对于我正在制作的应用程序,我对iOS设备中的图像存储感到满意。
我的要求是将一个Image加载到tableViewCell上,比如UITableViewCell的默认图像空间,因此不是背景图像。
现在,用户可以通过PhotoDirectory添加图像,也可以拍摄全新的图像。
如果拍摄了新图像,该图像应该优先存储在哪里?在默认的照片目录中?或者在应用程序沙箱的文档文件夹中?
因为这些是图像文件,我担心应用程序包中的商店图像会变得很大,我担心我不会超过尺寸限制。
虽然性能明智......什么是更好的选择?
答案 0 :(得分:-1)
我有一个应用程序也可以完成你描述的一些事情。我的解决方案是创建一个我称之为imageStore的单例。您可以找到有关单身here
的信息在这个imageStore中,我存储了所有“全尺寸”图像;但是,和你一样,我担心这些图像的大小,所以我使用缩略图而不是直接使用它们。我做的是这个。对于我想在表中表示的每个对象,我确保该对象具有一个UIImage,它定义为thumnail大小(64x64或您想要的任何大小)。然后创建一个对象,我创建一个与对象一起存储的缩略图。我使用这个缩略图代替较大的图像,我可以在其中使用它,就像在表格单元格上一样。
我目前不在我的Mac后面,但如果你愿意,我可以稍后发布一些代码来演示单例以及缩略图的创建和使用。
这是我的ImageStore头文件
#import <Foundation/Foundation.h>
@interface BPImageStore : NSObject {
NSMutableDictionary *dictionary;
}
+ (BPImageStore *)defaultImageStore;
- (void)setImage:(UIImage *)i forKey:(NSString *)s;
- (UIImage *)imageForKey:(NSString *)s;
- (void)deleteImageForKey:(NSString *)s;
@end
这是ImageStore.m文件 - 我的Singleton
#import "BPImageStore.h"
static BPImageStore *defaultImageStore = nil;
@implementation BPImageStore
+ (id)allocWithZone:(NSZone *)zone {
return [[self defaultImageStore] retain];
}
+ (BPImageStore *)defaultImageStore {
if(!defaultImageStore) {
defaultImageStore = [[super allocWithZone:NULL] init];
}
return defaultImageStore;
}
- (id)init
{
if(defaultImageStore) {
return defaultImageStore;
}
self = [super init];
if (self) {
dictionary = [[NSMutableDictionary alloc] init];
NSNotificationCenter *nc = [NSNotificationCenter defaultCenter];
[nc addObserver:self selector:@selector(clearCach:) name:UIApplicationDidReceiveMemoryWarningNotification object:nil];
}
return self;
}
- (void) clearCache:(NSNotification *)note {
[dictionary removeAllObjects];
}
- (oneway void) release {
// no op
}
- (id)retain {
return self;
}
- (NSUInteger)retainCount {
return NSUIntegerMax;
}
- (void)setImage:(UIImage *)i forKey:(NSString *)s {
[dictionary setObject:i forKey:s];
// Create full path for image
NSString *imagePath = pathInDocumentDirectory(s);
// Turn image into JPEG data
NSData *d = UIImageJPEGRepresentation(i, 0.5);
// Write it to full path
[d writeToFile:imagePath atomically:YES];
}
- (UIImage *)imageForKey:(NSString *)s {
// if possible, get it from the dictionary
UIImage *result = [dictionary objectForKey:s];
if(!result) {
// Create UIImage object from file
result = [UIImage imageWithContentsOfFile:pathInDocumentDirectory(s)];
if (result)
[dictionary setObject:result forKey:s];
}
return result;
}
- (void)deleteImageForKey:(NSString *)s {
if(!s) {
return;
}
[dictionary removeObjectForKey:s];
NSString *path = pathInDocumentDirectory(s);
[[NSFileManager defaultManager] removeItemAtPath:path error:NULL];
}
@end
这是我使用图像存储的地方。在我的对象“播放器”中,我有一个UIImage来存储缩略图,我有一个NSString来存放我创建的密钥。我放入商店的每张原始图片都有一把钥匙。我用我的播放器存储密钥。如果我需要原始图像,我会使用唯一的密钥。这里也值得注意的是,我甚至没有将原始图像存储为全尺寸,我已经将其缩小了一点。毕竟在我的情况下,它是一个玩家的照片,没有人看起来太好,以至于有一个完整的分辨率图片:))
- (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info
{
NSString *oldKey = [player imageKey];
// did the player already have an image?
if(oldKey) {
// delete the old image
[[BPImageStore defaultImageStore] deleteImageForKey:oldKey];
}
UIImage *image = [info objectForKey:UIImagePickerControllerOriginalImage];
// Create a CFUUID object it knows how to create unique identifier
CFUUIDRef newUniqueID = CFUUIDCreate(kCFAllocatorDefault);
// Create a string from unique identifier
CFStringRef newUniqueIDString = CFUUIDCreateString(kCFAllocatorDefault, newUniqueID);
// Use that unique ID to set our player imageKey
[player setImageKey:(NSString *)newUniqueIDString];
// we used Create in the functions to make objects, we need to release them
CFRelease(newUniqueIDString);
CFRelease(newUniqueID);
//Scale the images down a bit
UIImage *smallImage = [self scaleImage:image toSize:CGSizeMake(160.0,240.0)];
// Store image in the imageStore with this key
[[BPImageStore defaultImageStore] setImage:smallImage
forKey:[player imageKey]];
// Put that image onto the screen in our image view
[playerView setImage:smallImage];
[player setThumbnailDataFromImage:smallImage];
}
以下是返回从imageStore获取原始图像的示例:
// Go get image
NSString *imageKey = [player imageKey];
if (imageKey) {
// Get image for image key from image store
UIImage *imageToDisplay = [[BPImageStore defaultImageStore] imageForKey:imageKey];
[playerView setImage:imageToDisplay];
} else {
[playerView setImage:nil];
}
最后,这是我如何从原始图像创建缩略图:
- (void)setThumbnailDataFromImage:(UIImage *)image {
CGSize origImageSize = [image size];
CGRect newRect;
newRect.origin = CGPointZero;
newRect.size = [[self class] thumbnailSize]; // just give a size you want here instead
// How do we scale the image
float ratio = MAX(newRect.size.width/origImageSize.width, newRect.size.height/origImageSize.height);
// Create a bitmap image context
UIGraphicsBeginImageContext(newRect.size);
// Round the corners
UIBezierPath *path = [UIBezierPath bezierPathWithRoundedRect:newRect cornerRadius:5.0];
[path addClip];
// Into what rectangle shall I composite the image
CGRect projectRect;
projectRect.size.width = ratio * origImageSize.width;
projectRect.size.height = ratio *origImageSize.height;
projectRect.origin.x = (newRect.size.width - projectRect.size.width) / 2.0;
projectRect.origin.y = (newRect.size.height - projectRect.size.height) / 2.0;
// Draw the image on it
[image drawInRect:projectRect];
// Get the image from the image context, retain it as our thumbnail
UIImage *small = UIGraphicsGetImageFromCurrentImageContext();
[self setThumbnail:small];
// Get the image as a PNG data
NSData *data = UIImagePNGRepresentation(small);
[self setThumbnailData:data];
// Cleanup image context resources
UIGraphicsEndImageContext();
}