Posting images from camera roll to facebook in xcode 4.5 - xcode

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;

Related

Unable to see UIImage once stored and sent to Server form CoreData?

The first part of the code is where the camera button is pressed but not before checking if a textfield has been filled, this then checks camera type. All normal here me thinks.Once the picture has been taken I then resize the image so that its of smaller size then convert it to a NSString to which then the NSString data is stored in CoreData and then sent off to a server to be shown on screen.
This is the camera press button
-(IBAction)takePicture:(UIButton*)sender {
if (printedname.text.length ==0){
UIAlertView*alert=[[UIAlertView alloc]initWithTitle:
#"Please enter Name"message:#""delegate:self cancelButtonTitle:
#"Dismiss"otherButtonTitles:nil];[alertshow];return;
}
UIImagePickerController *pictureTaker = [[UIImagePickerController alloc] init];
pictureTaker.delegate = self;
if ([UIImagePickerController isSourceTypeAvailable:
UIImagePickerControllerSourceTypeCamera]) {
pictureTaker.sourceType = UIImagePickerControllerSourceTypeCamera;
} else if([UIImagePickerController isSourceTypeAvailable:
UIImagePickerControllerSourceTypeSavedPhotosAlbum]){
pictureTaker.sourceType = UIImagePickerControllerSourceTypeSavedPhotosAlbum;
}
[self presentViewController:pictureTaker animated:YES completion:nil];}
-(void)imagePickerController:(UIImagePickerController *)pictureTaker didFinishPickingMediaWithInfo:(NSDictionary *)info {
NSLog(#"%#", info);
NSString * mediaType = [info objectForKey:UIImagePickerControllerMediaType];
if([mediaType isEqual:(__bridge NSString *)kUTTypeImage]){
[pictureTaker dismissViewControllerAnimated:YES completion:nil];
base64Image = [info objectForKey:UIImagePickerControllerEditedImage];
base64Image = [info objectForKey:UIImagePickerControllerOriginalImage];
CGSize newSize = CGSizeMake(100.0f,60.0f);
UIGraphicsBeginImageContext(newSize);
[base64Image drawInRect:CGRectMake(0,0,newSize.width,newSize.height)];
base64Image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
NSData *data = UIImageJPEGRepresentation(base64Image, 1.0);
base64string = [data base64EncodedStringWithOptions:NSDataBase64EncodingEndLineWithLineFeed];
NSLog(#" image (%#), width: %.0f, height: %.0f, scale: %0.2f, string len %lu",base64Image,base64Image.size.width,
base64Image.size.height, base64Image.scale,(unsigned long)base64string.length);
}
UIImageWriteToSavedPhotosAlbum(base64Image, self, NULL , NULL);
}
It seem to send ok save but kind of get's lost half way through, can anyone help as Iv been >trying to sort this out for days now, Iv included below the console output for you to see >aswell, thanks to anyone that can help.
UIImagePickerControllerMediaType = "public.image";
UIImagePickerControllerOriginalImage = "<UIImage: 0x17056260> size
{ 2448, 3264 }
orientation 3 scale 1.000000";
}
I managed to fix the problem with the code below:
if (self.base64Image!= nil){
NSString *strImageData = [self.base64Image stringByReplacingOccurrencesOfString:#"+" withString:#"%2B"];
NSString *param =[NSString stringWithFormat:#"photo=%#", strImageData];
[values addObject:param];
}

Cocos2d V3 can't switch scenes after using the UIImagePickerController Class

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.

how to show images as a gridview like format in uiscrollview in ios?

its just a week that am into ios devlopement and am facing some problem that i cant show the images in scrolview with gridview format...i dont know how to set the frame size to show images in proper gridview format..
here is my code
that add 5 images in scrollview
for(int i=1;i<6;i++)
{
UIImageView *image = [[UIImageView alloc] initWithFrame:CGRectMake(x+0, 0, 320, 460)];
[image setImage:[UIImage imageNamed:[NSString stringWithFormat:#"e1%d.png",i]]];
[scr addSubview:image];
x+=320;
UITapGestureRecognizer *tapGesture = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleSingleTap:)];
tapGesture.numberOfTapsRequired = 1;
tapGesture.delegate = self;
image.userInteractionEnabled = YES;
[image addGestureRecognizer:tapGesture];
}
scr.pagingEnabled=YES;
scr.contentSize = CGSizeMake(320*5, 300);
[self.view addSubview:scr];
but all 5 images shows in one horizontal line but i want to show in every line 2 images.
here is the solution, i've implemented it in my app. Here is my code sv_port is my scrollView. Download SDWebImageDownloader class files and import it in your project. Add
relevant framework in your project. like imageIO.framework, QuartzCore
if your images are not fetching from url, then u dont need to use asyncImage view., so dont need to download SDWebImageDownloader.
Now, in your .m add
#import "UIImageView+WebCache.h"
#import "SDImageCache.h"
#import "SDWebImageCompat.h"
//function for adding image in your scrollview
-(void)populateImages
{
int x=6,y=6;
for(UIView * view in sv_port.subviews)
{
if([view isKindOfClass:[UIImageView class]])
{
[view removeFromSuperview]; view = nil;
}
if([view isKindOfClass:[UIButton class]])
{
[view removeFromSuperview]; view = nil;
}
}
for(int p=0;p<[Manufacturer count];p++)
{
UIButton *btnImageButton = [UIButton buttonWithType:UIButtonTypeCustom];
btnImageButton.frame = CGRectMake(x,y,70,70);
[btnImageButton setTag:p];
[btnImageButton addTarget:self action:#selector(nextview:) forControlEvents:UIControlEventTouchUpInside];
UIActivityIndicatorView *spinny = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleGray];
spinny.frame=CGRectMake(btnImageButton.frame.origin.x+25,btnImageButton.frame.origin.y+25, 20, 20);
spinny.backgroundColor=[UIColor clearColor];
[spinny startAnimating];
[sv_port setScrollEnabled:YES];
[sv_port addSubview:spinny];
UIImageView *asyncImageView = [[[UIImageView alloc] initWithFrame:btnImageButton.frame] autorelease];
asyncImageView.backgroundColor=[UIColor clearColor];
CALayer *layer;
layer = asyncImageView.layer;
layer.borderWidth = 0.5;
layer.cornerRadius = 5;
layer.masksToBounds = YES;
[asyncImageView setImageWithURL:[NSURL URLWithString:[NSString stringWithFormat:#"%#", yourUrl] ] placeholderImage:[UIImage imageNamed:nil] options:0 andResize:CGSizeMake(btnImageButton.frame.size.width,btnImageButton.frame.size.height) withContentMode:UIViewContentModeScaleAspectFit];
asyncImageView.contentMode = UIViewContentModeScaleAspectFit;
[sv_port addSubview:btnImageButton];
[sv_port addSubview:asyncImageView];
int imgCntPort=0;
imgCntPort=(sv_port.frame.size.width/(asyncImageView.frame.size.width));
//NSLog(#"imgport %d",imgCntPort);
if((p+1)%imgCntPort==0)
{
x=5;
y=y+80;
}
else
{
x=x+80;
}
}
sv_port.contentSize = CGSizeMake(0, y);
glob_x =0; glob_y =y;
}
By this code you will get 4 images in a row., By the change co-Ordiante of x and y you can maintain number of images per row to display.
Hope this helps. Thanks

Manage memory allocation issue on Map iOS

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.

Xcode: Scrollview with images in scrollview

I'm trying to make a view looking almost like the info-view in appStore, with text on the first half of the view and images on the second half. I've tried to use a scrollview in another scrollview. The first view (containing a textview on the top half and a scrollview on the bottom half) scrolls nice, but the scrollview at the bottom (containing several imageviews) doesn't scroll.
Any ideas how to make the second scrollview to scroll?
scrollView is the view containing a textview and a scrollview.
imageScrollView is the view with the imageviews.
[scrollView setContentSize:CGSizeMake(320, 585)];
[imageScrollView setContentSize:CGSizeMake(1520, 400)];
I recently figured it out myself, but forgot to post the answer. The problem was that I set the sizes of the scrollviews in .xib to the same sizes as in the code. When I changed it to 320,416 and 320,400 I was able to scroll them with the setContentSize. In the imageScrollView I then added images along the x-axis (first image at 0, second at image width + a small space and so on). Hope this could help someone.
HERE IS CODE OF scroll-view display images from Documents Directory ByType .png Images who seved by user from Iphone Photo Gallery
- (void)viewDidLoad {
int scrollviewwidh = 120;
self.view.backgroundColor = [UIColor darkTextColor];
hiImage = [[UIImageView alloc]initWithFrame:CGRectMake(10, 10, 300, 240)];
hiImage.backgroundColor = [UIColor blackColor];
hiImage.userInteractionEnabled = YES;
[hiImage.layer setBorderColor:[UIColor blackColor].CGColor];
[hiImage.layer setBorderWidth:2.01f];
[self.view addSubview:hiImage];
[hiImage release];
scroll=[[UIScrollView alloc]initWithFrame:CGRectMake(0, 260, 320, 110)];
[self.view addSubview:scroll];
scroll.showsHorizontalScrollIndicator = NO;
scroll.pagingEnabled=YES;
scroll.delegate=self;
scroll.contentSize=CGSizeMake(scrollviewwidh,80);
scroll.showsVerticalScrollIndicator =YES;
scroll.backgroundColor = [UIColor darkTextColor];
}
-(void) viewWillAppear:(BOOL)animated{
self.fileManager = [NSFileManager defaultManager];
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory , NSUserDomainMask, YES);
self.documentsDir = [paths objectAtIndex:0];
NSLog(#"the ----------- %#",documentsDir);
for (UIButton * img in self.scroll.subviews) {
[img removeFromSuperview];
img = nil;
}
int xoffcet = 0;
int col = 0;
int scrollviewwidh = 120;
for (NSString* fileName in [self.fileManager contentsOfDirectoryAtPath: self.documentsDir error:nil]){
if ( [fileName rangeOfString:#".png"].location != NSNotFound ) {
NSLog(#"add %#", fileName);
UIImage* img = [UIImage imageWithContentsOfFile:
[self.documentsDir stringByAppendingPathComponent:fileName]
];
imgView = [[UIButton alloc] init];
[imgView setImage:img forState:UIControlStateNormal];
[imgView addTarget:self action:#selector(imageViewClicked:) forControlEvents:UIControlEventTouchUpInside];
[imgView.layer setBorderColor:[UIColor lightGrayColor].CGColor];
[imgView.layer setBorderWidth:1.0f];
imgView.bounds = CGRectMake(10,10, 50, 50);
imgView.frame = CGRectMake(5+xoffcet, 0, 160, 110);
scroll.contentSize =CGSizeMake(scrollviewwidh+xoffcet,110);
[scroll addSubview:imgView];
[imgView release];
xoffcet +=170;
}
if (col++>1) {
//row++;
col = 0;
}
}
self.title = #"saved Photo";
// [scroll release];
[super viewDidLoad];
// scroll.pagingEnabled = YES;
self.navigationItem.leftBarButtonItem = [[UIBarButtonItem alloc]initWithBarButtonSystemItem:
UIBarButtonSystemItemCancel
target:self
action:#selector(photogallary:)];
}
-(IBAction)imageViewClicked:(UIButton *)sender{
for (NSString* fileName in [self.fileManager contentsOfDirectoryAtPath: self.documentsDir error:nil]){
if ( [fileName rangeOfString:#".png"].location != NSNotFound ) {
NSLog(#"add %#", fileName);
UIImage* img = [UIImage imageWithContentsOfFile:
[self.documentsDir stringByAppendingPathComponent:fileName]];
hiImage.image = img;
}
}
}
All The Very Best i Hope its useful Thank You If Thats code Help please give Your Feedback

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