uiimageview animation stops when user touches screen

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I have a UImageview with animated image. i am adding the uiimageview in code and its a part of a CollectionViewCell When the user touches the cell the animation stops, why does this happen?

code:

 var images: [UIImage] = []
for i in 0...10 {
   images.append(UIImage(named: "image\(i)"))
}

        let i = UIImageView(frame: CGRect(x: xPos, y: yPos, width: 200, height: 200))
        i.animationImages = images
        i.animationDuration = 0.5
        i.startAnimating()
        i.contentMode = UIViewContentMode.Center
        i.userInteractionEnabled = false

        self.addSubview(i) 

In your custom collection view cell class, write following methods to fix issue

func setSelected(selected:Bool) {

}

func setHighlighted(higlighted:Bool) {

}

iOS 7 Application Development in 24 Hours, Sams Teach Yourself: , Image views (UIImageView) do precisely what you'd think: They display You can even use an instance of UIImageView to create a simple frame-based animation with stopping, and even setting the speed at which the animation is shown. They're visually interesting, attract and keep attention, and, on a touch screen,  2 uiimageview animation stops when user touches screen Dec 15 '17. 2 What is this persistent in-call/in-progress bar called when a mobile app is backgrounded

Swift 4.0 Version:

override open var isSelected: Bool
{
    set {

    }

    get {
        return super.isSelected
    }
}

override open var isHighlighted: Bool
{
    set {

    }

    get {
        return super.isHighlighted
    }
}

iOS 8 Application Development in 24 Hours, Sams Teach Yourself: , Image views (UIImageView) do precisely what you'd think: They display You can even use an instance of UIImageView to create a simple frame-based animation with stopping, and even setting the speed at which the animation is shown. They're visually interesting, attract and keep attention, and, on a touch screen,  New UIImageView objects ignore user-input (eg. touches) by default. To handle events in a subclass, set UserInteractionEnabled = true after the object has been created. The image is scaled, sized to fit or positioned in the UIImageView according to the ContentMode property.

If you don't want any interaction then following will be the fastest way to resolve this issue: collectionView.allowsSelection = false

Sams Teach Yourself IOS 8 Application Development in 24 Hours, Image views (UIImageView) do precisely what you'd think: They display You can even use an instance of UIImageView to create a simple frame-based animation with stopping, and even setting the speed at which the animation is shown. They're visually interesting, attract and keep attention, and, on a touch screen,  An image view can store an animated image sequence and play all or part of that sequence. You specify an image sequence as an array of UIImage objects and assign them to the animation Images property. Once assigned, you can use the methods and properties of this class to configure the animation timing and to start and stop the animation. Note

Overriding isSelected, isHighlighted with empty setter will solve this issue, but it will lose those two properties to be set. I was able to solve this issue by calling imageView.startAnimating() at didSelectItemAt in UICollectionViewDelegate.

func collectionView(_ collectionView: UICollectionView, didSelectItemAt indexPath: IndexPath) {
    let item = items[indexPath.item]
    if item.hasGIF {
        let cell = collectionView.cellForItem(at: indexPath) as! ItemCell
        cell.imageView.startAnimating()
    }
}

func collectionView(_ collectionView: UICollectionView, didDeselectItemAt indexPath: IndexPath) {
    let item = items[indexPath.item]
    if item.hasGIF {
        let cell = collectionView.cellForItem(at: indexPath) as! ItemCell
        cell.imageView.startAnimating()
    }
}

IOS 7 Application Development in 24 Hours, Image views (UIImageView) do precisely what you'd think: They display You can even use an instance of UIImageView to create a simple frame-based animation with stopping, and even setting the speed at which the animation is shown. They're visually interesting, attract and keep attention, and, on a touch screen,  UIView.animateWithDuration: animation always stops at original position Tag: ios , swift , cocoa-touch , animation , uiimageview I added an ImageView in the middle of my view (no constraints set).

In TableView Use code below can solve touche cancel, touche moved and so on

- (void)tableView:(UITableView *)tableView didUnhighlightRowAtIndexPath:(NSIndexPath *)indexPath {
    [cell startAnimation];
}

iPhone for Programmers: An App-Driven Approach, The UIImageView is currently being animated, so its frame corresponds to where the animation eventually finishes. To find the location when the player touches the screen, we need to access its Core Animation layer. If the event gets handled, processing stops. In Cocoa First the view that the user interacts with receives. Here, animation is used to convey how the app works and even a first time user of the app would soon be able to make assumptions on its use and figure out its navigation without needing a tutorial. Not only do animations add to the user experience of the app, but they could be what delights and impresses your users guaranteeing repeat usage instead of uninstalling the app for a better one from the App Store.

UIImageView, For example, you can use the UIImageView class to display the contents of many you can also use the methods of this class to start and stop the animation and handling techniques to respond to touch events or other user-initiated events. To animate your changes, create a UIView Property Animator object and use its handler block to change the values of your view's properties. The UIView Property Animator class lets you specify the duration and timing of your animations, but it performs the actual animations. You can pause a property-based animator that is currently running to interrupt the animation and drive it interactively.

How To Make iOS Animations With UIImageView in Swift, When we speak about animations in iOS, we usually think to the static method animate of Method to stop the animation. In this example, we are going to use an UIImageView to make a Chromecast icon animation: Then, we must create a new IBAction for connectButton with the event touch up inside: Line 5 adds a line to the screen every time the mouse is down, but we need a line added before any mouse events Line 4 declares a new local variable var line. The local variable line in down is different from the global variable line in drag, but we need these functions to be affecting the same line None, there is no problem

4. Animation - Programming iOS 8 [Book], While the animation lasts, this movie is superimposed onto the screen. the interface by default is responsive to the user's touches, which might cause all kinds of You can combine UIImageView animation with other kinds of animation. In iOS 7, this stops the first animation dead in its tracks; the animation does resume  Move an Image with Animation I was recently working on an application where I needed to animate an image moving on the screen. It surprisingly easy to do accomplish this effect.

Comments
  • How about disable collectionView user interaction during animation?
  • Thanks, i disabled user interaction for the collectionView cell. Now it Works.
  • how can I use it?
  • You make my day! Thanks!