Maximum zoom for UIImageView - iphone

I'm trying to come up with some kind of standard to determine a maximum zoom setting for a given imageview (using a UIScrollView). In the apple docs it says that you should not initialize a uiimage object that is anymore than 1024 x 1024 into memory. Does it make sense to also apply this rule to a zoomed image, like for instance would it be best for me to make sure that the longest side of my image isn't zoomed any larger than x1024? Does anyone have any insight on this, I don't know too much about the memory requirements of ios and haven't been able to find anything from Apple (aside from the uimage requirements I stated).

You are really talking about two different things. Loading an image into memory takes up memory space so a picture that is 1024 x 1024 when loaded will always occupy that space in memory.
Zoom is something totally different. When you zoom, you arent adding any extra data to the image, you are simply taking the loaded image (lets say 1024 x 1024) and 'stretching' the bits across the screen.
The amount of data being stored doesnt change, the renderer just does different things with it i.e strectching out the pixels. With this being the case, I can only assume that you can set the max zoom to anything you want, but obviously the more you zoom in the worse the image will look.

Related

Webdesign: PNG-Image width limitations

I want to make a kind of slideshow based on scrolling the webpage.
My problem is that I have an image width of 78720x1015px in png-format.
The width of the image is determined by one single image of 1920px which is 41 times arranged next to each other. - It should be like a cartoon where an image moves by 100% (margin: -100%) and generates a feeling of a movie.
However, this results in an image width of 1920px x 41pics = 78720px.
This is of an enormous width, but what I am wondering about is that the filesize is only 975kB which is in my opinion not that big!? - However, somehow it takes a very long time to load the picture in the Webbrowser and the image is not of such quality as in my ImageViewer on Desktop.
Question 1: What do I have to consider when dealing with such a big image-width? What are the limits?
Question 2: Is there a better way make such kind of a slideshow? - Consider that the sliding itself shouldn't be visible. It should be like a movie based on about 40 pictures.
Thanks in advance!
PNG compresses very well, especially if it's a cartoon like you say that may use only a limited number of colours.
However, when loaded into memory, the device must load all that pixel data into RAM to display it. That's almost 80 million pixels in your case, which would be around 320Mb of uncompressed data. This is probably why the browser is struggling, and especially so if you're using margin to move it around as that requires a full re-draw of the image.
You may have better results with transform, as this should use hardware acceleration and also avoids the reflow part of a redraw since transforms don't affect page layout.
But the better solution would be to break it down into individual images. Have your code load in the next image, scroll it across, then load the next while scrolling and unload the one that's now off-screen to provide a relatively seamless view.

Images uses a lot of ram in swift app

My app uses 95MB of ram, when I made investigation by instruments I found out that CoreUI Image Date uses 70MB, how to reduce that usage?
There are a few considerations:
The only image objects that should be instantiated are those that are currently on screen. Do not hold the images in an array. (You might use a cache for performance reasons, but purge that cache upon memory pressure.) Sure, have an array of image file names (or identifiers or what have you), but not of the images, themselves.
For example, you want to ensure that you dynamically instantiate the images as they're needed (e.g. as they scroll into view) and release them when they are longer visible (e.g. as they scroll out of view).
If the dimensions of the images exceed the dimensions of the image views (adjusted for the scale of the display), these images should be resized to match. The amount of memory consumed is a function of the dimensions of the image, not of the image view. For example, a 100x100 image will take 40kb, but a 1000x1000 image will take 4mb.
These two points are relevant because images often require far more memory than might be suggested by the file size of the original assets. The runtime memory usage is a function of the image dimensions, not the file size of the assets. Image files are generally compressed, but are uncompressed when used by the app. The memory used at runtime is often 4 times width times height of the image, which will greatly exceed the amount of space used by the original JPG or PNG file.

Preloading a large image

I have an image with the dimensions of 5534 × 3803, and size of 2.4mb. The UIView references notes that:
"In iOS 3.0 and later, views are no longer restricted to this maximum
size but are still limited by the amount of memory they consume."
When the image loads, it lags for half a second, then slides in. The image sits in the UIImageView at 1024x704, but can be scaled up to 4x that size for the purpose of my app.
Are you able to preload the image in the AppDelegate? Or is there another way of working around having such a large image?
Thanks
EDIT: The scaling is done via UIPinchGestureRecognizer, and scales up and done (scale x4 - x1) based on the image's center point. There is no panning of the image when zoomed in.
Personally, I would try to write a tile-based system (think Google Maps) that slices your big image into a grid of small images to avoid loading in that gigantic image all at once into RAM. I don't really know what your user interactions are for this image, or whether the images are changing or baked into your project, but I'd assume you can let users scroll around since that image is bigger than any iOS screen. With a tile-based system, you only load the images that are on-screen. CATiledLayer is an Apple class for doing just such a thing. That's probably what you want to look into.
See this StackOverflow question for some different approaches. The accepted answer uses code from Apple's sample PhotoScroller project, which may work for your needs and uses CATiledLayer.
This ScrollViewSuite Apple code might also get on your way (check out the Tiling code).

iPhone image resource - 1024 maximum, 2048 pixels #2x?

The restriction of 1024x1024 as the largest image for an iPhone is a problem with iPhone 4. However if an #2x image is used with maximum dimensions of 2048x2048 everything looks equally good on the 4 as it does on a 3 - tried and tested in simulator and device. Question is, does the image dimension restriction relate to the UIImage or the resource that it contains? I can't imagine resources of more than 1024 pixels are discouraged with the 960 pixel height of the screen.
The right answer is really to use tiles so that things look even better, but the deadline for for this deliverable is too close - it's a future thing.
From UIImage class reference:
You should avoid creating UIImage
objects that are greater than 1024 x
1024 in size. Besides the large amount
of memory such an image would consume,
you may run into problems when using
the image as a texture in OpenGL ES or
when drawing the image to a view or
layer. This size restriction does not
apply if you are performing code-based
manipulations, such as resizing an
image larger than 1024 x 1024 pixels
by drawing it to a bitmap-backed
graphics context. In fact, you may
need to resize an image in this manner
(or break it into several smaller
images) in order to draw it to one of
your views.
That is, views are rendered and composited with the iPhone's GPU. If your view, for example, overrides drawRect and tries to render a very big UIImage you might run into problems. Newer generation iDevices, such as iPad and iPhone 4 support bigger textures than 1024x1024 (2048x2048 I think).
I didn't realise there was a restriction, I'm using an image 15198 × 252 as the scrolling landscape in Scramble... works really well, though I must say I did have reservations before I tried it out!

Image strategy in iPhone app

I'm writing a card game for the iPhone, and I'm not sure about the best strategy for displaying the cards. I have a basic prototype that creates a UIImageView that can be dragged for each card with a dummy image. I wanted to use one large UIImage that contains the faces of all of the cards, and then have each draggable UIImageView display a part of that image. I must be misunderstanding what setBounds is for - I thought that controlled which part of the underlying image is displayed. So, two questions:
Is this the right approach?
How do I display just a part of the image?
Depending on your resolution, this might not be the best approach.
From Apple:
You should avoid creating UIImage
objects that are greater than 1024 x
1024 in size. Besides the large amount
of memory such an image would consume,
you may run into problems when using
the image as a texture in OpenGL ES or
when drawing the image to a view or
layer. This size restriction does not
apply if you are performing code-based
manipulations, such as resizing an
image larger than 1024 x 1024 pixels
by drawing it to a bitmap-backed
graphics context. In fact, you may
need to resize an image in this manner
(or break it into several smaller
images) in order to draw it to one of
your views.
Now, you are talking about breaking it up into several smaller pieces, but given UIIMage's caching, I am not sure what happens to memory every time you access the image and copy a sub-rect out of it. I think the approach I would take is to have an array of images, instead of one big one.