[iPhone 3.0] -- UIImage imageFromContentsOfFile and animations
[iPhone 3.0] -- UIImage imageFromContentsOfFile and animations
- Subject: [iPhone 3.0] -- UIImage imageFromContentsOfFile and animations
- From: John Michael Zorko <email@hidden>
- Date: Wed, 12 Aug 2009 23:03:02 -0700
Hello, all ...
The source of my problem seems to be using UIImage -imageNamed to load
my array of PNGs to be animated, since imageNamed caches the data in
case I ask for it again.
However, though replacing imageNamed with imageFromContentsOfFile
works wherever I set a UIImageView's image property, doing so to load
the PNG images into my animation array results in the animation being
invisible on the device, though it works in the simulator. Here's my
code:
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
for (frameIndex = 0; frameIndex <= 30; frameIndex ++)
{
NSString *frameName = [NSString
stringWithFormat:@"clapping_i", frameIndex];
NSString *path = [[NSBundle mainBundle]
pathForResource:frameName ofType:@"png" inDirectory:@"clapping"];
UIImage *image = [UIImage
imageWithContentsOfFile:path];
if (image != nil)
{
[self.animationArray addObject:image];
}
}
[pool release];
I've tried various combinations of the inDirectory parameter, to no
avail -- it plays on the sim, not on the device. However, using
UIImage imageNamed works on the device, but uses up a lot of memory
that causes my glitch. What to do? If anyone could tell me how to
use imageFromContentsOfFile to load an array that UIImageView
startAnimating will play, i'd love to hear about it :-)
Regards,
John
Falling You - exploring the beauty of voice and sound
http://www.fallingyou.com
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