In my iPhone app I have a map view. In this I am displaying a number of pin views depends on the data from a web server. Here is the method I used for it.
- (MKAnnotationView *)mapView:(MKMapView *)mapView viewForAnnotation:(id <MKAnnotation>)annotation
{
NSString *identifier = #"myPin";
self.pinView = (MKPinAnnotationView *)[self.mapView dequeueReusableAnnotationViewWithIdentifier:identifier];
if (self.pinView == nil) {
self.pinView= [[[MKPinAnnotationView alloc] initWithAnnotation:annotation reuseIdentifier:identifier]autorelease]; //11.1%
} else {
self.pinView.annotation = annotation;
}
UIButton* rightButton = [UIButton buttonWithType:UIButtonTypeDetailDisclosure]; //20.4%
[rightButton setTitle:annotation.title forState:UIControlStateNormal];
self.pinView.rightCalloutAccessoryView = rightButton; //2.7%
MyAnnotation *annot = (MyAnnotation*)annotation;
UIImageView *egoimageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"defaultPerson"]]; //17.5%
NSString *imageUrl = [NSString stringWithFormat:#"%#%#", CommonImageURL, [friendsProfileImageArray objectAtIndex:annot.tag]]; //9.4%
if ([[UIScreen mainScreen] respondsToSelector:#selector(displayLinkWithTarget:selector:)] &&
([UIScreen mainScreen].scale == 2.0)) {
// Retina display
[egoimageView setImageWithURL:[NSURL URLWithString:imageUrl] placeholderImage:[UIImage imageNamed:#"defaultPerson#2x.png"]]; //2.6%
egoimageView.image = [UIImage imageWithCGImage:egoimageView.image.CGImage scale:egoimageView.image.size.width/25 orientation:egoimageView.image.imageOrientation];
} else {
// non-Retina display
[egoimageView setImageWithURL:[NSURL URLWithString:imageUrl] placeholderImage:[UIImage imageNamed:#"defaultPerson.png"]]; //14.6%
egoimageView.image = [UIImage imageWithCGImage:egoimageView.image.CGImage scale:egoimageView.image.size.width/25 orientation:egoimageView.image.imageOrientation]; //1.6%
}
[egoimageView sizeToFit];
self.pinView.leftCalloutAccessoryView = egoimageView; //3.1%
[egoimageView release];
self.pinView.canShowCallout=YES;
self.pinView.animatesDrop=YES;
//pin color based on status.....
if ([annot.relationshipStatus intValue]==2 )
self.pinView.pinColor=MKPinAnnotationColorGreen;
else
self.pinView.pinColor=MKPinAnnotationColorPurple; //17.1%
return self.pinView;
}
In this I have mentioned the percentage of memory allocations. If I continuously load the map, the total memory usage increases and the app crashes. How can I properly fix this? I have tried to fix it, but I don't know what more I can do.
Please help, thanks in advance.
Related
Sorry, I have read a bunch of tutorials how to create a custom Callout for MapKit Annotation. It works with NSLog, but I cannot display the information in the Callouts.
I have two type of icons on the map. This is my viewForAnnotation method:
-(MKAnnotationView *)mapView:(MKMapView *)mapView viewForAnnotation:(id<MKAnnotation>)annotation {
if (! [annotation isKindOfClass:[IGAMapAnnotation class]]) {
return nil;
}
IGAMapAnnotation *myLocation = (IGAMapAnnotation *) annotation;
self.typeIsFix = [myLocation.navaidType isEqualToString:#"FIX"];
self.typeIsPort = [myLocation.navaidType isEqualToString:#"PORT"];
int planeImageViewTag = 42;
NSString *reuseId;
if (self.typeIsPort)
reuseId = #"IGAMapAnnotationPort";
else if (self.typeIsFix)
reuseId = #"IGAMapAnnotationFix";
else
reuseId = #"IGAMapAnnotationOther";
MKAnnotationView *annotationView = [mapView dequeueReusableAnnotationViewWithIdentifier:reuseId];
if (annotationView == nil)
{
annotationView = [[MKAnnotationView alloc] initWithAnnotation:annotation reuseIdentifier:reuseId];
annotationView.enabled = YES;
UIButton *annotationInfo = [UIButton buttonWithType:UIButtonTypeDetailDisclosure];
annotationView.rightCalloutAccessoryView = annotationInfo;
annotationView.canShowCallout = YES;
if (self.typeIsPort)
{
annotationView.image = [UIImage imageNamed:#"mapPORT.png"];
annotationView.centerOffset = CGPointMake(0, 0);
}
else if (self.typeIsFix)
{
annotationView.image = [UIImage imageNamed:#"mapFIX.png"];
annotationView.centerOffset = CGPointMake(0, 0);
}
else
return nil;
}
else
{
annotationView.annotation = annotation;
}
return annotationView;
}
Then I have a calloutAccessoryControlTapped method
- (void)mapView:(MKMapView *)mapview annotationView:(MKAnnotationView *)view calloutAccessoryControlTapped:(UIControl *)control
{
IGAAnnotationInfoViewController *popOverCallout = [[IGAAnnotationInfoViewController alloc]init];
UIPopoverController *popOver = [[UIPopoverController alloc] initWithContentViewController:popOverCallout];
popOver.popoverContentSize = CGSizeMake(300, 200);
[popOver presentPopoverFromRect:view.bounds
inView:view
permittedArrowDirections:UIPopoverArrowDirectionAny animated:YES];
}
I have also created a UIViewController which I assigned to UIPopoverController.
Now, when I tap the button on my annotation I see a white space for text. Great. If I assign text to a label in UIViewController, it also works great (the following is my UIViewController.m):
- (void)viewDidLoad {
[super viewDidLoad];
txtCallout = [[UILabel alloc] initWithFrame:CGRectMake(0.0, 0.0, 300, 200) ];
txtCallout.font = [UIFont fontWithName:#"Arial Rounded MT Bold" size:(14.0)];
txtCallout.numberOfLines = 0;
txtCallout.clipsToBounds = YES;
txtCallout.backgroundColor = [UIColor clearColor];
txtCallout.textColor = [UIColor blackColor];
txtCallout.textAlignment = NSTextAlignmentLeft;
txtCallout.text = #"text\ntext\ntext";
[self.view addSubview:txtCallout];
}
But how do I insert the text from my annotation method? Also the text must be different depending on the icon type, say #"PORT, PORT" or #"FIX,FIX". How do I do it?
EDIT:
I have managed to display callouts with the necessary information passed. My last problem is that sometimes my callout is 3 lines, sometimes -- as many as 15. How is it possible to make the callout adjust automatically to the number of lines in my string? Should I modify my popoverContentSize or my label size in the UIViewController?
Thank you so much!
I have figured out how to adjust the MK Annotation callout to a UILabel.
Implement the calloutAccessoryControlTapped method
- (void)mapView:(MKMapView *)mapview annotationView:(MKAnnotationView *)view calloutAccessoryControlTapped:(UIControl *)control
{
// OPTIONAL: Deselecting Annotation View when Callout is tapped
//[mapview deselectAnnotation:view.annotation animated:YES];
NSString *calloutDetails;
IGAMapAnnotation *annotationTapped = (IGAMapAnnotation *)view.annotation;
calloutDetails = [NSString stringWithFormat:#"YOUR TEXT:\nYOURTEXT\n"];
// Declare and initialize the UIViewController that has the label to contain the callout information
IGAAnnotationInfoViewController *detailViewController = [[IGAAnnotationInfoViewController alloc]initWithText:calloutDetails];
UIPopoverController *popOver = [[UIPopoverController alloc] initWithContentViewController:detailViewController];
// Size of the UIPopoverController = size of the label + 40 pts
popOver.popoverContentSize = CGSizeMake(detailViewController.txtCallout.frame.size.width+40,detailViewController.txtCallout.frame.size.height+40);
// Show popover controller
[popOver presentPopoverFromRect:view.bounds
inView:view
permittedArrowDirections:UIPopoverArrowDirectionAny
animated:YES];
}
Now, IGAAnnotationInfoViewController.h
#interface IGAAnnotationInfoViewController : UIViewController {
CGRect calloutSize;
}
#property (strong,nonatomic) NSString *calloutInformation;
#property (strong,nonatomic) IGACalloutLabel *txtCallout;
-(IGAAnnotationInfoViewController*) initWithText : (NSString*) calloutText;
IGAAnnotationInfoViewController.m
#implementation IGAAnnotationInfoViewController
#synthesize calloutInformation,txtCallout;
-(IGAAnnotationInfoViewController*) initWithText : (NSString*) calloutText {
self = [super init];
if ( self ) {
calloutInformation = calloutText;
// Creating a label that will display the callout information (passed from IGAAcarasViewController - Map Annotation)
txtCallout = [[IGACalloutLabel alloc] initWithFrame:CGRectMake(20, 20, 0, 0)];
txtCallout.lineBreakMode = NSLineBreakByWordWrapping;
txtCallout.numberOfLines=0;
txtCallout.backgroundColor = [UIColor clearColor];
txtCallout.textColor=[UIColor blueColor];
txtCallout.text = calloutInformation;
[txtCallout drawTextInRect:CGRectMake(10,10,0,0)];
[txtCallout sizeToFit];
[self.view addSubview:txtCallout];
}
return self;
}
Finally, subclass the UILabel class:
implementation IGACalloutLabel
#synthesize topInset, leftInset, bottomInset, rightInset;
- (void)drawTextInRect:(CGRect)rect
{
UIEdgeInsets insets = {topInset,leftInset,bottomInset,rightInset};
return [super drawTextInRect:UIEdgeInsetsInsetRect(rect, insets)];
}
Regards,
I'm having a little trouble switching scenes (or even displaying sprites) on my CCscene UserLevelCreation, but it only happens after i use the UIImagePickerController to take/accept a picture, And then when I try to switch scenes, It crashes with the error:
"Could not attach texture to framebuffer"
this is the code I use to take a picture:
-(void)takePhoto{
AppController *appdel = (AppController*) [[UIApplication sharedApplication] delegate];
#try {
uip = [[UIImagePickerController alloc] init] ;
uip.sourceType = UIImagePickerControllerSourceTypeCamera;
uip.allowsEditing = YES;
uip.delegate = self;
}
#catch (NSException * e) {
uip = nil;
}
#finally {
if(uip) {
[appdel.navController presentModalViewController:uip animated:NO];
}
}
}
- (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info{
NSString * LevelImage;
LevelImage=[info objectForKey:UIImagePickerControllerOriginalImage];
AppController *appdel = (AppController*) [[UIApplication sharedApplication] delegate];
[appdel.navController dismissModalViewControllerAnimated:YES];
[NSThread detachNewThreadSelector:#selector(writeImgToPath:) toTarget:self withObject:LevelImage];
}
And the WriteImageToPath function:
-(void)writeImgToPath:(id)sender
{
UIImage *image = sender;
NSArray *pathArr = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory,
NSUserDomainMask,
YES);
CGSize size;
int currentProfileIndex = 1;
NSString *path = [[pathArr objectAtIndex:0]
stringByAppendingPathComponent:[NSString stringWithFormat:#"CustomLevel_%d.png",currentProfileIndex]];
size = CGSizeMake(1136, 640);
UIGraphicsBeginImageContext(size);
[image drawInRect:CGRectMake(0, 0, 1136, 640)];
image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
NSData *data = UIImagePNGRepresentation(image);
[data writeToFile:path atomically:YES];
CCLOG(#"saved...");
CGRect r = CGRectMake(0, 0, 1136, 640);
UIGraphicsBeginImageContext(r.size);
UIImage *img1;
[image drawInRect:r];
img1 = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIImageWriteToSavedPhotosAlbum(img1, nil, nil, nil);
currentProfileIndex++;
[[CCDirector sharedDirector] replaceScene:[LevelEditor Scene]
withTransition:[CCTransition transitionPushWithDirection:CCTransitionDirectionLeft duration:1.0f]];
}
-UPDATE----------------------------------------------------------------------------------
I just tried switching scenes in different places in the code, and I can switch scenes freely until the Function:
- (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info{
I think that function might be the problem.
So far, I have tried to:
1.switch scenes before taking the picture, and that works fine
2.I read that it might be because i was resizing the image, but commenting that out made no difference.
3.I've also added breakpoints before the scene switch, and the scene isn't nil
4.Finally i tred dismissing the uip UIImagePickerController, but that made no difference either.
Sorry for the long post /: if anyone knows whats going on any help would be really great.
Ok so I found the problem to be this line:
[NSThread detachNewThreadSelector:#selector(writeImgToPath:) toTarget:self withObject:LevelImage];
}
Apparently some Parts of Uikit are not thread-friendly, so I'm now using just
[self writeImgToPath];
And it works, hope this helps anyone with the same problem.
i am using mapview. when i zoomin on map it shows did recieve memory warning and crashes the app in iOS 6 devices .but its working fine in below versions. Its taking more memory when i zoom in but its not getting released how to release it i haved deallocated all the objects in deallocation method but it still shows same did receive memory warning and crashes the app
my code is
mapView = [[MKMapView alloc] initWithFrame:CGRectMake(0, 0, frame.size.width, frame.size.height)];
mapView.showsUserLocation = YES;
[mapView setDelegate:self];
[self addSubview:mapView];
routeView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, mapView.frame.size.width, mapView.frame.size.height)];
routeView.userInteractionEnabled = NO;
[mapView addSubview:routeView];
- (MKAnnotationView *)mapView:(MKMapView *)mapView viewForAnnotation:(id <MKAnnotation>)annotation
{
if([annotation isKindOfClass:[TurnAnnotation class]])
{
MKAnnotationView *turnAnnotationView=[[MKAnnotationView alloc]initWithAnnotation:annotation reuseIdentifier:nil] ;
turnAnnotationView.image=[UIImage imageNamed:#"TurnAnnotation1.png"];
turnAnnotationView.canShowCallout=NO;
return turnAnnotationView;
}
else if([annotation isKindOfClass:[PlaceMark class]])
{
MKPinAnnotationView *newAnnotation = [[MKPinAnnotationView alloc] initWithAnnotation:annotation reuseIdentifier:nil];
if (isdefault==YES) {
if(!appDel.appBOOL){
newAnnotation.pinColor = MKPinAnnotationColorGreen;
appDel.appBOOL = YES;
}else {
newAnnotation.pinColor = MKPinAnnotationColorRed;
appDel.appBOOL = NO;
}
}else{
if(!appDel.appBOOL){
newAnnotation.pinColor = MKPinAnnotationColorRed;
appDel.appBOOL = YES;
}else {
newAnnotation.pinColor = MKPinAnnotationColorGreen;
appDel.appBOOL = NO;
}
}
newAnnotation.canShowCallout = YES;
return newAnnotation;
}
return nil;
}
Could it be that your iOS6 testcase is a Retina version? Retina imagery take up 4x the memory. The low memory warning should notbe ignored..
I've got some functionality set up. But I'm lost on where to go from here. I can probably figure out what to do with facebook once I know how to actually use the images. I tried saving the image into NSDictionary and then redirecting to a different View Controller, but it won't let me redirect from within the imagePickerController method. So anybody have any idea how to use the image selected from camera roll?
My next idea was to save it in the NSDictionary and then just have a statement checking to see if the NSdictionary value changed but that's not an efficient way of doing it at all.
EDITED below to include the answer provided, but nothing happens, no image displays or anything. What am I missing?
- (void) useCameraRoll
{
if ([UIImagePickerController isSourceTypeAvailable:
UIImagePickerControllerSourceTypeSavedPhotosAlbum])
{
UIImagePickerController *imagePicker =
[[UIImagePickerController alloc] init];
imagePicker.delegate = self;
imagePicker.sourceType =
UIImagePickerControllerSourceTypePhotoLibrary;
imagePicker.mediaTypes = [NSArray arrayWithObjects:
(NSString *) kUTTypeImage,
nil];
imagePicker.allowsEditing = NO;
[self presentModalViewController:imagePicker animated:YES];
[imagePicker release];
newMedia = NO;
}
}
-(void)imagePickerController:(UIImagePickerController *)picker
didFinishPickingMediaWithInfo:(NSDictionary *)info
{
NSString *mediaType = [info
objectForKey:UIImagePickerControllerMediaType];
[self dismissModalViewControllerAnimated:YES];
if ([mediaType isEqualToString:(NSString *)kUTTypeImage]) {
UIImage *image = [info
objectForKey:UIImagePickerControllerOriginalImage];
NSLog(#"image:%#",image);
displayPhoto.image = image;
[displayPhoto setFrame:CGRectMake(0, 0, 320, 480)];
[[self view] addSubview:displayPhoto];
}
else if ([mediaType isEqualToString:(NSString *)kUTTypeMovie])
{
// Code here to support video if enabled
}
}
Assuming you have called this from a view controller with a button that you have created, why not just add a UIImageView onto your view controller? Call it myPhotoImageView or something like that and then in the didFinishPickingMediaWithInfo method, just add the following line of code after
UIImage *image = [info objectForKey:UIImagePickerControllerOriginalImage];
as
myPhotoImageView.image = image;
To size the image view so that the aspect looks nice do this.
CGSize size = image.size;
CGRect photoFrame;
if (size.width > size.height)
{
// Landscape
CGFloat scaleFactor = 320 / size.width;
photoFrame = CGRectMake(0, 0, 320, size.height*scaleFactor);
}
else
{
// Portrait
CGFloat scaleFactor = 320 / size.height;
photoFrame = CGRectMake(0, 0, size.width*scaleFactor, 320);
}
myPhotoImageView.frame = photoFrame;
Almost sorted with my 1st app, just a simple news app but when I load it onto my iPhone the scroll seems jerky can someone have a look at my function and see if i'm doing something wrong.
I need the image on the right hand side thats why i'm using custom cells.
Thanks
For any help
#define DATELABEL_TAG 1 #define MAINLABEL_TAG 2 #define PHOTO_TAG 3
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *MainNewsCellIdentifier = #"MainNewsCellIdentifier";
UILabel *mainLabel, *dateLabel;
UIImageView *photo;
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier: MainNewsCellIdentifier];
if (cell == nil)
{
cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier: MainNewsCellIdentifier] autorelease];
cell.accessoryType = UITableViewCellAccessoryDetailDisclosureButton;
dateLabel = [[[UILabel alloc] initWithFrame:CGRectMake(15.0,15.0,170.0,15.0)] autorelease];
dateLabel.tag = DATELABEL_TAG;
dateLabel.font = [UIFont systemFontOfSize:10.0];
dateLabel.textAlignment = UITextAlignmentLeft;
dateLabel.textColor = [UIColor darkGrayColor];
dateLabel.autoresizingMask = UIViewAutoresizingFlexibleRightMargin; //| UIViewAutoresizingFlexibleHeight;
[cell.contentView addSubview:dateLabel];
mainLabel = [[[UILabel alloc] initWithFrame:CGRectMake(15.0,28.0,170.0,60.0)] autorelease];
mainLabel.tag = MAINLABEL_TAG;
mainLabel.font = [UIFont boldSystemFontOfSize:14.0];
mainLabel.textColor = [UIColor blackColor];
mainLabel.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleRightMargin;
mainLabel.numberOfLines = 0;
//mainLabel.backgroundColor = [UIColor greenColor];
[cell.contentView addSubview:mainLabel];
photo = [[[UIImageView alloc] initWithFrame:CGRectMake(190.0,15.0,85.0,85.0)] autorelease];
photo.tag = PHOTO_TAG;
photo.contentMode = UIViewContentModeScaleAspectFit;//UIViewContentModeScaleAspectFit; //
[cell.contentView addSubview:photo];
}
else {
dateLabel = (UILabel *)[cell.contentView viewWithTag:DATELABEL_TAG];
mainLabel = (UILabel *)[cell.contentView viewWithTag:MAINLABEL_TAG];
photo = (UIImageView *)[cell.contentView viewWithTag:PHOTO_TAG];
}
NSUInteger row = [indexPath row];
NSDictionary *stream = (NSDictionary *) [dataList objectAtIndex:row];
NSString *title = [stream valueForKey:#"title"];
NSString *titleString = #"";
if( ! [title isKindOfClass:[NSString class]] )
{
titleString = #"";
}
else
{
titleString = title;
}
CGSize maximumSize = CGSizeMake(180, 9999);
UIFont *dateFont = [UIFont fontWithName:#"Helvetica" size:14];
CGSize dateStringSize = [titleString sizeWithFont:dateFont
constrainedToSize:maximumSize
lineBreakMode:mainLabel.lineBreakMode];
CGRect dateFrame = CGRectMake(15.0, 28.0, 170.0, dateStringSize.height);
mainLabel.frame = dateFrame;
mainLabel.text = titleString;
dateLabel.text = [stream valueForKey:#"created"];
NSString *i = [NSString stringWithFormat:#"http://www.website.co.uk/images/%#", [stream valueForKey:#"image"]];
NSData *imageURL = [[NSData alloc] initWithContentsOfURL:[NSURL URLWithString:i]];
UIImage *newsImage = [[UIImage alloc] initWithData:imageURL];
photo.image = newsImage;
[imageURL release];
[newsImage release];
return cell;
}
The problem is this:
NSString *i = [NSString stringWithFormat:#"http://www.website.co.uk/images/%#", [stream valueForKey:#"image"]];
NSData *imageURL = [[NSData alloc] initWithContentsOfURL:[NSURL URLWithString:i]];
UIImage *newsImage = [[UIImage alloc] initWithData:imageURL];
You effectively say here, that as soon as the cell needs to be displayed, the image must be fetched and presented. This will cost some time - too much for a good user experience.
You should fetch the images before or while you present the table view, and cache them, e.g. in an array. Or you must handle things asynchronously, meaning that you do the loading in the background, and not wait with return cell; until the image is actually downloaded. This will be a little harder to get right.
Even if you asynchronously download images, you'll still have a jerky scroll.
Why? It's lazy image decompression. ios performs decompression at the moment it will be displayed on the screen. You have to manually decompress the images in a background thread.
Decompression does not merely mean instantiating a UIImage object. It can be somewhat complicated. The best solution, is to download SDWebImage and use the image decompressor that's included. SDWebImage will asynchronously download and perform decompression for you.
To read more about the issue see: http://www.cocoanetics.com/2011/10/avoiding-image-decompression-sickness/