Re: +{NSImage imageNamed:fromBundle:]?
Re: +{NSImage imageNamed:fromBundle:]?
- Subject: Re: +{NSImage imageNamed:fromBundle:]?
- From: glenn andreas <email@hidden>
- Date: Fri, 11 Jan 2008 16:12:49 -0600
On Jan 11, 2008, at 3:34 PM, Ricky Sharp wrote:
On Jan 11, 2008, at 2:10 PM, glenn andreas wrote:
NSImage's +imageNamed: is documented as searching the named images
cache, the apps main bundle, and then the AppKit framework bundle.
Unfortunately, I've got code in a private framework that wants to
get the image stored that framework (which isn't thus searched).
Is there some way to add a framework to this search path? (Which
would be best, because it will allow any object, such as a button,
that has an image name to automatically work correctly) Or at least
a way to explicitly pass a bundle to search (via a hypothetical
+imageNamed:fromBundle:). The fall back, of course, is to get all
the possible file extensions from NSImage and manually try each and
every one of them, but I'd rather not have to duplicate this logic
(plus this fails to support the generic button using a named image
that resides in the private framework)...
As others have pointed out, use NSBundle's pathForImageResource. I
created an image factory that knows how to scan multiple areas
looking for images.
I've added code to explicitly call that, which seems to work (for a
limited use where I know that I'm going to need that image), but the
more I look at it, the more I want a global version that will update
the cache so that plain old +imageNamed: works correctly (since it
seems silly to subclass everything with an image to not only have to
look for the image in a loaded framework, but to also have to then end
up hard coding the image name, since pretty much nothing with an image
lets you access the name of the image).
I suppose I could also, at startup, go through all the images in
the framework, load them, and then do a "setName:" to get them in
the cache (but this seems like it could impact program launch times)
Well, that may not be bad since load times are often very, very
low. It's probably the case where image data is not decoded until
you're actually drawing things.
For example, all my images are PDF (to support res-ind). While my
factory loads them on-demand (and not all at once), I did measure
the total loading time over the lifetime of the app. This was the
time taken to actually alloc/init NSImage images and then call
setName:.
When the images were then _drawn_, that's where the bulk of the time
was taken. Maybe this is specific to PDF; I don't know. For PDF
the raw data is loaded, but not "decoded" until drawn; also at the
time of drawing, that's where you end up with cached reps (e.g. a
cached bitmapimagerep) that will ultimately speed up drawing for the
2nd, etc. times the image is drawn.
Yeah, I probably shouldn't be doing the premature optimization -
there's about 70 or so images currently, so I figured it would be
better to just try to load them at start up (most of them are png or
tiff files):
@interface NSBundle(NameCacheImages)
- (void) cacheNamedImages;
@end
@implementation NSBundle(NameCacheImages)
- (void) cacheNamedImages;
{
NSArray *types = [NSImage imageFileTypes];
NSEnumerator *e = [types objectEnumerator];
NSString *type;
while ((type = [e nextObject]) != nil) {
NSArray *files = [self pathsForResourcesOfType: type inDirectory: nil];
NSEnumerator *e2 = [files objectEnumerator];
NSString *path;
while ((path = [e2 nextObject]) != nil) {
NSString *name = [[path lastPathComponent]
stringByDeletingPathExtension];
NSImage *image = [NSImage imageNamed:name];
if (!image) {
NSImage *image = [[NSImage alloc] initByReferencingFile:path];
if (image) {
[image setName: name];
}
}
}
}
}
@end
The result was that it cruised through the 74 images in 0.084809
seconds, so I think I can live with that...
Glenn Andreas email@hidden
<http://www.gandreas.com/> wicked fun!
quadrium2 | build, mutate, evolve, animate | images, textures,
fractals, art
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