectImage];
it saves the reference of "currentObjectImage", where in the next iteration next image is loaded in it which creates problem.
Replace above line with
[selectImage addObject:[currentObjectImage copy]];
I think it will solve your problem.