Reputation: 4820
I have the following code picked from answers on StackOverflow:
+ (UIImage *)resizeImage:(UIImage *)image toSize:(CGSize)newSize;
{
// UIGraphicsBeginImageContext(newSize);
// In next line, pass 0.0 to use the current device's pixel scaling factor (and thus account for Retina resolution).
// Pass 1.0 to force exact pixel size.
UIGraphicsBeginImageContextWithOptions(newSize, NO, 1.0);
[image drawInRect:CGRectMake(0, 0, newSize.width, newSize.height)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
I am using this as a category for the UIImage
type. I am profiling it in the following method:
+ (void)testResize:(UIImage *)image
{
clock_t start = clock();
int times = 50;
for (int i = 0; i < 50; i++) {
// resize photo
UIImage *resizedImage = [UIImage resizeImageToOptimalSize:image];
resizedImage = nil;
}
double diff = (double)clock()-start;
printf("testResize = %f\n", diff * 1000/times/CLOCKS_PER_SEC);
}
It doesn't matter if I modify the above code and just dump the resizeImageToOptimalSize
call 50 times, I see the profiler going nuts. Here is the resizeImageToOptimalSize
code just in case you wonder I made a blunder here:
+ (UIImage *)resizeImageToOptimalSize:(UIImage *)image
{
CGSize newSize = CGSizeMake(..., ...);
return [self resizeImage:image toSize:newSize];
}
The memory usage increases and goes up and then drops to ~ 1.5MB when the method finishes. Here is the instruments screenshot:
There are no leaks per se from the Instruments tool but I don't believe it. It's either the for loop not letting go of resizedImage
or if something's going on with the context (not sure).
Upvotes: 0
Views: 244
Reputation: 1155
You need to add @autoreleasepool inside the for loop.
for (int i = 0; i < 50; i++) {
@autoreleasepool {
// resize photo
UIImage *resizedImage = [UIImage resizeImageToOptimalSize:image];
}
}
Also you don't need to set resizedImage to nil. Image is autoreleased(at least without optimizations).
Upvotes: 1