Any other Picker controllers than ELCImagePickerController to select multiple images iOS - objective-c

i have to select multiple images like 100 images from m iPad, if i used ELCImagePickerController my app is crashing because of too many images,
is there any other controller than ELCImagePicker to select multiple images, if so please let me know...

Did you try out:
http://www.binpress.com/app/agimagepickercontroller/784

You can fix this, by commenting this line in ELCImagePickerController.m inside the selectedAssets function.
[workingDictionary setObject:[UIImage imageWithCGImage:[[asset defaultRepresentation] fullScreenImage]] forKey:#"UIImagePickerControllerOriginalImage"];
It creates a UIImage for each asset, which causes low memory crash when it loads a certain number of images.

You can use iOS multiple Image Picker.
iOS 5.0 - 8.2 support
using Photos.framework in iOS 8
iPhone & iPad support

Related

Objects not show when change iPhone size storyboard to universal in Xcode 7 iOS Objective C

I have iPhone app and storyboard is done.
and every view in story board has iPhone size.
Now i tried to set any any size for views but it has problem.
when change size to iPad (any any) , all of objects in views will disappear and then running app , not showing anything in iPad view.
I don't wanna using another storyboard.
Target Device is Universal and i am using Objective C.
Thank you
Help me.
Update:
Resolve the issue with cells not appearing on iPad, needed to add the UICollectionViewDelegateFlowLayout methods for iPad.
Original:
If you get the size classes to regular width and height (iPad size classes), then set the constraints for your objects, I assume they are a width and height of 0, that's why you can't see them.
I think it's better to build constraints for (any, any) and then create specifically for iPhone or iPad if necessary, if you are creating a universal app.
Let if know if you encounter problems, hope this helps, good luck.

iOS Universal Image Assets

For a new project my client wants to cover all iPhone and iPad sizes. For icons and sprites I'm not really gonna change the shapes of the images, but I'm in a bind with assets for my background images.
Looking at http://iosres.com I was wondering if there is some logic to cover both Landscape and Portrait 3:4 and 9:16 in one asset or should I simply make a set of iPhone and iPad and use UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad to figure out what to show before loading my views?
Also I'm wondering what's most effective for all the different device sizes. I know from experience that an iPad 3 wouldn't like to have a background image loaded on 4k resolution and that you want to avoid pixel differences so it won't trigger scaling in UIImageViews. Will iOS automatically figure out that the iPad 3 will use like the #1x variations, whereas the iPad Pro will load the #3x versions?
Yes iOS will automatically figure out which image to load at runtime and load #1x #2x or #3x depending upon the type of device. You don't need to do anything like UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad for each image.
Edit:
You can also add ~ipad suffix in image names so iOS will pick the appropriate background image for iPhones and iPads. i.e. image_name#2x~ipad.png and image_name#2x.png.

Loading images in WatchKit

I was loading images as background to a WKInerfaceGroup object using setImageName:. But now, I need to do some treatments to the images before they are actually displayed. So, I am calling +imageName: from UIImage with the same exact name, but the image won't load. Why one method works but the other doesn't?
I am using using Xcode 7 beta 4 and Watch OS 2 simulator.
Moving the images in a xcassettes file solved the issue.

Creating views for iOS 6

I was wondering if someone could explain to me how to create views that work for both for iPhone 5 and prior models. I have done my research and have found people suggesting the use of
setAutoresizingMask:UIViewAutoresizingFlexibleWidth|UIViewAutoresizingFlexibleHeight
But I have the following questions regarding this.
If I am building in interface builder and plan on using the above line of code, do I leave the size option at "Retina 4 Full Screen"?
Will the above line of code account for images that were previously set at a specific location on 3.5 inch screens?
Is there a generic place I can put this line of code in my app so it does it for all views or do I need to put it in each viewController and within ViewDidLoad?
Thanks in advance!
If you are planning to deploy app only on iOS6, then you can use autolayout option.
If you are targeting iOS 6.0 and previous version then you can use view resizing with autoresizingMask. One other approach you can use is that it can be to design separate views for iPhone 5 and iPhone 4S. Check screensize and load views accordingly, as in the case of universal apps.
Thanks,
Jim.

iOS UI Custom button images

I'm developing a iOS app that is using custom UIButtons with round shape. I wanted to add Image to these buttons and would like to know if I use IB to select an image from my project, do I have to also worry about 2x retina images for retina display?. What should be the image size for both non-retina and retina devices (all iPhones (including iphone 5) and iPad including mini) when I embedded them from IB?
Is there a best resource available on the Internet to get these pngs files for buttons?
Yes you should use all the images. you should just add the images with proper names to the resources folder. And just select the non-retina image rest the compiler will take care of.
http://www.idev101.com/code/User_Interface/sizes.html
The above link will help you with the images sizes
It is easy. Goto interface builder and on the right hand panel you will see this -
All you need to do is first configure your button as custom then include a image file in your project through xcode and then you can select that image in the dropdown in background or image property.
Note that all this is possible to do through code also, its just that IB makes it interactive. Hope this helps.