Reputation: 12007
I have a method which returns a rotated image:
- (CGImageRef)rotateImage:(CGImageRef)original degrees:(float)degrees {
if (degrees == 0.0f) {
return original;
} else {
double radians = degrees * M_PI / 180;
#if TARGET_OS_EMBEDDED || TARGET_IPHONE_SIMULATOR
radians = -1 * radians;
#endif
size_t _width = CGImageGetWidth(original);
size_t _height = CGImageGetHeight(original);
CGRect imgRect = CGRectMake(0, 0, _width, _height);
CGAffineTransform _transform = CGAffineTransformMakeRotation(radians);
CGRect rotatedRect = CGRectApplyAffineTransform(imgRect, _transform);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(NULL,
rotatedRect.size.width,
rotatedRect.size.height,
CGImageGetBitsPerComponent(original),
0,
colorSpace,
kCGImageAlphaPremultipliedFirst);
CGContextSetAllowsAntialiasing(context, FALSE);
CGContextSetInterpolationQuality(context, kCGInterpolationNone);
CGColorSpaceRelease(colorSpace);
CGContextTranslateCTM(context,
+(rotatedRect.size.width/2),
+(rotatedRect.size.height/2));
CGContextRotateCTM(context, radians);
CGContextDrawImage(context, CGRectMake(-imgRect.size.width/2,
-imgRect.size.height/2,
imgRect.size.width,
imgRect.size.height),
original);
CGImageRef rotatedImage = CGBitmapContextCreateImage(context);
CFRelease(context);
return rotatedImage;
}
}
Yet, instruments is telling me that rotatedImage:
is not being released. I'm running this method a bunch, so the memory build up a lot. Should I be releasing it in the parent method which calls rotateImage:
? Or should I release it before rotateImage:
passes it back?
Thanks!
Upvotes: 0
Views: 57
Reputation: 1718
I would suggest to release the CGImageRef in the parent method calling rotateImage:
Moreover in that case you should use the naming convention and rename rotateImage:
to createRotateImage:
for clarity.
Upvotes: 1