title: What's the easiest frame by frame animation technique in the iPhone sdk?
body: <p>i've been developing for the iphone platform for about 3 weeks now, and I'm trying to set up a frame by frame animation with 16 1000x1000 png images (with transparency) and plan on animating with around 100 later, so first I tried using imageNamed to animate all the images like this </p>
  
  <p><code>
      -(IBAction)startClick1:(id)sender
  {
      cloud.animationImages = [NSArray arrayWithObjects:
                               [UIImage imageNamed: @"g0000.png"],
                               [UIImage imageNamed: @"g0001.png"],
                               [UIImage imageNamed: @"g0002.png"],
                               [UIImage imageNamed: @"g0003.png"],
                               [UIImage imageNamed: @"g0004.png"],
  </code></p>
  
  <p>Now this worked fine in the simulator, but when it came to the device the device just reboots when it first attempts the animation, probably from the known memory issues with imageNamed, so after doing some research I found out that imageWithContentsOfFile is supposed to not cache the images and hopefully won't cause the iphone to reboot when the animation is requested to play so I changed my code to something like this:</p>
  
  <p><code>- (IBAction)startClick:(id)sender
  {
      gordon.animationImages = [NSArray arrayWithObjects:
                                [UIImage imageWithContentsOfFile: [[NSBundle mainBundle] pathForResource:@"g0001.png" ofType:nil] ],
      [UIImage imageWithContentsOfFile: [[NSBundle mainBundle] pathForResource:@"g0002.png" ofType:nil] ],
      [UIImage imageWithContentsOfFile: [[NSBundle mainBundle] pathForResource:@"ge0003.png" ofType:nil] ],
      [UIImage imageWithContentsOfFile: [[NSBundle mainBundle] pathForResource:@"g0004.png" ofType:nil] ],
      [UIImage imageWithContentsOfFile: [[NSBundle mainBundle] pathForResource:@"g0005.png" ofType:nil] ],
      [UIImage imageWithContentsOfFile: [[NSBundle mainBundle] pathForResource:@"g0006.png" ofType:nil] ],</code></p>
  
  <p>Now this runs buggy in the simulator and doesn't work on the device in the same way the imageNamed method did. So, what's the best and easiest way to animate a sequence of images that will run fine on the device?   Oh and when answering remember that I'm new to this platform. </p>