Xcode iPhone SDK - Show gif image on app Launch - xcode

I currently have a mp4 video converted from a gif playing at app launch, but using a video stops playing music and has problems with airplay devices connected.
Anyways what i really want is showing my gif on app launch. But i can't seem to get the gif to "play" it only shows one frame, how do i make it play the whole gif ?
My current code:
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
// Show Animation;
NSURL *url = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:#"Launch" ofType:#"mp4"]];
LaunchPlayer = [[MPMoviePlayerViewController alloc]
initWithContentURL:url];
LaunchPlayer.view.frame = self.view.bounds;
LaunchPlayer.moviePlayer.movieSourceType = MPMovieSourceTypeFile;
LaunchPlayer.moviePlayer.controlStyle = MPMovieControlStyleNone;
LaunchPlayer.view.tag = 1;
[self.view addSubview:LaunchPlayer.view];
[LaunchPlayer.moviePlayer play];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(LaunchFinish)
name:#"MPMoviePlayerPlaybackDidFinishNotification"
object:nil];
}

Although I don't see how the code you posted has anything to do with using a .gif, you its sticking to the first frame because iOS will not run an animated .gif. However, you can export each frame of your animation as a separate image and animate them like this.
-(void) viewDidLoad
{
imageView.animationImages = [NSArray arrayWithObjects:
[UIImage imageNamed:#"myImageFrame1.gif"],
[UIImage imageNamed:#"myImageFrame2.gif"],
[UIImage imageNamed:#"myImageFrame3.gif"],
[UIImage imageNamed:#"myImageFrame4.gif"], nil];
imageView.animationDuration = 2.0;
imageView.animationRepeatCount = 0;
[imageView startAnimating];
}

In my little example here. i used a UIWEBVIEW called webView and had spinning-loader.gif added as a resource. The image can me put anywhere in the project as long as its added. This showed the gif as well as made it animate. Hope this helps.
NSString *pathImg = [[NSBundle mainBundle] pathForResource:#"spinning-loader" ofType:#"gif"];
NSString* webViewContent = [NSString stringWithFormat:
#"<html><body><img style='width:85;height:85;' src=\"file://%#\" /></body></html>", pathImg];
[webView loadHTMLString:webViewContent baseURL:nil];
webView.scrollView.bounces = NO;
webView.scrollView.scrollEnabled = NO;
webView.opaque=FALSE;
[webView setBackgroundColor:[UIColor clearColor]];

Related

Imageview And/OR Sound having memory Issue (going in back ground)

My Application is in ARC.
In any view of my application there is one back ground image and on that image some animations are continuously repeating the images.
Problem is : My application is going in background after some time.
I seen and tried Lots of thing on stack, google and on apple doc but didn't got satisfactory solution.
I have Three Question.
(1) How to Stop this ?
(2) Is there any other method to release the memory manually in ARC.
(3) If i use [self.view removeFromSuperview]; for UIView then also some memory didn't released in ARC ?
MyCode for Animation is
imageview = [[UIImageView alloc] init];
imageview.image = [UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:#"bluecandy08" ofType:#"png"]];
[self.view addSubview:imgBubbleAnimation];
imageview.animationImages = [NSArray arrayWithObjects:
[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:#"bluecandy01" ofType:#"png"]],
[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:#"bluecandy02" ofType:#"png"]],
[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:#"bluecandy03" ofType:#"png"]],
[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:#"bluecandy04" ofType:#"png"]],
[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:#"bluecandy05" ofType:#"png"]],
[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:#"bluecandy06" ofType:#"png"]],
[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:#"bluecandy07" ofType:#"png"]],
nil];
[imageview setAnimationRepeatCount:0]; // 0 for continuous
imageview.animationDuration =3.0;
[imageview startAnimating];
And Sound files are (played when particular button clicked)
URL = [NSURL fileURLWithPath: [[NSBundle mainBundle]
pathForResource:#"ect1a" ofType:#"mp3"]];
audioSound = [[AVAudioPlayer alloc] initWithContentsOfURL:URL error:nil];
audioSound.delegate = self;
audioSound.volume = 5.0;
audioSound.numberOfLoops = 0;
[audioSound play];
I have 15 small sound files for one view and 15 animations for one view.
In every particular Animation there are min 15 images.
Any help, suggestion, link or tutorial are welcome.
Not using imageview.animationImages is the first thing you need to do to get your memory usage under control. That API should never be used as it lets you shoot yourself in the foot easily. See imageview-animation-getting-more-memory or unpredictable-crash-due-to-uiview-animations or iphone-app-memory-leak-with-uiimage-animation-problem-testing-on-device.

Xcode save and load image in Xcode iOS

Check my app if you don't really understand ( Quick Notes!) But here it goes. My app is a notes app so it allows the user to select from few different kinds of note colors and designs below. When the user selects one, it changes the note above to what ever they set it to. So i need a button that will save the picture they selected, and when the leave the view and come back they can click the load button and the same image they selected will appear. I am using Xcode 4.3. Thanks so much!
Here is my save code:
-(IBAction)save123456 {
NSBitmapImageRep *rep;
NSData *data;
NSImage *noteview;
[self lockFocus];
rep = [[NSBitmapImageRep alloc] initWithFocusedViewRect:[self frame]];
[self unlockFocus];
image = [[[NSImage alloc] initWithSize:[rep size]] autorelease];
[image addRepresentation:rep];
data = [rep representationUsingType: NSPNGFileType properties: nil];
//save as png but failed
[data writeToFile: #"asd.png" atomically: NO];
//save as pdf, succeeded but with flaw
data = [self dataWithPDFInsideRect:[self frame]];
[data writeToFile:#"asd.pdf" atomically:YES];
}
And my load:
-(IBAction)load123456 {
NSImage loadedImage = [[NSImage alloc] initWithContentsOfFile: NSString* filePath]
}
I get so many error codes in my save. My image is called noteview. Thanks!!
Try use instead
[data writeToFile: #"asd.png" atomically: NO];
a code line
[data writeToFile: #"asd.png" atomically: YES];
Some open source examples:
AGSimpleImageEditorView
image editors in iOS
projects with work with Pictures

XCode Prevent UIWebView flashing white screen after Launch Image

I am fairly new to XCode - I'm designing an app with a single view that just displays a UIWebView that loads my jQuery mobile web site.
I have the Default.png and Default#2x.png files for the Launch images in place. When I run the app on my test device or in the emulator, it shows my Launch Image, and then flashes a white screen while the UIWebView loads the first page.
I know that I can change the background color and opacity so it will flash a different color than white, but I would like to prevent the flash altogether. I would like the app to launch, show the Launch image, and not show the UIWebView until the first page has completely loaded. Help?
# Andreas Volz (and anyone else wondering how I solved the problem of the white "flash")
First, add the name-of-loading-image.png and name-of-loading-image#2x.png files to your Xcode project. The regular image should be 320 x 460, and the #2x image should be 640 x 920.
Then, in my ViewController.h file I added these properties:
#property (nonatomic, retain) UIWebView *webView;
#property(nonatomic, strong) UIImageView *loadingImageView;
#end
And then in my ViewController.m file I added this:
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController;
#synthesize webView;
#synthesize loadingImageView;
- (void)viewDidLoad
{
[super viewDidLoad];
//**************** Set website URL for UIWebView
[webView loadRequest:[NSURLRequest requestWithURL:[NSURL URLWithString:#"http://www.example.com"] cachePolicy:NSURLCacheStorageAllowed timeoutInterval:20.0]];
//**************** Add Static loading image to prevent white "flash" ****************/
UIImage *loadingImage = [UIImage imageNamed:#"name-of-loading-image.png"];
loadingImageView = [[UIImageView alloc] initWithImage:loadingImage];
loadingImageView.animationImages = [NSArray arrayWithObjects:
[UIImage imageNamed:#"name-of-loading-image.png"],
nil];
[self.view addSubview:loadingImageView];
}
- (void)webViewDidFinishLoad:(UIWebView *)webView {
// Remove loading image from view
[loadingImageView removeFromSuperview];
}
To know when your webView has finished loading, you must implement the UIWebViewDelegate protocol.
In your viewController's .h file:
#interface viewController : UIViewController <UIWebViewDelegate>
{
UIWebView *webView;
}
#end
Then in your viewController's .m file, add this method:
- (void)webViewDidFinishLoad:(UIWebView *)webView {
NSLog(#"content loading finished");
// Display your webView
[self.view addSubview:webView];
}
You can use the -viewDidLoad method in your viewController's .m to continue displaying your launch image. You can also begin the loading of content for your webView:
- (void)viewDidLoad {
[super viewDidLoad];
// continue to display launch image
UIImage *launchImage = [[UIImage alloc] initWithContentsOfFile:[[NSBundle mainBundle] pathForResource:#"launchImage.png" ofType:nil ]];
UIImageView *launchImageView = [[[UIImageView alloc] initWithImage:launchImage] autorelease];
[self.view addSubview:launchImageView];
// now setup the base view for the webView controller
UIView *contentView = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]];
contentView.backgroundColor = [UIColor blueColor];
// for rotation
contentView.autoresizingMask = (UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight);
self.view = contentView;
//create a frame to size and place the web view
CGRect webFrame = [[UIScreen mainScreen] applicationFrame];
UIWebView *aWebView = [[UIWebView alloc] initWithFrame:webFrame];
self.webView = aWebView;
//aWebView.scalesPageToFit = YES;
aWebView.autoresizesSubviews = YES;
aWebView.autoresizingMask=(UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleWidth);
//set the web view delegates for the web view to be itself
[aWebView setDelegate:self];
//determine the path the to the index.html file in the Resources directory
NSURL *url = [[NSBundle mainBundle] URLForResource:#"index" withExtension:#"html"];
NSURLRequest *requestObj = [NSURLRequest requestWithURL:url];
[aWebView loadRequest:requestObj];
}

xcode: segmented control appears on sim, not on device

I have an iPad app with several segmented controls, including one view with two controls.
On that view, everything shows in the sim, both normal and retina. However, in the device, only one shows.
Below is the code that does not show on the device.. I have checked and all the images that make up the control are copied in the bundle resources. I've tried removing, cleaning, etc. No joy. I must be missing something (hopefully simple)..
UISegmentedControl *controls = [[UISegmentedControl alloc] initWithItems:
[NSArray arrayWithObjects:
[UIImage imageNamed:#"1.png"],
[UIImage imageNamed:#"2.png"],
[UIImage imageNamed:#"3.png"],
[UIImage imageNamed:#"4.png"],
[UIImage imageNamed:#"5.png"],
[UIImage imageNamed:#"6.png"],
[UIImage imageNamed:#"7.png"],
nil]];
CGRect frame = CGRectMake(35, 70, 700, 35);
controls.frame = frame;
}
[controls addTarget:self action:#selector(drawSegmentAction:) forControlEvents:UIControlEventValueChanged];
controls.segmentedControlStyle = UISegmentedControlStyleBar;
controls.momentary = YES;
controls.tintColor = [UIColor grayColor];
[self.view addSubview:controls];
}
For reference, this code in the same view does work:
For reference, this control code does work:
-(void) buildColorBar {
//NSLog(#"%s", __FUNCTION__);
UISegmentedControl *colorControl = [[UISegmentedControl alloc] initWithItems:
[NSArray arrayWithObjects: [UIImage imageNamed:#"White.png"],
[UIImage imageNamed:#"Red.png"],
[UIImage imageNamed:#"Yellow.png"],
[UIImage imageNamed:#"Green.png"],
[UIImage imageNamed:#"Blue.png"],
[UIImage imageNamed:#"Purple.png"],
[UIImage imageNamed:#"Black.png"],
nil]];
NSLog(#"Portrait");
CGRect frame = CGRectMake(35, 950, 700, 35);
colorControl.frame = frame;
// When the user chooses a color, the method changeBrushColor: is called.
[colorControl addTarget:self action:#selector(changeBrushColor:) forControlEvents:UIControlEventValueChanged];
colorControl.segmentedControlStyle = UISegmentedControlStyleBar;
// Make sure the color of the color complements the black background
colorControl.tintColor = [UIColor grayColor];
// Add the control to the window
[self.view addSubview:colorControl];
}
Is there a rule against using two segmented controls in one view?
I found that one image in the segmented control - while it looked like it was in the bundle - it wasn't. PITA, but at least, it works..

MPMoviePlayerViewController - sound Is heard, but no video is seen

The QuickTime player appears over my View Controller layer as it should and the video file "Happy" plays completely through, but no video shows. Only audio is heard. And after completion, the QuickTime player transitions back to previous View Controller as it should.
NSURL *url = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:#"Happy" ofType:#"m4v"]];
MPMoviePlayerViewController * playerController = [[MPMoviePlayerViewController alloc] initWithContentURL:url];
[self presentMoviePlayerViewControllerAnimated:playerController];
playerController.moviePlayer.movieSourceType = MPMovieSourceTypeFile;
playerController.moviePlayer.controlStyle = MPMovieControlStyleNone;
[playerController.moviePlayer play];
[playerController release];
playerController=nil;
As far as my knowledge we cannot play the m4v files.Convert it to mp4

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