SwiftGif | 🌠A small UIImage extension with gif support | Animation library
kandi X-RAY | SwiftGif Summary
kandi X-RAY | SwiftGif Summary
A small UIImage extension with gif support.
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Trending Discussions on SwiftGif
QUESTION
I am using some custom code to render gif in UIImageView. Below is the link for the code used
https://github.com/swiftgif/SwiftGif/blob/master/SwiftGifCommon/UIImage%2BGif.swift
I have changed the code a bit to respect scale for different resolution devices. Below is the code.
...ANSWER
Answered 2020-Apr-15 at 12:07This issue got resolved when I set array of images directly to "animatedImages" property rather than creating UIImage using "[UIImage animatedImageWithImages:frames duration:(NSTimeInterval)]" api.
QUESTION
I have an app with 3 views, 2 of them are tableViews (lists) and on the third view Im trying load gifs through passing data (text and gifs), different for each item in the list.
I have found an extension to play gifs called SwiftGif, which works great when using in ordinary viewControllers, but the gif is not moving when passing data between tableViews.
SwiftGif contains function:
...ANSWER
Answered 2017-Aug-12 at 15:49There is one library called FLAnimatedImage. You can use this library in your code.
After this you just need to import the class and put your gif image inside your resource folder in your Xcode.
QUESTION
I do some stuff on native part of my application. Then, when I get sessionID from my server, I set it to WKWebView
. Then, I load my webpage to webview itself. The problem is, I used the function called "didfinish" for playing a gif. That function works, it is called everytime, however when I tried to stop gif, it says nil to my image view.
I put my imageview on top of a view, which covers the WKWebview
, with that user won't see, a blank view till it's fully loaded.
ANSWER
Answered 2019-Aug-29 at 11:00You are making mistake in following code of loadWeb()
method.
QUESTION
The gifs I fetch from the Giphy API
returns correctly and in fact loads properly to the uicollectionview
using SwiftGif
.
The issue only surfaces when I scroll immediately, the uicollectionview
loads either duplicate gifs or gifs that are in the incorrect index. I understand this is probably a timing issue with the delay in rendering the gif and loading the gif to the cell.
Any guidance would be appreciated as asynchronous operations are something I'm still unfamiliar with..
Also any best practices for handling gifs would be appreciated if there are any flags in the code below, specifically to support speed/memory usage.
I've tried placing various checks like seeing if the initially passed gif url is the same at the point it's loaded, and also setting the image to nil every time cellForItemAt
is fired, but to no avail. Couldn't find existing threads that clearly resolved this issue as well.
ANSWER
Answered 2019-May-16 at 00:16As you know, the cell may be reused when image loading completed.
You need to check if it is reused or not. Your passedUrlString == self.gifUrls[indexPath.item]
does not work for this purpose.
Maybe, giving a unique ID for each cell would work:
QUESTION
Followed the instructions from video: https://www.youtube.com/watch?v=Rm61mxcSD4U&t=95s
Added my animated GIF file, one.GIF
.
Tried running, but get error:
...SwiftGif: This image named "one" does not exist.
ANSWER
Answered 2019-Mar-04 at 01:48In your file one.GIF
, the extension is all uppercase. However, you can see in the source code that it's looking for lowercase .gif
.
You need to rename one.GIF
to one.gif
.
From Getting References to Bundle Resources: The Bundle Search Pattern:
Important: The bundle interfaces consider case when searching for resource files in the bundle directory. This case-sensitive search occurs even on file systems (such as HFS+) that are not case sensitive when it comes to file names.
QUESTION
I found a gif I would like to play on my LaunchScreen.storyboard, and since my research supported that Swift 4 didn't natively support playing gifs, I found a CocoaPod named SwiftGif that auto-plays gifs in a UIImageView. With SwiftGif, you have to programmatically assign the gif to the UIImageView.
let jeremyGif = UIImage.gif(name: "jeremy")
If you just select the gif from the dropdown of images in the Storyboard, it won't play. The problem is that I can't give the LaunchScreen.storyboard file (or a view inside of it) a custom class, or I will get this error. What can I do?
I'm using Xcode 9.2, Swift 4, MacBook Pro (13-inch, 2017, Four Thunderbolt 3 Ports), and macOS High Sierra 10.13.2.
Thank you!
...ANSWER
Answered 2018-Mar-18 at 19:13Unfortunately the launch screen only allows for static images to be placed. Animations or custom code is not allowed. However, you can make the feeling of an animated launch screen by presenting a view with the same image and position as the launch screen and animating the view right after launch.
QUESTION
When I try to render a GIF image (selected from photo library, whose data type is PHAsset
), I use the following code:
ANSWER
Answered 2018-Jun-14 at 19:04The memory leak may be in your own code rather than in the .gif
extension. Maybe the view controller that displays the .gif
does not deinitiazile when you close it. Wherever the leak is, here are two ways to find it:
a) A very simple approach is to add a print
command to the de-/initialization of your objects. So you can see in the console when an object should be deinitialized and free up memory but in fact doesn't, e.g.:
QUESTION
I have been testing several different extensions for viewing animated GIFs in iOS. Here are my (non-scientific) results:
...ANSWER
Answered 2017-Apr-01 at 03:26That depends on what you find most important. Higher RAM will give you better prowess to run multiple things together. Higher processing speed gives you faster results.
Read this guide that explain the difference further.
QUESTION
I'm using SwiftGif framework to animate a GIF I made, problem is I need to know which image is currently displaying.
The extension is using UIImage.animatedImage(with images: [UIImage], duration: TimeInterval) -> UIImage?
to display the animated image.
Here is how I load my gif :
...ANSWER
Answered 2017-May-07 at 12:36If someone ever needs an answer as I did, I found a way to do it.
- Load GIF with the extension's loadGif() method
- Since the images that are composing the GIF are now stored in
spikes.image.images
, I store those images in another var - Set
spikes.image = nil
to cancel animations generated fromloadGif()
method - Make a timer that keeps changing the actual image of the view
Here's how it looks like :
QUESTION
I am having issues while updating my iOS app's code to the latest version of Swift.
I have a function:
...ANSWER
Answered 2017-Jan-07 at 11:13Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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