On Jan 13, 2009, at 1:03 PM, Sebastian Morsch wrote:
I am having the same problem with UIImageView, just in my case, it's
not FPS performance but running out of memory. Using +
imageWithContentsOfFile didn't seem to solve the problem. I had 20
full screen PNGs loaded at the same time to han
I am having the same problem with UIImageView, just in my case, it's
not FPS performance but running out of memory. Using +
imageWithContentsOfFile didn't seem to solve the problem. I had 20
full screen PNGs loaded at the same time to hand them over to the view
via the animationImages prope
On Jan 12, 2009, at 8:10 PM, Glenn Bloom wrote:
- When I animate a set of PNG's rather than JPEG's (again using
UIImageView's animationImages property), I am thinking I don't need
to
think about compression (or Apple optimization)? Is it then
appropriate to
think of the total memory to be c
David,
Thanks for your insight. Just have a couple of follow up questions:
- When I animate a set of PNG's rather than JPEG's (again using
UIImageView's animationImages property), I am thinking I don't need to
think about compression (or Apple optimization)? Is it then appropriate to
think of t
On Jan 10, 2009, at 12:01 PM, Alex Strand wrote:
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
As Glenn indicated, this is largely a factor of the size of the
images. Layers are considerably lighter weight than Views (with the
associated functionality loss). Of course, doing what you want to do
- depending on the animation involved - might simply be having two
image views and anima
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 ea