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Home/ Questions/Q 6681453
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Editorial Team
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Editorial Team
Asked: May 26, 20262026-05-26T04:35:31+00:00 2026-05-26T04:35:31+00:00

Any idea why this crashes? What am I doing wrong? Thanks! -(IBAction)animationOneStart { NSMutableArray*

  • 0

Any idea why this crashes? What am I doing wrong?

Thanks!

-(IBAction)animationOneStart { 

NSMutableArray* arrayOfImages = [[NSMutableArray alloc]initWithCapacity:10];

for(int count = 1; count <= 22; count++)
{
    NSString *path = [NSString stringWithFormat:@"testDance3_%03d.jpg", count];
    UIImage* img = [[UIImage alloc]initWithContentsOfFile:path];
    [arrayOfImages addObject:img];
    [img release];
}

loadingImageView.animationImages = arrayOfImages;
[arrayOfImages release];

loadingImageView.animationDuration = 3;
loadingImageView.animationRepeatCount = 1; //Repeats indefinitely

[loadingImageView startAnimating];

loadingImageView.animationImages = nil;
[loadingImageView release];
}
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  1. Editorial Team
    Editorial Team
    2026-05-26T04:35:32+00:00Added an answer on May 26, 2026 at 4:35 am

    Try initializing your NSMutableDictionary with capacity for the same quantity of object’s you’ll be storing in it. If that doesn’t work, I’d try to comment out these two lines:

    //loadingImageView.animationImages = nil;
    //[loadingImageView release];
    

    In the scope of this code, your other calls appear balanced. But we can’t see what’s happening inside loadingImageView, and so my guess is that either the loadingImageView itself or it’s animations are being released prematurely.

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