How to use Ios--uiimageview//initialization
uiimageview *imageview=[[uiimageview alloc] Initwithframe:cgrectmake (n., +)]; //need to set picture UIImage the first kind: [ImageView setimage:[uiimage imagenamed:@ "1.jpeg"]; //second type:nsstring *filepath=[[nsbundle Mainbundle] pathforresource:@ "1" oftype:@ "JPEG"];UIImage *images=[uiimage Imagewithcontentsoffile:filepath];//[imageview setimage:images]; //Third type:NSData *data=[nsdata Datawithcontentsoffile:filepath];UIImage *image2=[uiimage Imagewithdata:data];[ImageView Setimage:image2];
Among them, the 12th type is one, altogether two kinds:
1) when loading in imagenamed mode, the system caches the image to memory. If the image is larger, or the image is more, it consumes a lot of memory in this way, and releasing the memory of the image is a relatively troublesome thing. For example, if you use imagenamed to load an image into a dynamic array nsmutablearray and then animate the array to a animationimages of an UIView object, then this is likely to cause a memory leak. And the memory that is occupied by releasing the image is not that simple. But using imagenamed to load images also has its own advantages. The same image system will only cache it to memory once, which is very advantageous for the reuse of images. For example: You need to reload the same icon in a tableview, then load the image with Imagenamed, the system will cache the icon to memory, in the table every time the image is used, only the picture pointer to the same piece of memory. In this case, loading the image using imagenamed becomes very effective.
2) when loading with NSData mode, the image is loaded into the program by the system in data mode. When you don't need to reuse the image, or if you need to store the image as data in a database, or if you want to download a large image over the network, try to load the image using Imagewithdata.
No matter which way the image is loaded, after the image is used, be sure to remember to show free memory.
//Uiimageview Common methods
UIImage *oneimage = [UIImage imagenamed:@ "Max.png"]; Use ImageView to find a picture by name
Uiimageview *oneimageview = [[Uiimageview alloc] initwithimage:oneimage]; Add the Oneimage to the Oneimageview
Oneimageview.frame = CGRectMake (10, 10, 300, 300); Set picture position and size
Oneimageview.bounds = CGRectMake (10, 10, 280, 280); Set the position and size of the picture, if the frame is set, then it will not work
Oneimageview.backgroundcolor = [Uicolor Redcolor]; Set Background color
Oneimageview.alpha = 1.0; Set transparency
Oneimageview.contentmode = Uiviewcontentmodetop;
Have the following relative positional relationships
Uiviewcontentmodescaletofill
Uiviewcontentmodescaleaspectfit
Uiviewcontentmodescaleaspectfill
Uiviewcontentmoderedraw
Uiviewcontentmodecenter
Uiviewcontentmodetop
Uiviewcontentmodebottom
Uiviewcontentmodeleft
Uiviewcontentmoderight
Uiviewcontentmodetopleft
Uiviewcontentmodetopright
Uiviewcontentmodebottomleft
Uiviewcontentmodebottomright
Oneimageview.center = Cgpointmake (150, 300); Change the location of the picture center
Oneimageview.transform = Cgaffinetransformmaketranslation (20, 20); Move a picture a distance where 20 indicates how much you want to move in the X or Y direction, rather than how much to move.
Oneimageview.transform = Cgaffinetransformmakerotation (0.0f); Rotate the image a certain angle note: units are radians, not our most commonly used degrees, so you can write a macro definition: #define Degreestoradians (x) (m_pi* (x)/180.0)
Oneimageview.transform = Cgaffinetransformmakescale (0.5, 0.5); Among them, CGFloat Scale_w and CGFloat Scale_h respectively, the original width and height of the scale to how many times, is scaled to the original 0.5 times times
Add a click event to a picture
Be sure to set the userinteractionenabled to Yes before responding to the Click event
oneimageview.userinteractionenabled = YES; Set up pictures to interact
UITapGestureRecognizer *singletap = [[UITapGestureRecognizer alloc] initwithtarget:self action: @selector ( Tapimageview:)]; Set gestures
[Oneimageview Addgesturerecognizer:singletap]; Add a pack to a picture
Oneimageview.hidden = NO; Hide or Show picture Yes to hide
[Oneimageview SizeToFit]; Resize the picture to be the same as the content picture
Oneimageview.highlightedimage = (UIImage *) hightlightedimage; Set the picture to display when highlighting
Set the picture to play continuously, achieve the animation effect
Oneimageview.animationimages = [Nsarray arraywithobjects:[uiimageimagenamed:@ "Max.png"], [UIImage imageNamed:@] Min.png "], nil];
Oneimageview.animationduration = 0.3f; Set the time to cycle once
Oneimageview.animationrepeatcount = 0; The number of cycles. Set to 0 o'clock Wireless loop
[Oneimageview startanimating]; Start animation
[Oneimageview stopanimating]; Stop animation
Get pictures from the network
UIImage *urlimage = [UIImage imagewithdata:[nsdata datawithcontentsofurl:[nsurl urlwithstring:@ "www.baidu.com"]];
Add to view and free up memory
[Self.view Addsubview:oneimageview];
[Oneimageview release], Oneimageview = nil;
How to use Ios--uiimageview