objective c - Did OS4 change how the iPhone reads code? -


3.2 The code I wrote for displays differently in OS4. There is still no error, just new bugs

So I am starting imaging, IBAction is one of the 86 cases of production of random and random number resulting in animation and image production. The only difference between the code between 0 and 86 is that the final imageView.image (I did not want to do the last 86 copies of the same code to be wired through the bus) does not matter what the matter is. Animation Image View. The bug is that the first time I run the operation, imageView.animationImages shows my animation, then instead of going to the code and going to the image, view.image = [UIImage imageNamed: @ "image36.png"], it just shows Whatever I have set in the interface builder is the actual image view background. And sometimes it runs an image view for animation and another image for a case. any idea?

  - (IBAction) randomize {int number = arc4random ()% 86; Switch (number) {case 0: imageView.animationImages = [NSArray arrayWithObjects: [UIImage imageNamed: @ "image1.png"], [UIImage imageNamed: @ "image2.png"], [UIImage imageNamed: @ "image3.png" ], [UIImage imageNamed: @ "image4.png"], [UIImage imageNamed: @ "image5.png"], [UIImage imageNamed: @ "image6.png"], [UIImage imageNamed: @ "image7.png"], [UIImage imageNamed: @ "image8.png"], [UIImage imageNamed: @ "image9.png"], [UIImage imageNamed: @ "image10.png"], [UIImage imageNamed: @ "image0.png"], zero] ; ImageView.animationDuration = 0.50; [Set ImageView Animation Recurrence Number: 1]; [ImageView startAnimating]; ImageView.image = [UIImage imageNamed: @ "image36.png"]; break; Case 1: imageView.animationImages = [NSArray arrayWithObjects: [UIImage imageNamed: @ "image1.png"], [UIImage imageNamed: @ "image2.png"], [UIImage imageNamed: @ "image3.png"], [UIImage imageNamed : @ "Image4.png"], [UIImage imageNamed: @ "image5.png"], [UIImage imageNamed: @ "image6.png"], [UIImage imageNamed: @ "image7.png"], [UIImage imageNamed: @ "Image8.png"], [UIImage imageNamed: @ "image9.png"], [UIImage imageNamed: @ "image10.png"], [UIImage imageNamed: @ "image0.png"], zero]; ImageView.animationDuration = 0.50; [Set ImageView Animation Recurrence Number: 1]; [ImageView startAnimating]; ImageView.image = [UIImage imageNamed: @ "image37.png"]; break;  

If I have to guess, you do not miss break status at random intervals. 86 cases please consider any method to reconstruction ...


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