I'm kinda puzzeled about image storage in iOS devices for an app i'm making.
My requirement is to load an Image onto a tableViewCell, lets say in the default Image space of a UITableViewCell and hence isnt a background image.
Now The user can either add an Image either via the PhotoDirectory or take an entirely new image.
If a new image is taken, where should that image be stored preferebly? In the default photo directory ? or in the documents folder of the app sandbox?
Because these are image files, I'm afraid that store images within the app bundle can make it pretty big, I'm afraid I dont wana cross the size limit.
Performance wise though... what would be a better option?
I have an app that also does some of the things you describe. My solutions was to create a singleton that I call my imageStore. You can find information about a singleton here
In this imageStore, I store all my "full size" images; however, like you I am concerned about the size of these images, so instead of using them directly, I use thumbnails. What I do is this. For each object that I want to represent in the table, I make sure the object has a UIImage defined that is about thumnail size (64x64 or any size you desire). Then an object is created, I create a thumbnail that I store along with the object. I use this thumbnail instead of the larger images where I can get a way with it, like on a table cell.
I'm not behind my Mac at the moment, but if you want I can post some code later to demonstrate both the singleton and the creation and usage of the thumbnail.
Here is my header file for the ImageStore
#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
Here is the ImageStore.m file - my 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
Here is where I use the image store. In my Object "player", I have a UIImage to store the thumbnail and I have an NSString to house a key that I create. Each original image I put into the store has a key. I store the key with my Player. If I ever need the original image, I get by the unique key. It is also worth noting here that I don't even store the original image at full size, I cut it down a bit already. After all in my case, it is a picture of a player and nobody has too look so good as to have a full resolution picture :)
- (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];
}
Here is an example of going back to get the original image from the imageStore:
// 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];
}
Finally, here is how I create a thumbnail from the original image:
- (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();
}
Related
I am using UIImagePickerViewController to take photo from iPhone default camera in my App and storing it in Document directory. It is taking long time to complete the process and also it is displaying very slowly on tableview.Does resizing image help here?
-(IBAction)takePhoto:(id)sender
{
if ([UIImagePickerController isSourceTypeAvailable: UIImagePickerControllerSourceTypeCamera])
{
imgPicker.sourceType = UIImagePickerControllerSourceTypeCamera;
[self presentModalViewController:imgPicker animated:YES];
}
}
-(void) imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info
{
UIImage *pickedImage = [info objectForKey:UIImagePickerControllerOriginalImage];
[self dismissModalViewControllerAnimated:YES];
NSData *imageData = UIImagePNGRepresentation(pickedImage);
NSString *path = [SAVEDIMAGE_DIR stringByAppendingPathComponent:#"image.png"];
[imageData writeToFile:path atomically:YES];
}
Sure!
I do the following in my app:
store the image in an image store in a background thread
create a thumbnail (also in background thread), store this thumbnail in a core data table; in an field of type ID
So I get a smooth UI, where the User can take about a picture every 2 seconds.
The smoothness of the table views are also no problem. Although I populate the TableViewCells ImageViews also from a background-thread (preparing the image in the background, assigning to the UIImageView in the mainthread, of course).
I hope, that helps you. Further questions are welcome.
Some code for your convenience:
As Imagestore I use these: https://github.com/snowdon/Homepwner/blob/master/Homepwner/ImageStore.m
-(void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info
{
[self performSelectorInBackground:#selector(saveFoto:) withObject:info];
// you should add some code for indicating the save process
}
// saves the photo in background-thread
-(void)saveFoto:(NSDictionary*)info {
// the following is some stuff that I do in my app - you will probably do some other things
UIImage *image = [ImageHelper normalizeImageRotation: [info objectForKey:UIImagePickerControllerOriginalImage]];
UIImage *thumb = [ImageHelper image:image fitInSize:CGSizeMake(imgWidth, imgWidth) trimmed:YES];
NSString *myGUID = myGUIDCreator();
[[ImageStore defaultImageStore] setImage:image forKey:myGUID];
myCoreDataManagedObject.thumb = thumb;
[self performSelectorOnMainThread:#selector(showYourResultsInTheUI:) withObject:thumb waitUntilDone:NO]; // every UI-Update has to be done in the mainthread!
}
I have a db where items are stored. These items can be different kinds of type like text, videos and images. When the View is loaded I fetch these items from the DB and I show them in a UITableView. The problem I am facing is related to show the images in the table view. Basically in the DB I store the ALAsset link related to the picture and from it I try to get its image using this code:
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath{
//...Other Code
else if ([object isMemberOfClass:[Picture class]]){
//Get a reusable cell
cell = [tableView dequeueReusableCellWithIdentifier:#"pictureCellIdentifier"];
// [self performSelectorInBackground:#selector(performAsset:) withObject:dict];
ALAssetsLibraryAssetForURLResultBlock resultblock = ^(ALAsset *myasset)
{
ALAssetRepresentation *rep = [myasset defaultRepresentation];
CGImageRef iref = [rep fullResolutionImage];
if (iref) {
((PictureViewCell *)cell).placeHolderImageView.hidden = YES;
((PictureViewCell *)cell).pictureImageView.image = [UIImage imageWithCGImage:[rep fullResolutionImage] scale:[rep scale] orientation:(UIImageOrientation)[rep orientation]];
}
};
ALAssetsLibraryAccessFailureBlock failureblock = ^(NSError *myerror)
{
[Utility showAlertViewWithTitle:#"Location Error" message:#"You must activate Location Services to access the photo" cancelButtonTitle:#"Dismiss"];
};
ALAssetsLibrary* assetslibrary = [[ALAssetsLibrary alloc] init];
[assetslibrary assetForURL:[NSURL URLWithString:((Picture *)objectInArray).imagePath]
resultBlock:resultblock
failureBlock:failureblock];
//Set the background for the cell
cell.backgroundView = iv;
}
//...Other code
}
The problem is that when you slide through the cell the method gets called and the app is really slow. So I guess there are better ways to achieve what I'm trying to do. I also tried to perform that code using performselectorInBackground:. Performance seem better but It takes more time to fetch the image.
Any helps would be really appreciated.
Thanks!
There are a few things that can be improved here.
The first is as you figured out: Do the loading of the assets in background thread and then add the image to the cell when it is ready on the main thread. Next, you are creating an object of ALAssetsLibrary for every cell that you show. Ideally, an app should have just one object of ALAssetsLibrary that you retain as long as you need it. Create a ALAssetsLibrary the first time you need and then reuse it.
- (ALAssetsLibrary *)defaultAssetsLibrary {
if (_library == nil) {
_library = [[ALAssetsLibrary alloc] init];
}
return _library;
}
And the last, you are using the fullResolutionImage in a tableview cell. If you really just need to display the image, a thumbnailImage or at least a fullScreenImage should be good enough.
- (void) loadImage:(NSNumber *)indexPath url:(NSURL*)url
{
int index = [indexPath intValue];
ALAssetsLibraryAssetForURLResultBlock resultblock = ^(ALAsset *myasset)
{
CGImageRef iref = [[myasset defaultRepresentation] fullScreenImage];
if (iref) {
// TODO: Create a dictionary with UIImage and cell indexPath
// Show the image on main thread
[self performSelectorOnMainThread:#selector(imageReady:) withObject:result waitUntilDone:NO];
}
};
ALAssetsLibraryAccessFailureBlock failureblock = ^(NSError *myerror)
{
[Utility showAlertViewWithTitle:#"Location Error" message:#"You must activate Location Services to access the photo" cancelButtonTitle:#"Dismiss"];
};
[[self defaultAssetsLibrary] assetForURL:url
resultBlock:resultblock
failureBlock:failureblock];
}
-(void) imageReady:(NSDictionary *) result
{
// Get the cell using index path
// Show the image in the cell
}
I am asking this question regarding my questions Display photolibrary images in an effectual way iPhone and Highly efficient UITableView "cellForRowIndexPath" method to bind the PhotoLibrary images.
So I would like to request that answers are not duplicated to this one without reading the below details :)
Let's come to the issue,
I have researched detailed about my above mentioned issue, and I have found the document about operation queues from here.
So I have created one sample application to display seven photo-library images using operation queues through ALAsset blocks.
Here are the sample application details.
Step 1:
In the NSOperationalQueueViewController viewDidLoad method, I have retrieved all the photo-gallery ALAsset URLs in to an array named urlArray.
Step 2:
After all the URLs are added to the urlArray, the if(group != nil) condition will be false in assetGroupEnumerator, so I have created a NSOperationQueue, and then created seven UIImageView's through a for loop and created my NSOperation subclass object with the corresponding image-view and URL for each one and added them in to the NSOperationQueue.
See my NSOperation subclass here.
See my implementation (VierwController) class here.
Let's come to the issue.
It not displaying all the seven images consistently. Some of the images are missing. The missing order is changing multiple times (one time it doesn't display the sixth and seventh, and another time it doesn't display only the second and third). The console log displays Could not find photo pic number. However, the URLs are logged properly.
You can see the log details here.
Are there any mistakes in my classes?
Also, when I go through the above mentioned operational queue documentation, I have read about NSBlockOperation. Do I need to implement NSBlockOperation instead of NSOperation while dealing with ALAsset blocks?
The NSBlockOperation description says
A class you use as-is to execute one or more block objects
concurrently. Because it can execute more than one block, a block
operation object operates using a group semantic; only when all of the
associated blocks have finished executing is the operation itself
considered finished.
How can I implement the NSBlockOperation with ALAsset block regarding my sample application?
I have gone through Stack Overflow question Learning NSBlockOperation. However, I didn't get any idea to implement the NSBlockOperation with ALAsset block!!
This is the tutorial about "How to access all images from iPhonePhoto Library using ALAsset Library and show them on UIScrollView like iPhoneSimulator" .
First of all add AssetsLibrary.framework to your project.
Then in your viewController.h file import #import <AssetsLibrary/AssetsLibrary.h> header file.
This is your viewController.h file
#import <UIKit/UIKit.h>
#import <AssetsLibrary/AssetsLibrary.h>
#import "AppDelegate.h"
#interface ViewController : UIViewController <UIScrollViewDelegate>
{
ALAssetsLibrary *assetsLibrary;
NSMutableArray *groups;
ALAssetsGroup *assetsGroup;
// I will show all images on `UIScrollView`
UIScrollView *myScrollView;
UIActivityIndicatorView *activityIndicator;
NSMutableArray *assetsArray;
// Will handle thumbnail of images
NSMutableArray *imageThumbnailArray;
// Will handle original images
NSMutableArray *imageOriginalArray;
UIButton *buttonImage;
}
-(void)displayImages;
-(void)loadScrollView;
#end
And this is your viewController.m file -
viewWillAppear:
#import "ViewController.h"
#import <QuartzCore/QuartzCore.h>
#implementation ViewController
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
assetsArray = [[NSMutableArray alloc]init];
imageThumbnailArray = [[NSMutableArray alloc]init];
imageOriginalArray = [[NSMutableArray alloc]init];
myScrollView = [[UIScrollView alloc]initWithFrame:CGRectMake(0.0, 0.0, 320.0, 416.0)];
myScrollView.delegate = self;
myScrollView.contentSize = CGSizeMake(320.0, 416.0);
myScrollView.backgroundColor = [UIColor whiteColor];
activityIndicator = [[UIActivityIndicatorView alloc]initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleGray];
activityIndicator.center = myScrollView.center;
[myScrollView addSubview:activityIndicator];
[self.view addSubview:myScrollView];
[activityIndicator startAnimating];
}
viewDidAppear:
-(void)viewDidAppear:(BOOL)animated
{
if (!assetsLibrary) {
assetsLibrary = [[ALAssetsLibrary alloc] init];
}
if (!groups) {
groups = [[NSMutableArray alloc] init];
}
else {
[groups removeAllObjects];
}
ALAssetsLibraryGroupsEnumerationResultsBlock listGroupBlock = ^(ALAssetsGroup *group, BOOL *stop) {
//NSLog(#"group %#",group);
if (group) {
[groups addObject:group];
//NSLog(#"groups %#",groups);
} else {
//Call display Images method here.
[self displayImages];
}
};
ALAssetsLibraryAccessFailureBlock failureBlock = ^(NSError *error) {
NSString *errorMessage = nil;
switch ([error code]) {
case ALAssetsLibraryAccessUserDeniedError:
case ALAssetsLibraryAccessGloballyDeniedError:
errorMessage = #"The user has declined access to it.";
break;
default:
errorMessage = #"Reason unknown.";
break;
}
};
[assetsLibrary enumerateGroupsWithTypes:ALAssetsGroupSavedPhotos usingBlock:listGroupBlock failureBlock:failureBlock];
}
And this is displayImages: method body
-(void)displayImages
{
// NSLog(#"groups %d",[groups count]);
for (int i = 0 ; i< [groups count]; i++) {
assetsGroup = [groups objectAtIndex:i];
if (!assetsArray) {
assetsArray = [[NSMutableArray alloc] init];
}
else {
[assetsArray removeAllObjects];
}
ALAssetsGroupEnumerationResultsBlock assetsEnumerationBlock = ^(ALAsset *result, NSUInteger index, BOOL *stop) {
if (result) {
[assetsArray addObject:result];
}
};
ALAssetsFilter *onlyPhotosFilter = [ALAssetsFilter allPhotos];
[assetsGroup setAssetsFilter:onlyPhotosFilter];
[assetsGroup enumerateAssetsUsingBlock:assetsEnumerationBlock];
}
//Seprate the thumbnail and original images
for(int i=0;i<[assetsArray count]; i++)
{
ALAsset *asset = [assetsArray objectAtIndex:i];
CGImageRef thumbnailImageRef = [asset thumbnail];
UIImage *thumbnail = [UIImage imageWithCGImage:thumbnailImageRef];
[imageThumbnailArray addObject:thumbnail];
ALAssetRepresentation *representation = [asset defaultRepresentation];
CGImageRef originalImage = [representation fullResolutionImage];
UIImage *original = [UIImage imageWithCGImage:originalImage];
[imageOriginalArray addObject:original];
}
[self loadScrollView];
}
Now you have two array one is imageThumbnailArray and another is imageOriginalArray.
Use imageThumbnailArray for showing on UIScrollView for which your scrolling will not be slow.... And use imageOriginalArray for an enlarged preview of image.
'loadScrollView:' method, This is how to images on UIScrollView like iPhoneSimulator
#pragma mark - LoadImages on UIScrollView
-(void)loadScrollView
{
float horizontal = 8.0;
float vertical = 8.0;
for(int i=0; i<[imageThumbnailArray count]; i++)
{
if((i%4) == 0 && i!=0)
{
horizontal = 8.0;
vertical = vertical + 70.0 + 8.0;
}
buttonImage = [UIButton buttonWithType:UIButtonTypeCustom];
[buttonImage setFrame:CGRectMake(horizontal, vertical, 70.0, 70.0)];
[buttonImage setTag:i];
[ buttonImage setImage:[imageThumbnailArray objectAtIndex:i] forState:UIControlStateNormal];
[buttonImage addTarget:self action:#selector(buttonImagePressed:) forControlEvents:UIControlEventTouchUpInside];
[myScrollView addSubview:buttonImage];
horizontal = horizontal + 70.0 + 8.0;
}
[myScrollView setContentSize:CGSizeMake(320.0, vertical + 78.0)];
[activityIndicator stopAnimating];
[activityIndicator removeFromSuperview];
}
And here you can find which image button has been clicked -
#pragma mark - Button Pressed method
-(void)buttonImagePressed:(id)sender
{
NSLog(#"you have pressed : %d button",[sender tag]);
}
Hope this tutorial will help you and many users who search for the same.. Thank you!
You have a line in your DisplayImages NSOperation subclass where you update the UI (DisplayImages.m line 54):
self.imageView.image = topicImage;
This operation queue is running on a background thread, and we know that you should only update the state of the UI on the main thread. Since updating the view of an image view is definitely updating the UI, this can be simply fixed by wrapping the call with:
dispatch_async(dispatch_get_main_queue(), ^{
self.imageView.image = topicImage;
});
This puts an asynchronous call on the main queue to update the UIImageView with the image. It's asynchronous so your other tasks can be scheduled in the background, and it's safe as it is running on the main queue - which is the main thread.
I am having trouble with my UITableView in the NavigationController.
When I add data to the table I use another class to download images to display in that table, while all that works great but if in the middle of images being download I swtich back to the previous view in the navigationcontroller app crashed.
Here is my code to explain further
- (void)connectionDidFinishLoading:(NSURLConnection *)connection
{
// Set appIcon and clear temporary data/image
UIImage *image = [[UIImage alloc] initWithData:self.activeDownload];
UIImage *appIcon;
if (image.size.width != kAppIconHeight && image.size.height != kAppIconHeight)
{
CGSize itemSize = CGSizeMake(125, 85);
UIGraphicsBeginImageContext(itemSize);
CGRect imageRect = CGRectMake(0.0, 0.0, itemSize.width, itemSize.height);
[image drawInRect:imageRect];
appIcon = UIGraphicsGetImageFromCurrentImageContext();
///UIGraphicsEndImageContext();
}
else
{
appIcon = image;
//self.appRecord.appIcon = image;
}
self.activeDownload = nil;
// Release the connection now that it's finished
self.imageConnection = nil;
// call our delegate and tell it that our icon is ready for display
if(delegate != nil)
[delegate appImageDidLoad:self.indexPathInTableView imaged:appIcon ];
[image release];
}
The appImageDidLoad is a method that exists in my UITableView view.
Is there a way I can check to see if the UITableView is valid in my imagedownload class so I know not to send the image.
Thanks in advance.
The crash is due to delegate getting release by the time the image was ready!
Try this in ViewWillDisappear
// terminate all pending download connections
NSArray *allDownloads = [self.imageDownloadsInProgress allValues];
[allDownloads performSelector:#selector(cancelDownload)];
This is the solution for this crash.
-(void)viewDidDisappear:(BOOL)animated
{
[super viewDidDisappear:animated];
// terminate all pending download connections
NSArray *allDownloads = [self.imageDownloadsInProgress1 allValues];
[allDownloads makeObjectsPerformSelector:#selector(cancelDownload)];
}
I am working on a subclass of UIImageView and one of the things I require is when the object is initalised with the initWithImage: message a 'copy' is created.
I must be confusing something because I can't see what is not working here..
- (id)initWithImage:(UIImage *)image {
[image retain];
if (self = [super initWithImage:image]) {
if (!maskImage) {
maskImage = [UIImage imageWithCGImage:[image CGImage]];
if (maskImage != nil) {
NSLog(#"Made mask image");
} else {
NSLog(#"Failed");
}
//maskImage = [UIImage imageNamed:#"image.png"];
}
}
[image release];
return self;
}
There are no errors when I build this and the maskimage does appear to be created (i do not get the failure message). However, if I uncomment the line allocating from a png it works.
What am I missing?
Thanks!
You should retain created image, in example like this:
- (id)initWithImage:(UIImage *)image {
if (self = [super initWithImage:image]) {
if (!maskImage) {
maskImage = [[UIImage imageWithCGImage:[image CGImage]] retain];
if (maskImage != nil) {
NSLog(#"Made mask image");
} else {
NSLog(#"Failed");
}
}
}
return self;
}
Try this. Should work.
- (id)initWithImage:(NSString *)image {
if (self = [super initWithImage:image]) {
if (!maskImage) {
img = [UIImage imageNamed:image];
maskImage = CGImageRetain(img.CGImage);
if (maskImage != nil) {
NSLog(#"Made mask image");
} else {
NSLog(#"Failed");
}
}
}
return self;
}
Changes
pass NSString instead of image
no need to retain/release image
need to define img, maskImage in .h
maskImage in .h should have retain property set in #property ( e.g.
#property (nonatomic, retain))
First, you should set maskImage to nil, to make sure it isn't garbage:
self.maskImage=nil;
That may screwing up your line (if not now, then later):
if(!imaskImage)
Then, to make a copy, just implement NSCopying in a UIImage subclass. It's easy to do. Then you can type:
maskImage = [image copy];
Alternatively, you can convert the image to data, archive, then unarchive, then convert back to a UIImage. This gives you a complete copy of the image. It's a little more complex, but its the same method used for making deep copies of an object graph.