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	<title>Comments on: Images and Caching</title>
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	<link>http://iPhoneDeveloperTips.com/memory-management/images-and-caching.html</link>
	<description>iOS Developer Tips, Tricks and Tutorials.</description>
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	<item>
		<title>By: Rev John</title>
		<link>http://iPhoneDeveloperTips.com/memory-management/images-and-caching.html#comment-55795</link>
		<dc:creator>Rev John</dc:creator>
		<pubDate>Sat, 16 Jul 2011 13:31:01 +0000</pubDate>
		<guid isPermaLink="false">http://iPhoneDeveloperTips.com/?p=2310#comment-55795</guid>
		<description>HI,  I&#039;m having the same problem with UIImage&#039;s not releasing.  I&#039;m generating UIImages with a bit-bucket, creating them on the fly and swapping the UIImageView&#039;s image.  Is there a way to edit the UIImageView&#039;s Image directly?  (ie. change the color of a specific pixel, without removing the UIImage from the UIImageView, and get it to redraw.)  Currently, I&#039;m flushing the UIImage, making a new one, and assigning it to the UIImageView.  This works.  Shows no MemLeaks.  But on the iPhone (3Gs) after about 100 image replacements, CRASHES.  Cache&#039;n issue?  The memory summation seems to be hitting the phone&#039;s limit if cache not releasing, however, Simulator does not show memory consumption with each image swap.  Stays flatlined without leaks.

Note:  topologyImage array is the RGBA pixel-bucket.  The REF variables are not released.  Every attempt to do so, crashes next call.  Without, Instruments reports no leaks.

Make room for me on the imageNamed:bandwagon.  However, imageWithCGImage seems to have the same cache&#039;n nightmare.  Any alternatives?

=========

	CGColorSpaceRef colorSpaceRef=CGColorSpaceCreateDeviceRGB();
	CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault &#124; kCGImageAlphaLast;
	CGColorRenderingIntent renderingIntent=kCGRenderingIntentDefault;
	CGDataProviderRef provider=CGDataProviderCreateWithData(NULL,topologyImage,(I*I*4),NULL);
	CGImageRef imageRef=CGImageCreate(I,I,8,4*8,4*I,colorSpaceRef,bitmapInfo,provider,NULL,false,renderingIntent);
				
	UIImage *img=[UIImage imageWithCGImage:imageRef];
	if( IMG[NDXtopo].vw ) {
		[IMG[NDXtopo].vw setImage:img];
		}
	else {
		IMG[NDXtopo].vw=[[UIImageView alloc] initWithImage:img];
		[master.view addSubview:IMG[NDXtopo].vw];
		}</description>
		<content:encoded><![CDATA[<p>HI,  I&#8217;m having the same problem with UIImage&#8217;s not releasing.  I&#8217;m generating UIImages with a bit-bucket, creating them on the fly and swapping the UIImageView&#8217;s image.  Is there a way to edit the UIImageView&#8217;s Image directly?  (ie. change the color of a specific pixel, without removing the UIImage from the UIImageView, and get it to redraw.)  Currently, I&#8217;m flushing the UIImage, making a new one, and assigning it to the UIImageView.  This works.  Shows no MemLeaks.  But on the iPhone (3Gs) after about 100 image replacements, CRASHES.  Cache&#8217;n issue?  The memory summation seems to be hitting the phone&#8217;s limit if cache not releasing, however, Simulator does not show memory consumption with each image swap.  Stays flatlined without leaks.</p>
<p>Note:  topologyImage array is the RGBA pixel-bucket.  The REF variables are not released.  Every attempt to do so, crashes next call.  Without, Instruments reports no leaks.</p>
<p>Make room for me on the imageNamed:bandwagon.  However, imageWithCGImage seems to have the same cache&#8217;n nightmare.  Any alternatives?</p>
<p>=========</p>
<p>	CGColorSpaceRef colorSpaceRef=CGColorSpaceCreateDeviceRGB();<br />
	CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault | kCGImageAlphaLast;<br />
	CGColorRenderingIntent renderingIntent=kCGRenderingIntentDefault;<br />
	CGDataProviderRef provider=CGDataProviderCreateWithData(NULL,topologyImage,(I*I*4),NULL);<br />
	CGImageRef imageRef=CGImageCreate(I,I,8,4*8,4*I,colorSpaceRef,bitmapInfo,provider,NULL,false,renderingIntent);</p>
<p>	UIImage *img=[UIImage imageWithCGImage:imageRef];<br />
	if( IMG[NDXtopo].vw ) {<br />
		[IMG[NDXtopo].vw setImage:img];<br />
		}<br />
	else {<br />
		IMG[NDXtopo].vw=[[UIImageView alloc] initWithImage:img];<br />
		[master.view addSubview:IMG[NDXtopo].vw];<br />
		}</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Basri</title>
		<link>http://iPhoneDeveloperTips.com/memory-management/images-and-caching.html#comment-40703</link>
		<dc:creator>Basri</dc:creator>
		<pubDate>Tue, 15 Feb 2011 06:54:17 +0000</pubDate>
		<guid isPermaLink="false">http://iPhoneDeveloperTips.com/?p=2310#comment-40703</guid>
		<description>Do you have to release the image using the second method like this?

NSString* imagePath = [[NSBundle mainBundle] pathForResource:@&quot;inbox&quot; ofType:@&quot;png&quot;];		
UIImage *inbox = [UIImage imageWithContentsOfFile:imagePath];
UIImageView *inboxView = [[UIImageView alloc] initWithImage:inbox];		

//Do somthing
	
[inbox release];
[inboxView release];

OR


NSString* imagePath = [[NSBundle mainBundle] pathForResource:@&quot;inbox&quot; ofType:@&quot;png&quot;];		
UIImage *inbox = [[UIImage alloc] imageWithContentsOfFile:imagePath];
UIImageView *inboxView = [[UIImageView alloc] initWithImage:inbox];		

//Do somthing
	
[inbox release];
[inboxView release];</description>
		<content:encoded><![CDATA[<p>Do you have to release the image using the second method like this?</p>
<p>NSString* imagePath = [[NSBundle mainBundle] pathForResource:@&#8221;inbox&#8221; ofType:@&#8221;png&#8221;];<br />
UIImage *inbox = [UIImage imageWithContentsOfFile:imagePath];<br />
UIImageView *inboxView = [[UIImageView alloc] initWithImage:inbox];		</p>
<p>//Do somthing</p>
<p>[inbox release];<br />
[inboxView release];</p>
<p>OR</p>
<p>NSString* imagePath = [[NSBundle mainBundle] pathForResource:@&#8221;inbox&#8221; ofType:@&#8221;png&#8221;];<br />
UIImage *inbox = [[UIImage alloc] imageWithContentsOfFile:imagePath];<br />
UIImageView *inboxView = [[UIImageView alloc] initWithImage:inbox];		</p>
<p>//Do somthing</p>
<p>[inbox release];<br />
[inboxView release];</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Paul van Dijk</title>
		<link>http://iPhoneDeveloperTips.com/memory-management/images-and-caching.html#comment-2552</link>
		<dc:creator>Paul van Dijk</dc:creator>
		<pubDate>Fri, 29 May 2009 07:46:09 +0000</pubDate>
		<guid isPermaLink="false">http://iPhoneDeveloperTips.com/?p=2310#comment-2552</guid>
		<description>Thank you, im working with more than 100 1700x1200 jpg&#039;s in my app and had memory issues.
This seems to fix the problem. 

Thanks very much!!!</description>
		<content:encoded><![CDATA[<p>Thank you, im working with more than 100 1700&#215;1200 jpg&#8217;s in my app and had memory issues.<br />
This seems to fix the problem. </p>
<p>Thanks very much!!!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Roger Nolan</title>
		<link>http://iPhoneDeveloperTips.com/memory-management/images-and-caching.html#comment-2551</link>
		<dc:creator>Roger Nolan</dc:creator>
		<pubDate>Fri, 29 May 2009 07:10:26 +0000</pubDate>
		<guid isPermaLink="false">http://iPhoneDeveloperTips.com/?p=2310#comment-2551</guid>
		<description>John,

You&#039;ve joined a bandwagon complaining about imageNamed. Do you actually have some insight into why  the performance is so bad? Does the imageNamed cache ignore memory warnings?

I&#039;ve created a &lt;a href=&quot;http://stackoverflow.com/questions/924740/dispelling-the-uiimage-imagenamed-fud&quot; rel=&quot;nofollow&quot;&gt;SO question &lt;/a&gt; for any answers.

r</description>
		<content:encoded><![CDATA[<p>John,</p>
<p>You&#8217;ve joined a bandwagon complaining about imageNamed. Do you actually have some insight into why  the performance is so bad? Does the imageNamed cache ignore memory warnings?</p>
<p>I&#8217;ve created a <a href="http://stackoverflow.com/questions/924740/dispelling-the-uiimage-imagenamed-fud" rel="nofollow">SO question </a> for any answers.</p>
<p>r</p>
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