在我的ipad应用程序中,我正在使用UIGraphicsGetImageFromCurrentImageContext(),内存增加非常高,应用程序崩溃了一段时间。代码如下:
UIImage * blendImages(UIImage *background, UIImage *overlay)
{
UIImageView* imageView = [[UIImageView alloc] initWithFrame:CGRectMake(0.0, 0.0, 1024.0,700.0)];
UIImageView* subView = [[UIImageView alloc] initWithFrame:CGRectMake(0.0, 0.0, 1024.0,700.0)];
subView.alpha = 1.0;
[imageView addSubview:subView];
imageView.image=background;
subView.image=overlay;
UIGraphicsBeginImageContext(imageView.frame.size);
[imageView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage* blendedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
[subView release];
[imageView release];
return blendedImage;
}
方法blendImages在循环中调用,我给了自动释放池 我在使用UIGraphicsGetImageFromCurrentImageContext()时遇到过与内存提升有关的类似问题,但遗憾的是没有正确答案,请帮忙.. ?????
答案 0 :(得分:0)
我认为问题不在于此代码中。 UIGraphicsGetImageFromCurrentImageContext()返回自动释放的 UIImage *。自动释放的对象保留在自动释放池中,直到明确耗尽为止。你说你已经管理了autoreleasepool并且没有解决它。它确实为我尝试了以下代码:
-(void)someMethod{
//interesting stuff
//start a new inner pool
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc]init];
UIImage* image = [blendImages(backGround, overlay)retain];
//do things with image
//first release our strong reference to the object
[image release];
//drain the inner pool from all autoreleased objects
[pool release];
}
您还可以使用CGBitmapContextCreateImage从上下文中获取保留的CGImage。然后,您可以在完成后显式调用CGImageRelease
希望这能回答你的问题