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Re: NSImage imageNamed
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Re: NSImage imageNamed


  • Subject: Re: NSImage imageNamed
  • From: David Remahl <email@hidden>
  • Date: Sun, 8 Jul 2001 20:18:25 +0200

Actually, practiacally all + functions that aren't alloc or new autorelease the object...That includes all the combined alloc/inits.

If you didn't retain them, maybe you didn't use them past the end of the function you created them in?

/ david

Hmmm... are you sure that the imageNamed image is autoreleased? I mean, I realize it should be since it is a static factory method, but boy, if it is, now I'm REALLY confused. I hadn't retained any of the three images that I'm compositing all over my app, yet it never ever crashed... just dumb luck? Although I checked, and now everywhere in my code, (after many times through the runloop, the retain count is now 2... doesn't seem right.

In any event, I added the retain, and it didn't change the original behavior I was asking about.

I guess the question is, does imageNamed BLOCK until the image is fully loaded and ready to paint? or is it asynch in any way at all?

I note that if you load an image from an url, you have to call loadInForeground to get it to be synchronously loaded...

I use this function a lot and I don't seem to have any problems with it
although make sure you are retaining it correctly. You will need to do
something to this affect...

NSImage *myImage = [[NSImage imageNamed:@"image.jpg"] retain];

I usually create the instance in initWithFrame: and it seems to work
there.
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References: 
 >Re: NSImage imageNamed (From: Tom Waters <email@hidden>)

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