25/03: UIImageView maximum width
Category: General | Posted by: JohnHaselden
Just come across a fairly odd problem while attempting to create an application for a client. This application scrolls a piece of music (aka: a stave) across the screen as the user plays along with it. This stave is quite long as playing something short is pretty pointless while trying to learn music and we're using a few classes from the Quartz Core framework - have a look at the MoveMe demo from Apple for further details.
Now currently this image is roughly 2800 pixels wide and works fine on the simulator. However when it is deployed onto the iPhone, no joy - it just has corruption on the screen from the image on the previous view. Once the image has been cropped to less than 2000 pixels (we're currently on 1944 pixels) then everything works fine.
This problem isn't anything to do with the animation routines because even when we just include the image statically with no animations, we still get the same corruption on the screen. Strange, but yet another case of a discrepancy between the Simulator and the actual device.
Now currently this image is roughly 2800 pixels wide and works fine on the simulator. However when it is deployed onto the iPhone, no joy - it just has corruption on the screen from the image on the previous view. Once the image has been cropped to less than 2000 pixels (we're currently on 1944 pixels) then everything works fine.
This problem isn't anything to do with the animation routines because even when we just include the image statically with no animations, we still get the same corruption on the screen. Strange, but yet another case of a discrepancy between the Simulator and the actual device.



Dave Perry wrote: