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Home/ Questions/Q 974587
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Editorial Team
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Editorial Team
Asked: May 16, 20262026-05-16T03:27:29+00:00 2026-05-16T03:27:29+00:00

I had that question before, tried as answered, but still it does not work.

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I had that question before, tried as answered, but still it does not work.

Before I allocated with:

imageArray_danceright =  [[NSArray alloc] initWithObjects:

I came adviced to do like bellow, but now it crash immediatly after second anim is called:


//init areas:

imageArray_stand = [NSArray arrayWithObjects:
[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"FrankieSingtRetime_0001" ofType:@"jpg"]],
[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"FrankieSingtRetime_0002" ofType:@"jpg"]],
[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"FrankiePeaceRetime_0003" ofType:@"jpg"]],nil];


imageArray_danceleft = [NSArray arrayWithObjects: 
[UIImage imageWithContentsOfFile:[[NSBundle mainBundle]   pathForResource:@"FrankiePeaceRetime_0001" ofType:@"jpg"]],
.. 40 images
[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"FrankiePeaceRetime_0040" ofType:@"jpg"]],nil];

imageArray_danceright = [NSArray arrayWithObjects: 
[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"FrankiePeaceRetime_0041" ofType:@"jpg"]],
.. 40 images
[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"FrankiePeaceRetime_0080" ofType:@"jpg"]],nil];


//start:
[myimageview setAnimationImages:imageArray_stand];


myimageview.animationDuration = 0.23;
myimageview.contentMode = UIViewContentModeBottomLeft;
myimageview.animationRepeatCount = 0.0;
myimageview.image = [myimageview.animationImages objectAtIndex:1];
[myimageview startAnimating];


// ------ in my 'touchesBegan" i have:

if ([touch view] == overlay_fuesserechts) { 
    [myimageview.animationImages release];
    [myimageview setAnimationImages:imageArray_danceright];

    myimageview.animationDuration = 2.0;
    myimageview.contentMode = UIViewContentModeBottomLeft;
    myimageview.animationRepeatCount = 0;
    [myimageview startAnimating];
}


- (void)dealloc {
[imageArray_stand release];
imageArray_stand=nil;
[imageArray_danceright release];
imageArray_danceright=nil;
[imageArray_danceleft release];
imageArray_danceleft=nil;       
    super dealloc];
 }

Its starts with the “stand” animation.. but when i fire touchesbegan it crashes immediatly at:

    [myimageview setAnimationImages:imageArray_danceright];

and i have no idea. I tried so many things. Now I hope you have an idea.

thx
chris

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-16T03:27:30+00:00Added an answer on May 16, 2026 at 3:27 am

    Because you are autoreleasing your image arrays, by the time it gets to TouchesBegan they have already been released.
    Who told you to use arrayWithObjects instead of alloc – initWithObjects ?
    It sounds like your earlier version would have been more correct. What was the problem you were having with that?

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