I am currently writing an iOS app and do not like the speed at which the UIImagePickerController disappears.
I call [self dismissModalViewControllerAnimated:YES]; the instant I am inside of - (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info; And yet the imagePicker takes several moments to disappear, long enough on some photos that the app appears frozen to the user.
One solution I thought of was to just throw up a UIActivityIndicator infront of the UIImagePickerController but I have not figured out a way to accomplish this.
Thank you!
Edit: Any tips on how to save UIImages faster would help too I believe. Such as a way to do it asynchronously.
There is a great tutorial on doing this with grand central dispatch and code blocks by Ray Wenderlich :
http://www.raywenderlich.com/1888/how-to-create-a-simple-iphone-app-tutorial-part-33
You can also do this with a job queue and performSelector:onThread:withObject:waitUntilDone: if blocks are scary to you.
Basically, the idea is to do the least amount of real work on the main thread, because that's where the UI is drawn. Below is RW's solution, with the status part commented out. That's where you put an activity indicator.
- (IBAction)addPictureTapped:(id)sender {
if (self.picker == nil) {
// 1) Show status
//[SVProgressHUD showWithStatus:#"Loading picker..."];
// 2) Get a concurrent queue form the system
dispatch_queue_t concurrentQueue =
dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0);
// 3) Load picker in background
dispatch_async(concurrentQueue, ^{
self.picker = [[UIImagePickerController alloc] init];
self.picker.delegate = self;
self.picker.sourceType = UIImagePickerControllerSourceTypePhotoLibrary;
self.picker.allowsEditing = NO;
// 4) Present picker in main thread
dispatch_async(dispatch_get_main_queue(), ^{
[self.navigationController presentModalViewController:picker animated:YES];
[SVProgressHUD dismiss];
});
});
} else {
[self.navigationController presentModalViewController:picker animated:YES];
}
}
Related
I wan't to show Progress indicator (MBprogress hud), here's the code i implemented.
[NSThread detachNewThreadSelector: #selector(showMe) toTarget:self withObject:NULL];
in show method , i have (tried to) displayed MBprogress Hud but it is not showing label text.
-(void)showMe
{
if(hudForBal) // hudForBal is my MBprogressHud's object
{
[hudForBal removeFromSuperview];
[hudForBal release];
hudForBal = nil;
}
hudForBal =[[MBProgressHUD alloc]init];
hudForBal.labelText =#"Please wait...";
hudForBal.delegate = Nil;
[self.view addSubview:hudForBal];
[hudForBal show:YES];
}
it is working but it is not showing label text .What am i doing wrong?
Thanks in advance!
There's no need to create a new thread to do this, in fact, making changes to the UI on any thread other than the main thread is undefined behavior. If you're already on the main thread when you would be calling this method, then all you have to do is perform the selector as you normally would, without sending it to a different thread.
However, if you're already on a background thread when you would be performing this selector, and you want to update the UI, you can use dispatch_async() as a quick and easy way to move back to the main thread.
- (void)showMe {
dispatch_async(dispatch_get_main_queue(), ^{
if(hudForBal) {
[hudForBal removeFromSuperview];
[hudForBal release];
hudForBal = nil;
}
hudForBal =[[MBProgressHUD alloc]init];
hudForBal.labelText =#"Please wait...";
hudForBal.delegate = Nil;
[self.view addSubview:hudForBal];
[hudForBal show:YES];
});
}
I have a button where when the user presses it, he is navigated to camera to take a pic.
When he takes the pic, he presses done and gets back to the controller. But when that happens the navigation bar gets up in the screen, gets below the battery/signal bar that the telephone has. The weird thing is that this happens on 4/4s but not on 3gs
It is rather tough to answer the question without knowing a bit more details, but here's some code I use to bring up the camera, take the picture, then close the camera successfully. The method can be called by using one line of code: [self takePhoto];
- (void) takePhoto {
if ([UIImagePickerController isSourceTypeAvailable:UIImagePickerControllerSourceTypeCamera]) {
//Clear out the UI first
UIImagePickerController *picker = [[UIImagePickerController alloc] init];
picker.delegate = self;
picker.sourceType = UIImagePickerControllerSourceTypeCamera;
//picker.sourceType = UIImagePickerControllerSourceTypePhotoLibrary; -> use this if you want them to select from the library
[self presentViewController:picker animated:YES completion:nil];
} else {
//Device does not support a camera, show a message if desired
}
}
Then you need a delegate for it all so the program knows what to do when an image is taken or selected and how to close, that's what this code is:
- (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info {
self.workingImage = nil;
//I grab the image and store globally, but first I manually scale and rotate it if necessary
self.workingImage = [self scaleAndRotateImage:[info objectForKey:UIImagePickerControllerOriginalImage]];
//I display the image in my UI view, so this chunk of code will size it properly
CGRect bound;
bound.origin = CGPointZero;
bound.size = img.size;
imageView.bounds = bound;
//Set the UI image view and dismiss the controller
[imageView setImage:self.workingImage];
[picker dismissModalViewControllerAnimated:YES];
}
Obviously, make sure your controller .h implements the delegate properly like so:
#interface ViewController : UIViewController<UIImagePickerControllerDelegate> { ... }
Hope this helps?
Iam using the following code for taking the picture automatically from IPAD front camera:
UIImagePickerController *imgPkr = [[UIImagePickerController alloc] init];
imgPkr.sourceType = UIImagePickerControllerSourceTypeCamera;
imgPkr.delegate = self;
imgPkr.cameraDevice=UIImagePickerControllerCameraDeviceFront;
[self presentModalViewController:imgPkr animated:YES];
imgPkr.showsCameraControls = NO;
[imgPkr takePicture];
But this code Dont take any picture and dont call the delegate:
-(void)imagePickerController:(UIImagePickerController*)picker
didFinishPickingMediaWithInfo:(NSDictionary*)info
Any idea what is wrong with the code
My first guess is that [imgPkr takePicture]; is being called before the picker is done being presented. Try it like this:
UIImagePickerController *imgPkr = [[UIImagePickerController alloc] init];
imgPkr.sourceType = UIImagePickerControllerSourceTypeCamera;
imgPkr.delegate = self;
imgPkr.cameraDevice=UIImagePickerControllerCameraDeviceFront;
[self presentModalViewController:imgPkr animated:YES];
imgPkr.showsCameraControls = NO;
[self performSelector:#selector(takePicture) withObject:self afterDelay:1.0];
OR
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(takePicture)
name:AVCaptureSessionDidStartRunningNotification
object:nil];
&
- (void)takePicture
{
[imgPkr takePicture];
}
I bet that you get a message in your logs saying that
UIImagePickerController: ignoring request to take picture; camera is
not yet ready.
This is a common problem because the underlying capture session needs some time to start, so you just have to be sure that the camera is ready to take a picture and then call takePicture method. Now, a way to get notified is explained in detail in my answer here: How to know if iPhone camera is ready to take picture?
Note though that this method will work on iOS5+ (there is a bug in older versions that prevents the system notifications for this event, contrary to what is described in the documentation). I hope that this helps.
another way to wait for camera ready until take picture is completion block ->
[self presentViewController:imagePicker animated:YES
completion:^ {
[imagePicker takePicture];
}];
thank you 'GrandSteph' at
iOS taking photo programmatically
when i click on button which title is click here to enlarge then i want show activity indicator on the first view and remove when load this view.
but i go back then it show activity indicator which is shown in this view.
in first vie .m file i have use this code for action.
-(IBAction)btnSelected:(id)sender{
UIButton *button = (UIButton *)sender;
int whichButton = button.tag;
NSLog(#"Current TAG: %i", whichButton);
UIActivityIndicatorView *spinner = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
[spinner setCenter:CGPointMake(160,124)];
[self.view addSubview:spinner];
[spinner startAnimating];
if(whichButton==1)
{
[spinner stopAnimating];
first=[[FirstImage alloc]init];
[self.navigationController pushViewController:first animated:YES];
[spinner hidesWhenStopped ];
}}
in above code i have button action in which i call next view. Now i want show/display activity indicator when view upload. In next view i have a image view in which a image i upload i have declare an activity indicator which also not working. How do that?
Toro's suggestion offers a great explanation and solution, but I just wanted to offer up another way of achieving this, as this is how I do it.
As Toro said,
- (void) someFunction
{
[activityIndicator startAnimation];
// do computations ....
[activityIndicator stopAnimation];
}
The above code will not work because you do not give the UI time to update when you include the activityIndicator in your currently running function. So what I and many others do is break it up into a separate thread like so:
- (void) yourMainFunction {
activityIndicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
[NSThread detachNewThreadSelector:#selector(threadStartAnimating) toTarget:self withObject:nil];
//Your computations
[activityIndicator stopAnimating];
}
- (void) threadStartAnimating {
[activityIndicator startAnimating];
}
Good luck!
-Karoly
[self.navigationController pushViewController:first animated:YES];
Generally, when you push a view controller into navigation controller, it will invoke the -(void)viewWillAppear: and -(void)viewDidAppear: methods. You can add activity indicator view inside the viewWillAppear: and call startAnimation of indicator view. You CANNOT invoke startAnimation and stopAnimation at the same time. For example,
- (void)viewWillAppear:(BOOL)animated
{
[aIndicatorView startAnimation];
// do somethings ....
[aIndicatorView stopAnimation];
}
Because the startAnimation and stopAnimation are under the same time, then no animation will show.
But if you invoke startAnimation in -(void)viewWillAppear: and invoke stopAnimation in another message, like followings.
- (void)viewWillAppear:(BOOL)animated
{
[aIndicatorView startAnimation];
// do somethings...
}
- (void)viewDidAppear:(BOOL)animated
{
[aIndicatorView stopAnimation];
}
Because viewWillAppear: and viewDidAppear: are invoked with different event time, the activity indicator view will work well.
Or, you can do something like followings:
- (void)viewWillAppear:(BOOL)animated
{
[aIndicatorView startAnimation];
// Let run loop has chances to animations, others events in run loop queue, and ... etc.
[[NSRunLoop currentRunLoop] runUntilDate:[NSDate date]];
// do somethings ....
[aIndicatorView stopAnimation];
}
The above example is a bad example, because it invokes two or more animations in the -runUntilDate:. But it will let the activity indicator view work.
Create a webview. Add a activity indicator to the webview. If you are loading a image via url into the webview then implement the webview delegate methods. Once the url is loaded then stopanimating the activity indicator.
Let me know which step you are not able to implement.
I have an audio file which needs to fade out while the user is scrolling a UIScrollView. However, any performSelector:withObject:afterDelay: method is blocked until the user has stopped scrolling. So I have tried to create some code to perform a fadeout on another thread:
- (void)fadeOut
{
[NSThread detachNewThreadSelector:#selector(fadeOutInBackground:) toTarget:self withObject:self.audioPlayer];
}
- (void)fadeOutInBackground:(AVAudioPlayer *)aPlayer
{
NSAutoreleasePool *myPool = [[NSAutoreleasePool alloc] init];
[self performSelector:#selector(fadeVolumeDown:) withObject:aPlayer afterDelay:0.1];
[myPool release];
}
- (void)fadeVolumeDown:(AVAudioPlayer *)aPlayer
{
aPlayer.volume = aPlayer.volume - 0.1;
if (aPlayer.volume < 0.1) {
[aPlayer stop];
} else {
[self performSelector:#selector(fadeVolumeDown:) withObject:aPlayer afterDelay:0.1];
}
}
It gets as far as the performSelector, but no further because I guess it's trying to perform on a thread it has no access to. I can't even change it for performSelector:onThread:withObject:waitUntilDone: because there is no delay option.
Any ideas? Why have they made it so hard to just fade out a sound? moan
Thanks!
I resolved a similar issue by scheduling the selector in a different run loop mode than the default one. This way it is not interfering with the scrolling events. Using the NSRunLoopCommonModes worked for me:
[self performSelector:#selector(fadeVolumeDown:)
withObject:aPlayer
afterDelay:0.1
inModes:[NSArray arrayWithObject: NSRunLoopCommonModes]];
Inspired by the answer above
while (theAudio.volume > 0.000000)
[self fadeVolumeDown];
- (void) fadeVolumeDown{
theAudio.volume -=0.01;
}