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Home/ Questions/Q 7522427
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Editorial Team
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Editorial Team
Asked: May 30, 20262026-05-30T02:31:10+00:00 2026-05-30T02:31:10+00:00

I’m making an animation calling repeatedly this function so I can make an animation:

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I’m making an animation calling repeatedly this function so I can make an animation:

The method where I have the issue, is a method of a UIImageView’s subclass Class

 @interface MyCustomImageView : UIImageView {

& it is the following:

- (void) animationShowFrame: (NSInteger) frame {
    NSLog(@"frame: %d", frame);

    if ((frame >= animationNumFrames) || (frame < 0))
        return;

    NSData *data = [animationData objectAtIndex:frame];
    UIImage *img = [UIImage imageWithData:data];
    NSLog(@"%@",img);
    NSLog(@"data: %d", [data length]);
    [self setImage:img];
 }

The problem is that, it seems like the first image is perfectly set, but the rest of them are ignored…
NSLogging them I can see that the images are there & the data is different every time, so, they are loaded ok, even I tried to addSubview to self (the class is UIImageView’s child), through a UIImageView & they are showing, but this is not the way cause in that case I’m using too much memory…
Asking for the description in the console, I can see how self.image = nil after setting it…
I don’t know what else I can do with this, it’s driving me crazy.

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  1. Editorial Team
    Editorial Team
    2026-05-30T02:31:11+00:00Added an answer on May 30, 2026 at 2:31 am

    Try to subclass to a UIView instead to a UIImageView, and create the UIImageView as a property inside.

    @interface CustomView : UIView {
        UIImageView *imageView;
    

    Then, in animationShowFrame use that imageView:

    - (void) animationShowFrame: (NSInteger) frame {
    
        NSData *data = [animationData objectAtIndex:frame];
        UIImage *img = [UIImage imageWithData:data];
        [self.imageView setImage:img];
    }
    

    Hope it helps!

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