@jnoxt Thanks, I'll give your method a try the next time I need an animation. Yes, this is a bit old; at the time I seem to remember that I had some performance issues on HW (on the 3gs phone) using other (simpler) methods as well as some difficulty with the OS holding onto the memory for the frames of the animation after I had explicitly released them. At the time (back in the iOS 3.0 days) this was the only method that seemed to alleviate those problems. Don't recall the details, though ...
@jnoxt Awwh, yes...maybe this is not the case with iOS 4 & 5 (or maybe it is still the case), but I do remember that method, and that it did not scale well when using hundreds of images. I don't recall if performance was sub par, or resources weren't being properly release or what. Regardless, it might be time to reexamine that method for animating large sets of images; it is certainly much simpler.
Thank U for your sharing.
warachot 6 months ago
@warachot You're welcome.
myiphoneadventure 6 months ago
Great job, thanks especially for being very detailed with what the methods do...
175726 7 months ago
@175726 Thank you.
myiphoneadventure 7 months ago
No offense, looks great, but there are alot of easier ways to do this. I see this video is quite old, but just wanted to pop it in :)
All u need is an Animation Block actually.
Create an UIImageView, set that to bounds of screen.
Then add an array of images to this --> loadingScreen.animationImages
Then u can set duration, repeatcount etc to this loadingScreen (UIIMageView)
jnoxt 8 months ago
@jnoxt Thanks, I'll give your method a try the next time I need an animation. Yes, this is a bit old; at the time I seem to remember that I had some performance issues on HW (on the 3gs phone) using other (simpler) methods as well as some difficulty with the OS holding onto the memory for the frames of the animation after I had explicitly released them. At the time (back in the iOS 3.0 days) this was the only method that seemed to alleviate those problems. Don't recall the details, though ...
myiphoneadventure 8 months ago
@myiphoneadventure UIImageView* loadingScreen = [[UIImageView alloc] initWithFrame:self.window.frame]; loadingScreen.animationImages = [NSArray arrayWithObjects: [UIImage imageNamed:@"C64-1.png"], [UIImage imageNamed:@"C64-2.png"],nil]; loadingScreen.animationDuration = 1.75; loadingScreen.animationRepeatCount = 3; [loadingScreen startAnimating]; [self.window addSubview:loadingScreen];
jnoxt 8 months ago
@jnoxt Awwh, yes...maybe this is not the case with iOS 4 & 5 (or maybe it is still the case), but I do remember that method, and that it did not scale well when using hundreds of images. I don't recall if performance was sub par, or resources weren't being properly release or what. Regardless, it might be time to reexamine that method for animating large sets of images; it is certainly much simpler.
myiphoneadventure 8 months ago
I copied without comments in there, because it was too big :) That works just great ;)
Good luck.
jnoxt 8 months ago
Nice tutorial man!
AiMRisK 9 months ago
@AiMRisK Thanks.
myiphoneadventure 9 months ago
why is it that ios applications can manage 60fps without stuttering while others stutter? is there a code to add to do that?
saquibs20 10 months ago
Comment removed
saquibs20 10 months ago
Hi, thanks for the great tut. I am a new to this (hence the tuts).
- (void)viewDidLoad {
says it's undeclared, and
@end
says it expected declaration or statement.
Any thoughts , am I just not getting it. I went over everything a few times.
Thanks
TheAuldskool 10 months ago
@TheAuldskool Not sure.
myiphoneadventure 10 months ago
Thanks alot :-)
mrpalnor 11 months ago
that was perfect ,,,
thank you so much ...
if you know how to make a comic book
can you plzzzzzzzzzzzzzzzzz
do it for me i have been trying for a long time
thank you bro any way
taruot 1 year ago