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Home/ Questions/Q 7627289
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Editorial Team
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Editorial Team
Asked: May 31, 20262026-05-31T05:26:22+00:00 2026-05-31T05:26:22+00:00

I’ve got this code trying to run a simple set of images in a

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I’ve got this code trying to run a simple set of images in a cycle. All I have in the app is one UIImageView declared in my View Controller’s .h file:

@property (strong, nonatomic) IBOutlet UIImageView *imageDisplay;

And the following in my .m file’s viewDidLoad method:

NSMutableArray *imageView = [[NSMutableArray alloc] init];
[imageView addObject:[[UIImageView alloc] initWithImage:[UIImage imageNamed:@"EyeAnim1.png"]]];
[imageView addObject:[[UIImageView alloc] initWithImage:[UIImage imageNamed:@"EyeAnim2.png"]]];
[imageView addObject:[[UIImageView alloc] initWithImage:[UIImage imageNamed:@"EyeAnim3.png"]]];
[imageView addObject:[[UIImageView alloc] initWithImage:[UIImage imageNamed:@"EyeAnim4.png"]]];
[imageView addObject:[[UIImageView alloc] initWithImage:[UIImage imageNamed:@"EyeAnim5.png"]]];
[imageView addObject:[[UIImageView alloc] initWithImage:[UIImage imageNamed:@"EyeAnim6.png"]]];
[imageView addObject:[[UIImageView alloc] initWithImage:[UIImage imageNamed:@"EyeAnim7.png"]]];

imageDisplay.animationImages = imageView;
imageDisplay.animationDuration = 0.25;
imageDisplay.animationRepeatCount = 50;
[imageDisplay startAnimating];

The code seems to be crashing on the “imageDisplay.animationImages” line, as if I create the UIImageView, create its getter and setter, and build, it’s fine until I uncomment that line. If I do uncomment it, it keeps giving me the error until I delete the UIImageView and create a new one.

Not too sure what’s happening, any help appreciated!

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  1. Editorial Team
    Editorial Team
    2026-05-31T05:26:22+00:00Added an answer on May 31, 2026 at 5:26 am

    animationImages array MUST contain only UIImage objects. Your array contains UIImageView objects.

    Also your code is unsafe – if one of the resources will not exist app will crash (trying to add nil object to the mutable array). This will be much safer:

    #define kNumberOfImages 7
    
    
    NSMutableArray *imageView = [[NSMutableArray alloc] init];
    
    for(NSUInteger i = 1; i <= kNumberOfImages; i++) {
        UIImage *anImage = [UIImage imageNamed:[NSString stringWithFormat:@"EyeAnim%d", i]];
        if(anImage) {
            [imageView addObject:anImage];
        }
    }
    
    self.imageDisplay.animationImages = imageView;
    self.imageDisplay.animationDuration = 0.25;
    self.imageDisplay.animationRepeatCount = 50;
    [self.imageDisplay startAnimating];
    
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