Re: Using UIImageView for animations
Re: Using UIImageView for animations
- Subject: Re: Using UIImageView for animations
- From: "Glenn Bloom" <email@hidden>
- Date: Sun, 11 Jan 2009 12:04:56 -0500
I don't think I see this issue in my own code using UIImageView with a like
number of JPEG's. How large are yours? For a variety of reasons, I have
found that optimizing mine as 150KB or less each is acceptable for 480 * 320
pixel images. On the other hand, while speed appears fine (and I can easily
speed it up or slow it down by setting duration), I am just eyeballing it to
confirm that there are no skipped frames - my next step should be to use
Instruments to confirm this - I believe there is a Instrument that supports
doing this as well.
Message: 3
Date: Sat, 10 Jan 2009 12:01:46 -0800
From: Alex Strand <email@hidden>
Subject: Using UIImageView for animations
To: email@hidden
Message-ID: <email@hidden>
Content-Type: text/plain; charset=US-ASCII; format=flowed; delsp=yes
Hi!
I'm taking a set of 10-20 jpegs that I'd like to animate. I started
out just using a UIImageView using setAnimationImages: and everything
worked fantastically in the simulator but testing it on my device
basically makes it slow to the point where it is unresponsive. I've
done some searching around and some people indicate that they are able
to use CALayers to get this same effect but before going down that
path I thought I would ask you folks.
What is the best way of doing this?
Alex
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