fairly new to Objective-C and iOS development (coming from PHP) and I have a relatively simple question that I can't seem to find an answer to:
I am following along with an example for split View design where a web page is loaded into the Detail View when a user clicks an item in the master view. I got all this working, but would like to substitute web view for an image. So I've amended the app to load a UIImage instead of a WebView. What I'm looking for is the equivalent to this code:
NSString *urlString = [pagesAddress objectAtIndex:indexPath.row];
NSURL *url = [NSURL URLWithString:urlString];
// these 2 is where I get lost with the images.
NSURLRequest = *request = [NSURLRequest requestWithURL:url];
[detailViewController.webView loadRequest:request];
I came up with this:
NSString *imageName = [pagesAddress objectAtIndex:indexPath.row];
UIImage *myImage = [UIImage imageNamed:imageName];
// missing the last 2 calls: one to tell Xcode that it's an image "request" I want and the second to load the actual image (based on it's name that is already in an array) into the ImageView.
Thanks.
PS
I tried this:
NSString *imageName = [pagesAddress objectAtIndex:indexPath .row];
[detailViewController.imageView setImage:[UIImage imageNamed:imageName]];
And it shows just the first image, then crashes when I try to show the last one.
In the end, the solution were those 2 lines when I amended the code:
NSString *imageName = [pagesAddress objectAtIndex:indexPath.row];
[detailViewController.imageView setImage:[UIImage imageNamed:imageName]];
Notice that I had to change the setImage to convert the NSString to a UIImage or Xcode would complain. It turns out it was crashing because in the array where I had the image names, I had put 3 images into one entry (basically I forgot the commas!) so it was out of range.
Tim:
This line you gave me
UIImageView *imageView = [[UIImageView alloc] initWithFrame:self.view.bounds];
is unnecessary because I already have a view created, it would create another view which I never used. Also, replacing it with CGRect seems overkill if I already have a UIImage placeholder no?
In any case, it works now and I'm very grateful for all the help. iPad development with Objectve-C is a very thorny road and I expect I'll be bugging you guys some more.
Cheers.
Try this:
UIImage *myImage = [[UIImage alloc] initWithData:[NSData dataWithConentsOfURL:[NSURL URLWithString:urlString];
// don't know if you already got the following?
UIImageView *imageView = [[UIImageView alloc] initWithFrame:self.view.bounds];
[imageView setImage:myImage];
[self.view addSubview:imageView];
The first line is synchronous (= blocking), so in production, you should rather use - [NSURLRequest start] for this (but that's a bit more complicated).
Or use this for your local images:
UIImage *myImage = [UIImage imageNamed:imageName];
// Now, follow the same steps as in the first code-example, just skip the first line.
Try this (on iOS 4.0 and later):
// Execute a block of code on a background thread.
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0),
^(void)
{
NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
UIImage* image = [UIImage imageWithData:[NSData dataWithContentsOfURL:url]];
// When IO is done and image created, set it on the main thread.
dispatch_async(dispatch_get_main_queue(),
^(void)
{
imageView.image = image;
});
[pool release];
});
Related
I have a UITableView which displays fetched RSS dynamically, I have now customized the RSS to return the image name so that i can later on add a UIImageView to to every cell in the table which displays the image beside every cell, here is the code for adding the image
UIImageView *imageView = [[UIImageView alloc] init];
imageView.frame = CGRectMake(0, 0, 40, 40);
NSString *path = [NSString stringWithFormat:#"URL/%#",object.imageName]; //"object" is the returned Object from the RSS, so basically what i am doing is appending the image name to the path url.
NSURL *url = [NSURL URLWithString:path];
NSData *data = [NSData dataWithContentsOfURL:url];
imageView.image = [UIImage imageWithData:data];
[cell addSubview:imageView];
[cell bringSubviewToFront:imageView];
so when i run my app the app runs slowly and even stops for a small amount of time, the reason for that is that i am loading all RSS imaged directly in this line NSData *data = [NSData dataWithContentsOfURL:url];
any solution for this problem ?
Thank you in advance
i actually thought of fetching the images in a separate thread,
dispatch_queue_t fetchImage = dispatch_queue_create("Fetching Image", NULL);
dispatch_async(fetchImage, ^{
NSData *data = [NSData dataWithContentsOfURL:url];
});
dispatch_release(fetchImage);
but doing so wont allow me to use the variable "data" outside the queue.
any idea ?
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
NSString *path = [NSString stringWithFormat:#"URL/%#",object.imageName];
NSURL *url = [NSURL URLWithString:path];
NSData *data = [NSData dataWithContentsOfURL:url];
dispatch_async(dispatch_get_main_queue(), ^{
imageView.image = [UIImage imageWithData:data];
}); });
The method [NSData dataWithContentsOfURL:] is synchronous: whenever you call it, it blocks the current thread (which is almost certainly your app's main thread) for as long as it takes to complete. This is very bad. Aside from making the UI feel janky, there's a watchdog process that will kill unresponsive apps.
You really, really want to use asynchronous network calls. Read up on NSURLConnection, but know, also, that there are many articles and libraries and samples out there on this exact subject: loading images asynchronously for display in a table view. Start with, maybe, AFNetworking's category on UIImageView, or maybe a library like SDWebImage.
You should retrieve your data asynchronously ! May be the use of a Open Source libraries will help you:
AFNetworking
ASIHTTPRequest - not recommended
Or you can also use the NSURLConnection class with the asynchronous mode.
I have two methods, first checks if I've already downloaded the image, and if not retrieves the image from a URL and caches it to my docs directory in my app. If it has been, it simply retrieves it, and if I have a internet connection, will re-download it. Here are the two methods:
- (UIImage *) getImageFromUserIMagesFolderInDocsWithName:(NSString *)nameOfFile
{
UIImage *image = [UIImage imageNamed:nameOfFile];
if (!image) // image doesn't exist in bundle...
{
// Get Image
NSString *cleanNameOfFile = [[[nameOfFile stringByReplacingOccurrencesOfString:#"." withString:#""]
stringByReplacingOccurrencesOfString:#":" withString:#""]
stringByReplacingOccurrencesOfString:#"/" withString:#""];
NSString *filePath = [NSHomeDirectory() stringByAppendingPathComponent:[NSString stringWithFormat:#"Documents/%#.png", cleanNameOfFile]];
image = [[UIImage alloc] initWithData:[NSData dataWithContentsOfFile:filePath]];
if (!image)
{
// image isn't cached
image = [UIImage imageWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:nameOfFile]]];
[self saveImageToUserImagesFolderInDocsWithName:cleanNameOfFile andImage:image];
}
else
{
// if we have a internet connection, update the cached image
/*if (isConnectedToInternet) {
image = [UIImage imageWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:nameOfFile]]];
[self saveImageToUserImagesFolderInDocsWithName:cleanNameOfFile andImage:image];
}*/
// otherwise just return it
}
}
return image;
}
Here's to save the image
- (void) saveImageToUserImagesFolderInDocsWithName:(NSString *)nameOfFile andImage:(UIImage *)image
{
NSString *pngPath = [NSHomeDirectory() stringByAppendingPathComponent:[NSString stringWithFormat:#"Documents/%#.png", nameOfFile]];
[UIImagePNGRepresentation(image) writeToFile:pngPath atomically:YES];
NSLog(#"directory: %#", [[UIImage alloc] initWithContentsOfFile:pngPath]);
}
The image has already been successfully downloaded and cached to my documents directory (I know because I can see it in the File system). And it successfully re loads the image the first time I call this method, but once I go to another view, and re-call this method when I come back to the same view, it's blank. Yet, the URL is correct. What's wrong here?
1) You should not be writing into a hardcoded path as you do (ie "Documents/xxx"), but rather ask for the Application Support directory, use it, and also mark files so that they don't get uploaded to iCloud (unless you want that). See this link on the specifics. Create a subfolder in it and mark it as not for iCloud backup.
2) Try changing:
image = [UIImage imageWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:nameOfFile]]];
to
image = [UIImage imageWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:filePath]]];
Maybe, you should do:
image = [UIImage imageWithContentsOfFile: nameOfFile];
I'm experiencing some massive memory leaks that don't show up using the "leaks" instrument. I pop up a Modal View Controller and apply 2 CoreImage filters to 4 or 5 different images. Using Instruments I can see the memory jump up about 40-50 MB as these images are created, but even after I dismiss the Modal View Controller, I never get that memory back, and the application will crash after repeating this process 2 or 3 times. I'm happy for any advice you can provide because this is driving me absolutely crazy. Below is the method in question:
UIView *finalView = [[UIView alloc] initWithFrame:CGRectMake(1024, 0, 1792, 1345)];
UIImageView *templateImageView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 1792, 1345)];
templateImageView.image = [UIImage imageNamed:[NSString stringWithFormat:#"%#.png",[theme objectForKey:#"template_background"]]];
//CI background Setup
NSString *filePath5 = [[NSBundle mainBundle] pathForResource:[theme objectForKey:#"template_background"] ofType:#"png"];
NSURL *fileNameAndPath5 = [NSURL fileURLWithPath:filePath5];
#autoreleasepool {
finalBackBeginImage = [CIImage imageWithContentsOfURL:fileNameAndPath5];
finalBackImage = [CIFilter filterWithName:#"CIHueAdjust" keysAndValues:#"inputAngle", [NSNumber numberWithFloat:[[boothPrefs objectForKey:#"templateBackground_hue"] floatValue]*6.28], #"inputImage", finalBackBeginImage, nil].outputImage;
finalBackImage = [CIFilter filterWithName:#"CIColorControls" keysAndValues:#"inputSaturation", [NSNumber numberWithFloat:([[boothPrefs objectForKey:#"templateBackground_saturation"] floatValue] * 5)], #"inputImage", finalBackImage, nil].outputImage;
finalBackContent = [CIContext contextWithOptions:nil];
CGImageRef cgimgFinalBack =
[finalBackContent createCGImage:finalBackImage fromRect:[finalBackImage extent]];
UIImage *newFinalBackImg = [UIImage imageWithCGImage:cgimgFinalBack];
[templateImageView setImage:newFinalBackImg];
CGImageRelease(cgimgFinalBack);
}
[finalView addSubview:templateImageView];
I've switched from using imageNamed to using imageWithData using the code below. In 5 minutes of testing (sorry, spent close to 12 hours on this issue now), I see that my real memory usage for the same operation is up to 50% lower (115mb versus up to 230 mb) and the mysterious "Push +80mb, pop -30mb" real memory issue appears to be solved.
I'm keeping my fingers crossed though.
//use images like this as base images for CIFilters
NSData* imageData = [NSData dataWithContentsOfFile:[[NSBundle mainBundle] pathForResource:self.frameName ofType:nil]];
;
UIImage* imageForFilter =[UIImage imageWithData: imageData];
Okay, now I was making a mobile application like restaurant finder, I want to show a photo of the restaurant
the example : restaurant x <image x>
It's a code:
if (ImageToDisplay != nil)
{
NSData * imageData = [[[NSData alloc] initWithContentsOfURL: [NSURL URLWithString: ImageToDisplay.URL]]autorelease];
ImageForRestaurant.image = [UIImage imageWithData: imageData];
}
The problem is this process of downloading pictures may take too long. So I want the process to be run on a different thread.
That way the code after that can run without having to wait this one to finish.
How can I do so?
if (ImageToDisplay != nil) {
[self performSelectorInBackground:#selector(loadImage:) object:ImageToDisplay];
}
- (void)loadImage:(ImageToDisplay *)image { //Background method
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
NSData * imageData = [[[NSData alloc] initWithContentsOfURL: [NSURL URLWithString: ImageToDisplay.URL]]autorelease];
[self performSelectorOnMainThread:#selector(setImageForRestaurant:) withObject:imageData waitUntilDone:NO];
[pool release];
}
- (void)setImageForRestaurant:(NSData *)imageData { //Change UI in main thread
ImageForRestaurant.image = [UIImage imageWithData: imageData];
}
I've just included basics in multi-threading; I guess it will serve your purpose
Did you try
- (void)performSelectorInBackground:(SEL)aSelector withObject:(id)arg
I think it's the easiest way.
Use the ASIHTTPRequest library. See 'Creating an asynchronous request' on this page: http://allseeing-i.com/ASIHTTPRequest/How-to-use
Also the new library AFNetworking looks promising. As they say:
If you're tired of massive libraries that try to do too much, if you've taken it upon yourself to roll your own hacky solution, if you want a library that actually makes iOS networking code kinda fun, try out AFNetworking.
I am creating an app for the Iphone/Itouch, but I keep on running into a couple of major leaks that just crash the app. In my game, right when I press play (from the home screen)It goes to another page that has the game on it. But, right after it appears, ind the console I get a Warning: Memory level=1. What could be happening? Here is my ViewDidLoad Method:
-(void)viewDidLoad {
[super viewDidLoad];
array = [[NSMutableArray alloc] initWithCapacity:100];
bulletArray = [[NSMutableArray alloc] initWithCapacity:100];
pos = CGPointMake(0.0,-5.0);
NSString *path = [[NSBundle mainBundle] pathForResource:#"GloriousMorning" ofType:#"mp3"];
AVAudioPlayer *theAudio=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
//float effects_Volume = [[NSUserDefaults standardUserDefaults] floatForKey:#"effectsVolume"];
//theAudio.volume = effects_Volume;
[theAudio play];
}
And also, a second question, since my game is a shooting game, the user presses a button titled "Fire". But, every time I test my app on a device, It crashes when I press the fire button. Here is my code for the fire button.
-(IBAction)Fire {
NSString *path = [[NSBundle mainBundle] pathForResource:#"gunShot" ofType:#"mp3"];
AVAudioPlayer *theAudio=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
//float effects_Volume = [[NSUserDefaults standardUserDefaults] floatForKey:#"effectsVolume"];
//theAudio.volume = effects_Volume;
[theAudio play];
//IBOutlet UIImageView *newBullet = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"Bullet.png"]];
UIImageView *newBullet = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"Bullet.png"]];
newBullet.frame = CGRectMake(0, 0, 10.0, 10.0);
newBullet.center = CGPointMake(239.0, 236.0);
[bulletArray addObject:newBullet];
[self.view addSubview:newBullet];
}
First, I create a sound. Then, I place a bullet right where the gun is currently located, and add it to an array so that every .01 of a second, in another bit of code, I can run through the array and check every bullet to detect collision.
Please tell me what I am doing wrong. Thanks!!!
The error when I click the Fire Button that makes the app crash is this:
GDB: Data Formatters temporarily unavailable, will retry after a 'continue'(unknown error loading shared library "
And Also I think I am making a huge leak when I try to play the audio, at least that's what someone told me. (If that is the case, please tell me how to fix it)
You alloc'd theAudio so you need to release it when you are done. Might be better to make that a ivar so you don't have to set up and tear down the audio every time they press the fire button.