在阅读了SO和其他文章(见下文)的大量答案后,在将多个图像加载到动画数组中时,管理内存的最佳方法是什么?
http://www.alexcurylo.com/2009/01/13/imagenamed-is-evil/
以下是我的目标:
正如Apple所述 https://forums.developer.apple.com/thread/17888
使用UIImage(named: imageName)
缓存图像,但在我的情况下连续播放2-3个动画后iOS终止了应用程序(操作系统不响应低内存警告而是终止应用程序 - 请参阅结束下面的代码)
我不想缓存图片,而是我们可以:
这是我的代码:
// create the Animation Array for each animation
func createImageArray(total: Int, imagePrefix: String) -> [UIImage]{
var imageArray: [UIImage] = []
for imageCount in 0..<total {
let imageName = "\(imagePrefix)-\(imageCount).png"
let image = UIImage(named: imageName)! // here is where we need to address memory and not cache the images
//let image = UIImage(contentsOfFile: imageName)! // maybe this?
imageArray.append(image)
}
return imageArray
}
// here we set the animate function values
func animate(imageView: UIImageView, images: [UIImage]){
imageView.animationImages = images
imageView.animationDuration = 1.5
imageView.animationRepeatCount = 1
imageView.startAnimating()
}
// Here we call the animate function
animation1 = createImageArray(total: 28, imagePrefix: "ImageSet1")
animation2 = createImageArray(total: 53, imagePrefix: "ImageSet2")
animation3 = createImageArray(total: 25, imagePrefix: "ImageSet3")
func showAnimation() {
UIView.animate(withDuration: 1, animations: {
animate(imageView: self.animationView, images: self.animation1)
}, completion: { (true) in
//self.animationView.image = nil // Maybe we try the following?
//self.animationView.removeFromSuperview()
//self.animationView = nil
})
}
基于SO响应,看起来这可能是防止图像被缓存的最佳方法,但它似乎不适用于我的代码:
let image = UIImage(contentsOfFile: imageName)!
我也试过了,但它似乎也没有用:
func applicationDidReceiveMemoryWarning(application: UIApplication) {
NSURLCache.sharedURLCache().removeAllCachedResponses()
}
我还在完成块中尝试了以下文章(removeFromSuperview),但我也无法使其工作(请参阅上面的代码):
https://www.hackingwithswift.com/example-code/uikit/how-to-animate-views-using-animatewithduration
新守则:
// create the Animation Array for each animation
func createImageArray(total: Int, imagePrefix: String) -> [UIImage]{
var imageArray: [UIImage] = []
for imageCount in 0..<total {
let imageName = "\(imagePrefix)-\(imageCount).png"
//let image = UIImage(named: imageName)! // replaced with your code below
if let imagePath = Bundle.mainBundle.path(forResource: "ImageSet1" ofType: "png"),
let image = UIImage(contentsOfFile: imagePath) {
//Your image has been loaded }
imageArray.append(image)
}
return imageArray }
答案 0 :(得分:4)
这很简单。 UIImage(named:)
缓存图片,而UIImage(contentsOfFile:)
则不会。
如果您不希望缓存图片,请改用UIImage(contentsOfFile:)
。如果你无法使用它,那么发布你的代码,我们会帮你调试它。
请注意UIImage(contentsOfFile:)
不会在您的应用包中查找文件。它期望图像文件的完整路径。您需要使用Bundle
方法查找文件的路径,然后将该路径传递给UIImage(contentsOfFile:)
:
if let imagePath = Bundle.mainBundle.path(forResource: "ImageSet1" ofType: "png"),
let image = UIImage(contentsOfFile: imagePath) {
//Your image has been loaded
}
您的代码将所有3个动画的所有图像加载到图像数组中,并且永远不会释放它们,因此系统缓存这些图像这一事实似乎无关紧要。在内存不足的情况下,系统应该刷新映像的缓存副本,但是您的代码仍会保留阵列中的所有这些映像,因此内存不会被释放。它看起来像是你的代码导致内存问题,而不是系统的图像缓存。
您的代码可能如下所示:
func createImageArray(total: Int, imagePrefix: String) -> [UIImage]{
var imageArray: [UIImage] = []
for imageCount in 0..<total {
let imageName = "\(imagePrefix)-\(imageCount)"
if let imagePath = Bundle.main.path(forResource: imageName,
ofType: "png"),
let image = UIImage(contentsOfFile: imagePath) {
imageArray.append(image)
}
}
return imageArray
}