Reputation: 39376
The following code used to work when built with iOS 3.x. Now with 4.x it doesn't work. In other words, I can run two identical apps, on the same device, one built against a per-4.x release and the other with 4.3, and in the latter, isAnimating doesn't change values unless the screen is tapped or the orientation changes.
Here is the relevant code. I started with a View based template in Xcode.
- (void)viewDidLoad {
[super viewDidLoad];
iv.animationImages = [NSArray arrayWithObjects:
[UIImage imageNamed:@"timer00.png"],
[UIImage imageNamed:@"timer01.png"],
[UIImage imageNamed:@"timer02.png"],
[UIImage imageNamed:@"timer03.png"],
[UIImage imageNamed:@"timer04.png"],
[UIImage imageNamed:@"timer05.png"],
[UIImage imageNamed:@"timer06.png"],
[UIImage imageNamed:@"timer07.png"],
[UIImage imageNamed:@"timer08.png"],
[UIImage imageNamed:@"timer09.png"],
[UIImage imageNamed:@"timer10.png"],
[UIImage imageNamed:@"timer11.png"],
[UIImage imageNamed:@"timer12.png"],
[UIImage imageNamed:@"timer13.png"],
[UIImage imageNamed:@"timer14.png"],
[UIImage imageNamed:@"timer15.png"],
[UIImage imageNamed:@"timer16.png"],
[UIImage imageNamed:@"timer17.png"],
[UIImage imageNamed:@"timer18.png"],
[UIImage imageNamed:@"timer19.png"],
[UIImage imageNamed:@"timer20.png"],
[UIImage imageNamed:@"timer21.png"],
[UIImage imageNamed:@"timer22.png"],
[UIImage imageNamed:@"timer23.png"],
[UIImage imageNamed:@"timer24.png"],
[UIImage imageNamed:@"timer25.png"],
[UIImage imageNamed:@"timer26.png"],
[UIImage imageNamed:@"timer27.png"],
[UIImage imageNamed:@"timer28.png"],
[UIImage imageNamed:@"timer29.png"],
[UIImage imageNamed:@"timer30.png"],
[UIImage imageNamed:@"timer31.png"],
[UIImage imageNamed:@"timer32.png"],
[UIImage imageNamed:@"timer33.png"],
[UIImage imageNamed:@"timer34.png"],
[UIImage imageNamed:@"timer35.png"],
[UIImage imageNamed:@"timer36.png"], nil];
iv.animationDuration = 5.0;
iv.animationRepeatCount = 1;
[iv startAnimating];
timer = [NSTimer scheduledTimerWithTimeInterval:0.5
target:self
selector:@selector(periodicallyUpdateView)
userInfo:nil
repeats:YES];
}
- (void)periodicallyUpdateView {
if ([iv isAnimating]) {
NSLog(@"it is animating");
}
else {
NSLog(@"it is NOT animating");
}
}
Is anyone else seeing this?
Upvotes: 3
Views: 610
Reputation: 5088
This would be much much more efficient if you setup a timer. The problem you're facing may not be that UIImageView is broken but rather that the image view takes a very long time to load the animation.
I'd recommend something like this.
NSTimer *imageTimer;
int animationCount;
- (void)startAnimation
{
imageTimer = [NSTimer scheduledTimerWithTimeInterval:.1 target:self selector:@selector(switchImage) userInfo:nil repeats:YES];
}
- (void)switchImage
{
NSString *imageName = [NSString stringWithFormat:@"timer%i" , animationCount];
UIImage *image = [UIImage imageNamed:imageName];
someImageView.image = image;
}
Upvotes: 1