On Aug 9, 2009, at 1:31 AM, John Michael Zorko wrote:
Wow, it's late ... I forgot some of the code in the last email --
here's all of it (still not much, no worries). I see the "program
exited with signal:0" error after this code runs for awhile, and
there's no backtrace.
... and I run a
Kyle et al,
Wow, it's late ... I forgot some of the code in the last email --
here's all of it (still not much, no worries). I see the "program
exited with signal:0" error after this code runs for awhile, and
there's no backtrace.
On my view controller is:
- (void)showAnimation
{
//
Kyle et al,
BTW, the issue I see is the infamous "program exited with signal:0"
error, with no backtrace.
On Aug 8, 2009, at 10:24 PM, Kyle Sluder wrote:
On Aug 8, 2009, at 8:14 PM, John Michael Zorko
wrote:
My question -- what is the correct way to release the UIImageView's
animated
Kyle et al,
No problem -- here's my code. There is obviously something i'm not
getting, so any help is truly appreciated.
First, my view controller has a showAnimation method that is called to
play the currently loaded animation:
- (void)showAnimation
{
// only play the animation if
On Aug 8, 2009, at 8:14 PM, John Michael Zorko wrote:
My question -- what is the correct way to release the UIImageView's
animatedImages array? I assign an NSMutableArray to it, play the
animation, then set the UIImageView's animatedImages to nil. I then
release the NSMutableArray and re
Hello, all ...
I'm running a little test right now on my iPod Touch, where i'm
loading a flip animation (49 PNGs), playing it and unloading it every
10 seconds. I see what appears to be a memory leak in Instruments,
though -- perhaps 2K every time I play an animation.
My question -- wha