Say you have a UIImage *image and a UIView *v
How would you display the image on top of the view programmatically?
If you just want to add the UIImage to the UIView then you need an UIImageView inbetween the UIView and UIImage, such as:
UIImage *image = [[UIImage alloc] init];
UIView *v = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 0, 0)];
UIImageView *iv = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 0, 0)];
[iv setImage:image];
[v addSubview:iv];
Note that the above is just dummy code and I've created all UI elements with a zero frame.
If you want to add UIImage to UIView programatically you can directly add image to view, Such as:
UIView *customView = [[UIView alloc] initWithFrame:CGRectMake(20, 20, 100, 100)];
customView.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:#"YourImage.png"]];
[self.view addSubview:customView];
Related
can you help me? I would like add background image with scrolling, because my background image is too high. How can I do this? I add UIScrollView and into I add UIImageView but it doesnt scroll.
Thank you for replies.
Here is working code:
- (void)viewDidLoad
{
[super viewDidLoad];
//create scrollView and set the frame to the size you want.
//In this example the scrollView frame is the whole ViewController size
UIScrollView *scrollView = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
[scrollView setBackgroundColor:[UIColor clearColor]];
//create a UIImage,set the imageName to your image name
UIImage *image = [UIImage imageNamed:#"YourImageName.png"];
//create UIImageView and set imageView size to you image height
UIImageView *imageView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, self.view.frame.size.width, image.size.height)];
[imageView setImage:image];
//add ImageView to your scrollView
[scrollView addSubview:imageView];
//set content size of you scrollView to the imageView height
[scrollView setContentSize:CGSizeMake(self.view.frame.size.width, imageView.frame.size.height)];
[self.view addSubview:scrollView];
}
If you want the scroll view to scroll, set the content size to be bigger than the scroll view frame.
-(void)captureImageFromUrlPath : (NSString *)urlStr {
// Import this from for these classes #import <AVFoundation/AVFoundation.h>
AVURLAsset* asset = [AVURLAsset URLAssetWithURL:[NSURL fileURLWithPath:urlStr] options:nil];
AVAssetImageGenerator* imageGenerator = [AVAssetImageGenerator assetImageGeneratorWithAsset:asset];
UIImage* image = [UIImage imageWithCGImage:[imageGenerator copyCGImageAtTime:CMTimeMake(0, 1) actualTime:nil error:nil]];
UIImageView *imageView = [[UIImageView alloc] init];
[imageView setImage:image];
[imageView setFrame:CGRectMake(0, 20, 320, 200)];
[self.view addSubview:imageView];
}
This is the best way to capture image from video file Url.
I just want to make an UIImageView programmatically that displays a 20by20 dot at point (50,50).(The image of the dot is called draw.png). For some reason nothing shows up on the screen.
Heres my code:
- (void)viewDidLoad
{
UIImageView *dot =[[UIImageView alloc] initWithFrame:CGRectMake(50,50,20,20)];
dot.image=[UIImage imageNamed:#"draw.png"];
[self.view addSubview:dot];
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib
}
First, make sure draw.png exists in your project and that you are referencing it exactly (so if it's draw.PNG you should put #"draw.PNG"). Also, call [super viewDidLoad] before everything.
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib
UIImageView *dot =[[UIImageView alloc] initWithFrame:CGRectMake(50,50,20,20)];
dot.image=[UIImage imageNamed:#"draw.png"];
[self.view addSubview:dot];
}
Try this :-
UIImageView *imageview = [[UIImageView alloc]
initWithFrame:CGRectMake(50, 50, 20, 20)];
[imageview setImage:[UIImage imageNamed:#"AppleUSA1.jpg"]];
[imageview setContentMode:UIViewContentModeScaleAspectFit];
[self.view addSubview:imageview];
In Swift :
let imageView = UIImageView(frame: CGRect(x: 50, y: 50, width: 20, height: 20))
imageView.image = UIImage(named: "draw.png")
self.view.addSubview(imageView)
This code is correct. Make sure draw.png exists in your project. You can do it by checking if [UIImage imageNamed:#"draw.png"] doesn't return nil.
Also, make sure you don't have another view on top of your image view.
make sure that image is in your project..
UIImageView *imgView=[[UIImageView alloc]initWithFrame:CGRectMake(100, 100, 50, 50)];
[imgView setImage:[UIImage imageNamed:#"xyz.jpg"]];//if your images extension is .png than no need to write extension of an image..
[self.view addSubview:imgView];
This code is perfect match an UIImageView:
UIImageView *IMG_view= [[UIImageView alloc] initWithFrame:CGRectMake(20 ,50 ,40 ,40)];
[IMG_view setTag:100]; //[IMG_view setTag:indexPath.row];
IMG_view.layer.borderWidth= 0.5 ;
IMG_view.layer.borderColor= [[UIColor clearColor] CGColor];
IMG_view.layer.cornerRadius= 3;
IMG_view.contentMode = UIViewContentModeScaleAspectFit;
[self.view addSubview:IMG_view];
IMG_view.image=[UIImage imageNamed:#"Loading_50x50.png"];
I have the following text in my .h file:
CGRect frame = CGRectMake(0, 0, 480, 49);
UIView *v = [[UIView alloc] initWithFrame:frame];
UIImage *i = [UIImage imageNamed:#"background.png"];
UIColor *c = [[UIColor alloc] initWithPatternImage:i];
v.backgroundColor = c;
[[self tabbar] addSubview:v];
But have an error on the last line saying: "Receiver type 'viewcontroller' for instance message does not declare a method with selector 'tabbar'
I am trying to set background.png to be the background of the tabbar view.
Im clearly missing something...
How can i take an image and stretch it to fill the screen on my UIView (320/460)
I am loading and placing it, however as you can see, some scaling is needed.
Thank you!
CGRect gameArea = CGRectMake(0, 0, 320, 460);
UIImage *backgroundImage = [UIImage imageNamed:#"green_background.jpg"];
UIImageView *myImageView = [[UIImageView alloc] initWithImage:backgroundImage];
[myImageView setContentMode:UIViewContentModeScaleToFill];
UIView *topView = [[UIView alloc] initWithFrame:gameArea];
[topView addSubview:myImageView];
[[self view] addSubview:topView];
Like I said in my comments above to Shamsiddin's post, the UIImageView needs a size to know where to stretch to. Here I'm using the same size of the UIView. I've added another answer because the code to UIView is missing. So here's the complete code.
// Area of the UIView and UIImageView
CGRect gameArea = CGRectMake(0, 0, 320, 460);
// Create UIImageView with Image
UIImage *backgroundImage = [UIImage imageNamed:#"green_background.jpg"];
UIImageView *myImageView = [[UIImageView alloc] initWithFrame:gameArea];
[myImageView setImage:[backgroundImage stretchableImageWithLeftCapWidth:3 topCapHeight:3]];
[myImageView setUserInteractionEnabled:YES];
// Create UIView and insert subview
UIView *topView = [[UIView alloc] initWithFrame:gameArea];
[topView addSubview:myImageView];
[[self view] addSubview:topView];
CGRect gameArea = CGRectMake(0, 0, 320, 460);
UIImage *backgroundImage = [UIImage imageNamed:#"green_background.jpg"];
UIImageView *myImageView = [[UIImageView alloc] initWithFrame:gameArea];
[myImageView setImage:[backgroundImage stretchableImageWithLeftCapWidth:3 topCapHeight:3]];
[myImageView setUserInteractionEnabled:YES];
[self.view addSubview:myImageView];
try
UIView *view;
view.ContentMode = UIViewContentModeScaleToFill;
I just did this in my own iOS5 app, i needed to dynamically set the background image and scale it. Imagine you are doing this in - (void)viewWillAppear:(BOOL) animated
UIImageView *imageview = [[UIImageView alloc] initWithFrame:self.view.frame];
[imageview setContentMode:UIViewContentModeScaleAspectFill];
[imageview setImage:[UIImage imageNamed:#"Background.png"]];
[self.view addSubview:imageview];
[self.view sendSubviewToBack:imageview];
So we create the view, set it's scaling mode, add the bg image, set it as the subview in the main view and then push it to the back so it does not occupy any other subviews.
Please accept this answer.