Can anyone point me in the right direction here.
Im trying to use a UIPickerView that is displaying images.
The images are too big for the default pickerview setup so I was wondering how I could control how big the rows in the UIPickerView are and how wide the translucent selection bar is to accomodate for their custom size.
Can anyone provide some guidelines as to how big I should make the row images or where a good tutorial / book chapter is on this?
Thanks!
Why not use the UIImagePickerController instead of trying to customize a UIPickerView? It is designed to enable you to allow the user to pick from their library of images if you use the sourceType of UIImagePickerControllerSourceTypePhotoLibrary.
There is sample code on how to use this controller at http://zcentric.com/2008/08/28/using-a-uiimagepickercontroller/
If the images are not from the user's library, then I would suggest you scale the images down to fit the constraints of the UIPickerView, or use a tabelView with the images laid out in it for the user to select.
Related
Im trying to create a uiview horizontal touch slider. Similar to how the google page store is designed on android. I was thinking i would just put a bunch of uiviews (as pages) inside a single huge uiview and just drag the uiview along on touchevent. But i also need to detech which is the active view to perform post requests and itd need to loop. Any suggestions? Tutorials?
I think the appropriate answer for your question would be "Horizontal UITableView". Checkout these code shared on GitHub.
EasyTableView
Another Example for Horizontal Table View
You can design cells as per your need to show. Also you will get each active cell when you click it in didSelectRow.
Hope it works for you.
I have a problem. I want for each record in my core data database to draw an UIImage view on screen. But the problem is that I want to make a sort of grid. On the link below you see what I want to achieve.
picture
So my question is, how do I draw an image on screen in code. And place those images in a sort of a grid. using a collection view is no option, because the app should be running on all IOS devices.
While you could implement a custom UIView and implement the drawRect: method and draw UIImages there, I suggest just using multiple UIImageViews as subviews on your "main" view. Your view might be embedded in a UIScrollView, or you could use a UITableView with custom UITableViewCells. Whichever is easier is probably related to how you can interact with the view.
Building that one huge image view is something that I'd definitely try to avoid - it costs many many (probably unnecessary) memory, and it might be slow as well. Definitely not very flexible to handle, and a pain to update dynamically.
A quick cheat for something like this is to use a Table View and then in each cell to place another TableView but rotated at 90 degrees.
You can then use this second TableView to display the pictures etc...
This will give you a table that scrolls up and down and then each cell can scroll left to right.
I'd suggest subclassing UITableViewCell and setting it up as a UITableViewDelegate and UITableViewDatasource.
You will also have to remember to rotate the content of these "sub"tables by 90 degrees also so that they are the right way up.
This sounds like a lot of work but if you push the management of the sub Tables into the cells then it actually becomes quite easy.
I am hoping to be able to make something similar to the universal access zoom window shown below. I have already created an NSView and using a fill operation I made a rect with a clear "see through" composite to see through my window and show the desktop. Now I am wondering if it is possible to zoom in and out inside my view just like the picture below. I was thinking this might be an IkImageView or something I could apply but i wasent sure how it was done. Does anyone know how to do this or show me where I could find this in the docs? Some code would be great. Thanks!
Take a look at Apple's example CIAnnotation. In this example is magnifying image but I think You can achieve what You want. You can download sample code from here.
CIAnnotation app example:
References and guides which can help You with this:
Core Image Programming guide
Quartz 2D Programming Guide
NSGraphicsContext Class Reference
NSView supports zoom through - (void)scaleUnitSquareToSize:(NSSize)newUnitSize
This zooms the content of the view, so to use this you would have to set the Desktop behind the mouse as view content (NSImage maybe?) and then zoom the view. It will have to update when the mouse is dragged.
Check the ImageKit part of Quartz, in particular the class IKImageView. It has zoom features, but I have not worked with it myself yet.
I'm building a iOS app which involves lots of photos displayed as rectangular areas on the screen. You can click on that area and see a bigger version of the photo. Kind of like those wallpaper apps, where you first see a grid layout of small wallpapers and then you can go in to see a bigger version.
So, I'm wonder what's the pros/cons in terms of memory usage and scalability between setting them up as UIButton (w/ background) and UIImageView?
I'd use an UIButton. It's easier to use as a user because it's made for touching them. Since UIImageView directly inherits from UIView it doesn't really know targets and selectors. So you'd have to implement this using touchesBegan:withEvent:. UIImageView is more efficient at drawing pictures though. UIButton already knows that so you'd only have to set the picture.
I got trouble to add slideshow to my application.
Currently, I have a UIView composed of a segmentedControl.
I made two "views" that I hide or display depending on the selected button.
I'm looking to make a simple slideshow in one of my two views. I made a UIImageView because it is simple to display pictures.
So I'd like to display my pictures one by one and it is possible to move from one image to another by sliding your finger to the right or left (just as in the native app "Photos").
I tried to adapt example codes from the documentation, but without succes.
So I'ml looking for help.
Thanks,
jb crestot
SO, I've actually done this and it's fairly easy. The ingredient that you are missing is a UISCrollView. My implementation did exactly what you describe (allow the user to go back and forth between a set of images).
Basically, add a UIScrollView to your View in interface builder and you will be creating the UIImage views with code (a simple for loop) and setting their images the same way. I did this safely with no memories issues with about 15 images (PNG's). There could be a potential performance issue with this message if you are working with a large number of images (say 40?)
I hope this helps, let me know if you need a code sample to see how this works.
You may consider using a custom class, such as iCarousel, linked below. Each of these views could be your image, and then tapping on them could launch a fullscreen view for example.
Keep us posted!
http://cocoacontrols.com/platforms/ios/controls/icarousel
See apple's page control sample application.