I have 8 images on my View. 4 on left n 4 on right side on the view. i need to match images every time from ones on left to ones on right. I have done this statically by creating 8 image views in the interface builder and connecting it to the outlets created. Now i have to dynamically randomize the image views so tat the match doesn't become obvious. like for the 1st left topmost imageview the match will always be at the bottom most in the right side image view. i tried creating image views in 2 formats
UIImageView *image1 = [[UIImageView alloc] initWithFrame:CGRect(111, 135,140,130)];
image1.image = [UIImage imageNamed:#"iMac.png"
also
UIImageView *image1 = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"iMac.png"]];
image1.frame = CGRect(111,135,140,130);
images are not displayed on the screen at all. Please correct me if i have gone wrong in the code
Just Replace
image1.frame = CGRect(111,135,140,130);
with
image1.frame = CGRectMake(111,135,140,130);
Related
Hi Quick question really currently I'm trying to connect my image to my image view within Xcode and currently when I run the program y image appears but it does so in the top left hand corner, I just wanted to know what line of code I was missing in order to navigate my image directly into one of my images views.
Thanks
UIImageView *myImage = [[UIImageView alloc]
//Allocating space for the image
initWithImage:[UIImage imageNamed:#"TESTPIC.jpg"]];
//Selecting the image
[self.view addSubview:myImage];
//Displaying the Image
You can use the frame property of UIImageView. Please find the below code for more information.
UIImageView *myImage = [[UIImageView alloc]
//Allocating space for the image
initWithImage:[UIImage imageNamed:#"test.png"]];
myImage.frame = CGRectMake(your x position, your y position, myImage.frame.size.width, myImage.frame.size.height);
//Selecting the image
[self.view addSubview:myImage];
Hope it works.
Hello I am trying to resize a UIImage, but even though I'm not getting any errors it is not working.
hers the code of .h file
IBOutlet UIImageView *Fish;
heres the code of .m file
Fish.frame = CGRectMake(0, 0, 300, 293);
What am I doing wrong?
Thanks for any help
The image is probably not resizing because you are just resizing the image view. Make sure in your storyboard that you make the image view (Fish), have the move ScaleToFill. I can't do screenshot due to reputation ( sorry :( )
Alternately, if your goal is not to resize the image view but to resize the image it is holding, you can do this:
UIImage *image = Fish.image;
UIImage *image = YourImageView.image;
UIImage *tempImage = nil;
CGSize targetSize = CGSizeMake(80,60);
UIGraphicsBeginImageContext(targetSize);
CGRect thumbnailRect = CGRectMake(0, 0, 0, 0);
thumbnailRect.origin = CGPointMake(0.0,0.0);
thumbnailRect.size.width = targetSize.width;
thumbnailRect.size.height = targetSize.height;
[image drawInRect:thumbnailRect];
tempImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
YourImageView.image = tempImage;
and you would set thumbnailRect to whatever size you want.
Hope this helps! Please search Nerdy Lime on the app store to find all of my apps! Thanks!
I bet your outlet is not hooked up. In your "viewDidLoad" method, try doing this:
if(Fish)
{
Fish.frame = CGRectMake(0, 0, 300, 293);
} else {
NSLog(#"Fish is null; why did I forget to connect the outlet in my storyboard or xib?");
}
And this isn't the best way to resize your UIImageView. If you're using regular springs & struts, you can grow an outlet by clicking the springs & struts to grow based on the superview's size, e.g.:
And if you're doing AutoLayout, there's a different thing you can do (basically pin your view to all four sides of the superview).
Here is how I do it:
1) select the outlet / object you want to add constraints to (in your case, it'll be the fish image view)
2) see the segmented control at the bottom of the Interface Builder window? Click on the second one and you'll see a popover view open up with a list of possible constraints to add.
3) In my example, I'm adding constraints in my ImageView to always be 10 pixels from each edge of the superview (note the four "10"s and solid red lines meaning I'm adding four constraints).
AutoLayout is a pain to get accustomed to (and I'm still learning it myself), but I suspect that once one gets the hang of it, it'll be a powerful new tool especially as Apple brings in additional iOS screen sizes in the very near future.
I need to make a simple scroll view in xcode with width of 280 and height of 80 and with images inside thats scrolls horizontally. i want to make this programmatically.
I assume you mean the UIScrollview, which has a guide written by apple found here:
http://developer.apple.com/library/ios/#documentation/uikit/reference/UIScrollView_Class/Reference/UIScrollView.html
A guide that I personally used was this one:
http://idevzilla.com/2010/09/16/uiscrollview-a-really-simple-tutorial/
I'll take you through the quick basics of adding the scrollview to your view and adding images to it.
I'm guessing you're new to Objective C, so I'll give you a quick guide. Firstly, you'll want to make a UIScrollView object. This is done by declaring the following:
UIScrollView *aScrollView = [[UIScrollView alloc] initWithFrame:CGRectMake (0,0,320,250)];
You'll notice I set the frame. The first two numbers of CGRectMake give you the x and y origin of the point while the last two numbers are for how wide and tall you want your object to be.
Afterwards, you'll want to add images to it. You'll need a UIImageview.
UIImageView *imageView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 320, 250)];
Note that I positioned the image at 0,0, giving it a height of a 250 and a width of 320. This ensures that it fills entire scrollview's initial view.
imageView.image = [UIImage imageNamed:#"foo.png"];
You'll attach an image to the imageView. But wait, there's more. So far you've created these objects but have not yet associated them with the view. So if we are in a ViewController class (you'll have to look up what that is), the ViewController contains a view. We can attach our objects to the view.
[aScrollView addSubview:imageView]; // Adds the image to the scrollview
[self.view addSubview:aScrollView]; // Adds the scrollview to the view.
If you want to add more images, you have to add them at different x origins. So our first added image was at 0,0. Our next added image should be at 320,0 (because the first image took up 320 pixels width).
UIImageView *secondImageView = [[UIImageView alloc] initWithFrame:CGRectMake(320, 0, 320, 250)];
secondImageView.image = [UIImage imageNamed:#"bar.png"];
[aScrollView addSubview:secondImageView];
There are a number of options for scrollview that you will want to explore. The ones I found useful were:
aScrollView.delegate = self; // For gesture callbacks
self.pagingEnabled = TRUE; // For one-at-a-time flick scrolling
self.showsHorizontalScrollIndicator = NO; // Cleaner look for some apps.
self.alwaysBounceHorizontal = TRUE; // Look it up.
I've a grouped UITableView which has been resized and rounded. I would like to place a view BEHIND this table.I've tried:
[self.tableView addSubview:backgroundView];
[self.tableView sendSubviewToBack:backgroundView];
but it didn't work. This is what I obtain:
I would like to have the background in place of the black space.
Any idea?
How about [self.tableView setBackgroundView:backgroundView];?
Bear with me I'm a beginner. I just ran into this problem and I found two solutions. In my case, I was using a UITableView object.
To begin, add the background image into your app's directory. I put mine in "Supporting Files"
You can add the image as a UIColor object:
...
[resultsTable setBackGroundColor:setBackgroundColor:[UIColor colorWithPatternImage:[UIImage imageNamed:#"background.jpg"]]];
...
The problem with this method is that it will repeat your background image because it's treating it as a pattern.
The better way:
// Create a string to store the path location of your image, otherwise you would have to provide an exact path name
NSString *backPath = [[NSBundle mainBundle] pathForResource:#"background"
ofType:#"jpg"];
// Create a UIImage Object to store the image.
UIImage *bgImage = [[UIImage alloc ] initWithContentsOfFile:backPath];
// Create a UIImageView which the TableView
UIImageView *bgView = [[UIImageView alloc]initWithImage:bgImage];
// Set your TableView's background property, it takes a UIView Obj.
[resultsTable setBackgroundView: bgView];
.....
I have a subview loaded into an UIView. In the subview's .m file I have the following:
- (void)startAnimation {
// Array to hold png images
imageArray = [[NSMutableArray alloc] initWithCapacity:22];
animatedImages = [[UIImageView alloc] initWithImage:viewForImage];
// Build array of images, cycling through image names
for (int i = 1; i < 22; i++){
[imageArray addObject:[UIImage imageNamed:[NSString stringWithFormat:#"image%d.png", i]]];
}
animatedImages.animationImages = [NSArray arrayWithArray:imageArray];
// One cycle through all the images takes 1 seconds
animatedImages.animationDuration = 2.0;
// Repeat forever
animatedImages.animationRepeatCount = 0;
// Add subview and make window visible
[viewForMovie addSubview:animatedImages];
// Start it up
animatedImages.startAnimating;
NSLog(#"Executed");
}
Please be noted that I have in the .h file:
UIImageView *animatedImages;
NSMutableArray *imageArray;
UIView *viewForMovie;
#property(nonatomic,retain)IBOutlet UIView *viewForMovie;
and in the .m file:
#synthesize viewForMovie;
and I have connected viewForMovie to a UIView in IB. I've been on this for several hours now and have tried many variations I've found on the web but cannot get it to work. There are no errors and the other GUI graphics in the subview appear very nicely....but the animation just doesn't appear over top where it should. Also the NSlog reports that the method has in fact been called from the parent. Can anyone see any blaring issues? Thx.
PS: I'm pretty new at this.
Based on the code shown and the behavior you see so far, here are my suggestions:
Make sure the viewForMovie IBOutlet is connected properly in Interface Builder. If it's not connected properly (and so nil), nothing will appear. If you didn't mean to make it an IBOutlet in the first place, then you'll need to manually create it and add it as a subview to self before using it.
Not sure why you have the viewForMovie UIView in the first place. Is this subview's class (let's call it MySubview) a subclass of UIView? You can just show the animation in self instead of adding another subview inside it. Are you going to add more uiviews to this subview besides the viewForMovie?
To get rid of the "may not respond to" warning, declare the startAnimation method in the MySubview.h file (under the #property line):
-(void)startAnimation;
The fact that the warning says "UIView may not respond" also tells you that the parent view has declared newView as a UIView instead of MySubview (or whatever you've named the subview class). Change the declaration in the parent from UIView *newView; to MySubview *newView;.
In the initWithImage, what is "viewForImage"? Is it a UIImage variable or something else?
If all of the images are the same size and fit in the subview as-is, you don't need to set the frame--the initWithImage will automatically size the UIImageView using the init-image dimensions.
Double check that the images you are referencing in the for-loop are named exactly as they are in the code and that they have actually been added to the project.
Finally, you should release the objects you alloc in startAnimation. At the end of the method, add:
[imageArray release];
[animatedImages release];
The only item, however, that I think is actually preventing the animation from appearing right now is item 1.