nelfurion
nelfurion

Reputation: 141

UIImage imageNamed: name returns nil the second time

I have this piece of code I use to test animations in iOS. The goal is to load 4 png's and animate them in an UIImageView. I have an NSMutableArray imageNames in which I keep the paths to the images. It gets filled correctly. Then when I try to use it to create UIImage it works the first time, but it returns nil afterwards. Why does this happen? I can't wrap my head around this.

for (NSInteger i = 0; i < imageNames.count; i++) {
    NSString *name = [imageNames objectAtIndex:i];
    [images addObject:[UIImage imageNamed:name]];
}

Here's the full code:

- (void)viewDidLoad
{
    [super viewDidLoad];
    UIView *test = [[UIView alloc] initWithFrame:CGRectMake(200, 200, 50, 50)];
    test.backgroundColor = [UIColor purpleColor];
    [self.view addSubview:test];
    self.view.backgroundColor = [UIColor greenColor];
    NSMutableArray *imageNames = [[NSMutableArray alloc] initWithCapacity:4];

    NSString *basePath = @"/Users/johndoe/Desktop/soa/SoA/SoA/Models/firefly/";
    // Load images
    for (NSInteger i = 0; i < 4; i++) {
        NSMutableString *fullPath = [NSMutableString stringWithString:basePath];
        [fullPath appendFormat:@"SMALL_0000_Capa-%ld.png", i + 1];
        [imageNames addObject:fullPath];
//        [fullPath appendString:@"SMALL_0000_Capa-1.png"];

    }

    NSMutableArray *images = [[NSMutableArray alloc] init];
    for (NSInteger i = 0; i < imageNames.count; i++) {
        NSString *name = [imageNames objectAtIndex:i];
        [images addObject:[UIImage imageNamed:name]];
    }

    // Normal Animation
    UIImageView *animationImageView = [[UIImageView alloc] initWithFrame:CGRectMake(60, 95, 86, 193)];
    animationImageView.animationImages = images;
    animationImageView.animationDuration = 0.5;

    [self.view addSubview:animationImageView];
    [animationImageView startAnimating];
}

Upvotes: 2

Views: 495

Answers (2)

mxmlc
mxmlc

Reputation: 479

Well, as you said that it's for learning purposes I've tried your code and the only real problem I found is the one pointed by @rmaddy. I don't know where your image is stored exactly but I tried it adding 4 images as Assets and changed your code from this:

NSString *basePath = @"/Users/johndoe/Desktop/soa/SoA/SoA/Models/firefly/";
// Load images
for (NSInteger i = 0; i < 4; i++) {
    NSMutableString *fullPath = [NSMutableString stringWithString:basePath];
    [fullPath appendFormat:@"SMALL_0000_Capa-%ld.png", i + 1];
    [imageNames addObject:fullPath];
}

to this:

// Load images
for (NSInteger i = 0; i < 4; i++) {
    NSString *path = [NSString stringWithFormat:@"pos%i", i];
    [imageNames addObject:path];
}

and I think it worked as you expected.

Upvotes: 1

willianPoliciano
willianPoliciano

Reputation: 31

Try to replace your

animationImageView.animationImages = images;

by this method:

[animationImageView setAnimationImagesWithUIImageViewSize:images];

This solution is provided by using this category: UIImageView+AnimationImages.m

Upvotes: 0

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