Has anyone else come across this problem? ObjectAlloc climbs as a result of the CGBitmapContextCreateImage. Does Apple's software not fully releasing the objectalloc?
I am resizing images 12 times a second with a NSTimer. During resizing of the image I am also adding a photoshop like Gaussian blur effect by including interpolationQuality.
After using Instruments it does not show any memory leaks but my objectalloc just continues to climb. It points directly to CGBitmapContextCreateImage.
CGBitmapContextCreateImage > create_ bitmap_ data_provide > malloc
Anyone know of a solution? or Even possible ideas?
The Call within the NSTimer
NSString * fileLocation = [[NSBundle mainBundle] pathForResource:imgMain ofType:#"jpg"];
NSData * imageData = [NSData dataWithContentsOfFile:fileLocation];
UIImage * blurMe = [UIImage imageWithData:imageData];
CGRect rect = CGRectMake(0, 0, round(blurMe.size.width /dblBlurLevel), round(blurMe.size.width /dblBlurLevel));
UIImage * imageShrink = [self resizedImage: blurMe : rect : 3.0];
CGRect rect2 = CGRectMake(0, 0, blurMe.size.width , blurMe.size.width );
UIImage * imageReize = [self resizedImage: imageShrink : rect2 : 3.0];
imgView.image = imageReize;
The Resize Function
-(UIImage *) resizedImage:(UIImage *)inImage : (CGRect)thumbRect : (double)interpolationQuality
{
CGImageRef imageRef = [inImage CGImage];
CGImageAlphaInfo alphaInfo = CGImageGetAlphaInfo(imageRef);
if (alphaInfo == kCGImageAlphaNone)
alphaInfo = kCGImageAlphaNoneSkipLast;
// Build a bitmap context that's the size of the thumbRect
CGContextRef bitmap = CGBitmapContextCreate(
NULL,
thumbRect.size.width,
thumbRect.size.height,
CGImageGetBitsPerComponent(imageRef),
4 * thumbRect.size.width,
CGImageGetColorSpace(imageRef),
alphaInfo
);
// Draw into the context, this scales the image
CGContextSetInterpolationQuality(bitmap, interpolationQuality);
CGContextDrawImage(bitmap, thumbRect, imageRef);
// Get an image from the context and a UIImage
CGImageRef ref = CGBitmapContextCreateImage(bitmap);
UIImage* result = [UIImage imageWithCGImage:ref];
CGContextRelease(bitmap); // ok if NULL
CGImageRelease(ref);
return [result autorelease];
}
That code overreleases result.
That said, it's likely that the issue is that the UIImage is not getting deallocated, and the UIImage is holding onto the CGImage, and the CGImage is holding onto the memory that was allocated under CGBitmapContextCreate.
Use instruments to see if UIImages are not getting deallocated, and if so try to debug why.
I compiled and ran your code as you have it and I don't see any leaks nor does my object alloc keep climbing. I run the code a couple of times a second and don't see any object growth in Instruments. I am only running on the simulator. I also tried a kCGInterpolationNone instead of 3.0 in case that is the problem, and still no leak.
Not sure why I don't get them and you do. You might want to just do this in the method:
-(UIImage *) resizedImage:(UIImage *)inImage : (CGRect)thumbRect : (double)interpolationQuality
{
CGImageRef imageRef = [inImage CGImage];
CGImageAlphaInfo alphaInfo = CGImageGetAlphaInfo(imageRef);
return inImage;
...
In order to make this method be meaningless and then watch to see if the object alloc continues to grow. If so, then the problem is elsewhere.
Related
Hi so i currently have a small image (about 100x160) as a NSData Attribute in my CoreData model.
i display all entities in a TableView. The UIImageView in a single Cell has only a size of 50x80. just dropping the image into this frame looks a bit pebbly.
what would be the best solution to display this image in my tableViewCell? resize it on-the-fly in my cellForRowAtIndexPath? probably this will lead up my tableview to become a bit laggy.
resize it on create and save it in my coredata entity (or probably on disk)?
thank you! please leave a comment if something is unclear
For that you have to crop/resize the image. Following is the code to crop the image as per the required frame.
- (void)viewDidLoad
{
[super viewDidLoad];
// do something......
UIImage *img = [UIImage imageWithData:(nsdata)]; // nsdata will be your image data as you specified.
// To crop Image
UIImage *croppedImage = [self imageByCropping:img] toRect:CGRectMake(10, 10, 50, 80)];
// To resize image
UIImage *resizedImage = [self resizeImage:img width:50 height:80];
}
Crop Image:
- (UIImage*)imageByCropping:(UIImage *)imageToCrop toRect:(CGRect)rect
{
CGImageRef imageRef = CGImageCreateWithImageInRect([imageToCrop CGImage], rect);
UIImage *cropped = [UIImage imageWithCGImage:imageRef];
return cropped;
}
Resize Image:
-(UIImage *)resizeImage:(UIImage *)image width:(int)width height:(int)height
{
CGImageRef imageRef = [image CGImage];
CGImageAlphaInfo alphaInfo = CGImageGetAlphaInfo(imageRef);
alphaInfo = kCGImageAlphaNoneSkipLast;
CGContextRef bitmap = CGBitmapContextCreate(NULL, width, height, CGImageGetBitsPerComponent(imageRef), 4 * width, CGImageGetColorSpace(imageRef), alphaInfo);
CGContextDrawImage(bitmap, CGRectMake(0, 0, width, height), imageRef);
CGImageRef ref = CGBitmapContextCreateImage(bitmap);
UIImage *result = [UIImage imageWithCGImage:ref];
return result;
}
You can go with either of ways.
I'm trying to create a UIPickerView with some images in it, but I can't seem to figure out how to get the images to fit in the view (right now they're too large and are overlapping each other).
I'm trying to use a function to resize each image when it's drawn, but I'm getting errors when the function is called, although the program compiles and runs fine (with the exception of the image not resizing). The resizing function and initialization functions are:
-(UIImage *)resizeImage:(UIImage *)image width:(int)width height:(int)height {
NSLog(#"resizing");
CGImageRef imageRef = [image CGImage];
CGImageAlphaInfo alphaInfo = CGImageGetAlphaInfo(imageRef);
//if (alphaInfo == kCGImageAlphaNone)
alphaInfo = kCGImageAlphaNoneSkipLast;
CGContextRef bitmap = CGBitmapContextCreate(NULL, width, height, CGImageGetBitsPerComponent(imageRef),
4 * width, CGImageGetColorSpace(imageRef), alphaInfo);
CGContextDrawImage(bitmap, CGRectMake(0, 0, width, height), imageRef);
CGImageRef ref = CGBitmapContextCreateImage(bitmap);
UIImage *result = [UIImage imageWithCGImage:ref];
CGContextRelease(bitmap);
CGImageRelease(ref);
return result;
}
- (void)viewDidLoad {
UIImage *h1 = [UIImage imageNamed:#"h1.png"];
h1 = [self resizeImage:h1 width:50 height: 50];
UIImageView *h1View = [[UIImageView alloc] initWithImage:h1];
NSArray *imageViewArray = [[NSArray alloc] initWithObjects:
h1View, nil];
NSString *fieldName = [[NSString alloc] initWithFormat:#"column1"];
[self setValue:imageViewArray forKey:fieldName];
[fieldName release];
[imageViewArray release];
[h1View release];
}
Console Output:
TabTemplate[29322:207] resizing
TabTemplate[29322] : CGBitmapContextCreate: unsupported colorspace
TabTemplate[29322] : CGContextDrawImage: invalid context
TabTemplate[29322] : CGBitmapContextCreateImage: invalid context
I can't figure out what's going wrong. Any help is greatly appreciated.
You don't require to resize your UIImage if you use the contentMode property of UIImageView.
myImageView.contentMode = UIViewContentModeScaleAspectFit;
Or if you still want to resize your UIImage, Have look at below SO post.
resizing a UIImage without loading it entirely into memory?
UIImage: Resize, then Crop
Use below to scale the image using aspect ratio, then clip the image to imageview's bounds.
imageView.contentMode = UIViewContentModeScaleAspectFill;
imageView.clipsToBounds = YES;
In case of swift
imageView.contentMode = .ScaleAspectFill
imageView.clipsToBounds = true
UIImage *image = [UIImage imageNamed:#"myImage"];
[image drawInRect: destinationRect];
UIImage *thumbnail = UIGraphicsGetImageFromCurrentImageContext();
UIImageWriteToSavedPhotosAlbum(image,nil,nil,nil);
I created a masked image using a function form an iphone blog:
UIImage *imgToSave = [self maskImage:[UIImage imageNamed:#"pic.jpg"] withMask:[UIImage imageNamed:#"sd-face-mask.png"]];
Looks good in a UIImageView
UIImageView *imgView = [[UIImageView alloc] initWithImage:imgToSave];
imgView.center = CGPointMake(160.0f, 140.0f);
[self.view addSubview:imgView];
UIImagePNGRepresentation to save to disk:
[UIImagePNGRepresentation(imgToSave) writeToFile:[self findUniqueSavePath] atomically:YES];
UIImagePNGRepresentation returns NSData of an image that looks different.
The output is inverse image mask.
The area that was cut out in the app is now visible in the file.
The area that was visible in the app is now removed. Visibility is opposite.
My mask is designed to remove everything but the face area in the picture. The UIImage looks right in the app but after I save it on disk, the file looks opposite. The face is removed but everything else this there.
Please let me know if you can help!
In quartz you cam mask either by an image mask (black let through and white blocks), or a normal image (white let through and black blocks) which is the opposite. It seems for some reason saving is treating the image mask as a normal image to mask with. One thought is to render to a bitmap context and then create an image to be saved from that.
I had the exact same issue, when I saved the file it was one way, but the image returned in memory was the exact opposite.
The culprit & the solution was UIImagePNGRepresentation(). It fixes the in-app image before saving it to disk, so I just inserted that function as the last step in creating the masked image and returning that.
This may not be the most elegant solution, but it works. I copied some code from my app and condensed it, not sure if this code below works as is, but if not, its close... maybe just some typos.
Enjoy. :)
// MyImageHelperObj.h
#interface MyImageHelperObj : NSObject
+ (UIImage *) createGrayScaleImage:(UIImage*)originalImage;
+ (UIImage *) createMaskedImageWithSize:(CGSize)newSize sourceImage:(UIImage *)sourceImage maskImage:(UIImage *)maskImage;
#end
// MyImageHelperObj.m
#import <QuartzCore/QuartzCore.h>
#import "MyImageHelperObj.h"
#implementation MyImageHelperObj
+ (UIImage *) createMaskedImageWithSize:(CGSize)newSize sourceImage:(UIImage *)sourceImage maskImage:(UIImage *)maskImage;
{
// create image size rect
CGRect newRect = CGRectZero;
newRect.size = newSize;
// draw source image
UIGraphicsBeginImageContextWithOptions(newRect.size, NO, 0.0f);
[sourceImage drawInRect:newRect];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
// draw mask image
[maskImage drawInRect:newRect blendMode:kCGBlendModeNormal alpha:1.0f];
maskImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
// create grayscale version of mask image to make the "image mask"
UIImage *grayScaleMaskImage = [MyImageHelperObj createGrayScaleImage:maskImage];
CGFloat width = CGImageGetWidth(grayScaleMaskImage.CGImage);
CGFloat height = CGImageGetHeight(grayScaleMaskImage.CGImage);
CGFloat bitsPerPixel = CGImageGetBitsPerPixel(grayScaleMaskImage.CGImage);
CGFloat bytesPerRow = CGImageGetBytesPerRow(grayScaleMaskImage.CGImage);
CGDataProviderRef providerRef = CGImageGetDataProvider(grayScaleMaskImage.CGImage);
CGImageRef imageMask = CGImageMaskCreate(width, height, 8, bitsPerPixel, bytesPerRow, providerRef, NULL, false);
CGImageRef maskedImage = CGImageCreateWithMask(newImage.CGImage, imageMask);
CGImageRelease(imageMask);
newImage = [UIImage imageWithCGImage:maskedImage];
CGImageRelease(maskedImage);
return [UIImage imageWithData:UIImagePNGRepresentation(newImage)];
}
+ (UIImage *) createGrayScaleImage:(UIImage*)originalImage;
{
//create gray device colorspace.
CGColorSpaceRef space = CGColorSpaceCreateDeviceGray();
//create 8-bit bimap context without alpha channel.
CGContextRef bitmapContext = CGBitmapContextCreate(NULL, originalImage.size.width, originalImage.size.height, 8, 0, space, kCGImageAlphaNone);
CGColorSpaceRelease(space);
//Draw image.
CGRect bounds = CGRectMake(0.0, 0.0, originalImage.size.width, originalImage.size.height);
CGContextDrawImage(bitmapContext, bounds, originalImage.CGImage);
//Get image from bimap context.
CGImageRef grayScaleImage = CGBitmapContextCreateImage(bitmapContext);
CGContextRelease(bitmapContext);
//image is inverted. UIImage inverts orientation while converting CGImage to UIImage.
UIImage* image = [UIImage imageWithCGImage:grayScaleImage];
CGImageRelease(grayScaleImage);
return image;
}
#end
I'm using the following code to crop and create a new UIImage out of a bigger one. I've isolated the issue to be with the function CGImageCreateWithImageInRect() which seem to not set some CGImage property the way I want. :-) The problem is that a call to function UIImagePNGRepresentation() fails returning a nil.
CGImageRef origRef = [stillView.image CGImage];
CGImageRef cgCrop = CGImageCreateWithImageInRect( origRef, theRect);
UIImage *imgCrop = [UIImage imageWithCGImage:cgCrop];
...
NSData *data = UIImagePNGRepresentation ( imgCrop);
-- libpng error: No IDATs written into file
Any idea what might wrong or alternative for cropping a rect out of UIImage?
I had the same problem, but only when testing compatibility on iOS 3.2. On 4.2 it works fine.
In the end I found this http://www.hive05.com/2008/11/crop-an-image-using-the-iphone-sdk/ which works on both, albeit a little more verbose!
I converted this into a category on UIImage:
UIImage+Crop.h
#interface UIImage (Crop)
- (UIImage*) imageByCroppingToRect:(CGRect)rect;
#end
UIImage+Crop.m
#implementation UIImage (Crop)
- (UIImage*) imageByCroppingToRect:(CGRect)rect
{
//create a context to do our clipping in
UIGraphicsBeginImageContext(rect.size);
CGContextRef currentContext = UIGraphicsGetCurrentContext();
//create a rect with the size we want to crop the image to
//the X and Y here are zero so we start at the beginning of our
//newly created context
CGRect clippedRect = CGRectMake(0, 0, rect.size.width, rect.size.height);
CGContextClipToRect( currentContext, clippedRect);
//create a rect equivalent to the full size of the image
//offset the rect by the X and Y we want to start the crop
//from in order to cut off anything before them
CGRect drawRect = CGRectMake(rect.origin.x * -1,
rect.origin.y * -1,
self.size.width,
self.size.height);
//draw the image to our clipped context using our offset rect
CGContextTranslateCTM(currentContext, 0.0, rect.size.height);
CGContextScaleCTM(currentContext, 1.0, -1.0);
CGContextDrawImage(currentContext, drawRect, self.CGImage);
//pull the image from our cropped context
UIImage *cropped = UIGraphicsGetImageFromCurrentImageContext();
//pop the context to get back to the default
UIGraphicsEndImageContext();
//Note: this is autoreleased
return cropped;
}
#end
In a PNG there are various chunks present, some containing palette info, some actual image data and some other information, it's a very interesting standard. The IDAT chunk is the bit that actually contains the image data. If there's no "IDAT written into file" then libpng has had some issue creating a PNG from the input data.
I don't know exactly what your stillView.image is, but what happens when you pass your code a CGImageRef that is certainly valid? What are the actual values in theRect? If your theRect is beyond the bounds of the image then the cgCrop you're trying to use to make the UIImage could easily be nil - or not nil, but containing no image or an image with width and height 0, giving libpng nothing to work with.
It seems the solution you are trying should work, but I recommend to use this:
CGImageRef image = [stillView.image CGImage];
CGRect cropZone;
size_t cWitdh = cropZone.size.width;
size_t cHeight = cropZone.size.height;
size_t bitsPerComponent = CGImageGetBitsPerComponent(image);
size_t bytesPerRow = CGImageGetBytesPerRow(image) / CGImageGetWidth(image) * cWidth;
//Now we build a Context with those dimensions.
CGContextRef context = CGBitmapContextCreate(nil, cWitdh, cHeight, bitsPerComponent, bytesPerRow, CGColorSpaceCreateDeviceRGB(), CGImageGetBitmapInfo(image));
CGContextDrawImage(context, cropZone, image);
CGImageRef result = CGBitmapContextCreateImage(context);
UIImage * cropUIImage = [[UIImage alloc] initWithCGImage:tmp];
CGContextRelease(context);
CGImageRelease(mergeResult);
NSData * imgData = UIImagePNGRepresentation ( cropUIImage);
UIImage *croppedImage = [self imageByCropping:yourImageView.image toRect:heredefineyourRect];
CGSize size = CGSizeMake(croppedImage.size.height, croppedImage.size.width);
UIGraphicsBeginImageContext(size);
CGPoint pointImg1 = CGPointMake(0,0);
[croppedImage drawAtPoint:pointImg1 ];
[[UIImage imageNamed:yourImagenameDefine] drawInRect:CGRectMake(0,532, 150,80) ];//here define your Reactangle
UIImage* result = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
croppedImage = result;
yourCropImageView.image=croppedImage;
[yourCropImageView.image retain];
I have a buffer which has JPEG image data. I need to display this image in UIImageView. I need to convert this image buffer into an object of UIImage and use it as follows
NSData *data = [NSData dataWithContentsOfFile:appFile];
UIImage *theImage = [[UIImage alloc] initWithData:data];
I get the image displayed but with a low resolution as compared to the actual resolution. Do I need to convert it into a Bitmap first and then use it with UIImage? I don't seem to be able to use NSBitmapImageRep. Any ideas on how can this be achieved?
If the UIImageView frame dimensions are different than the source image dimensions, you'll get a resized version of the image. The quality can be pretty rough depending on how much of a conversion is being performed.
I found this code on the net somewhere (sorry original author - I've lost the attribution) that performs a smoother resize:
UIImage* resizedImage(UIImage *inImage, CGRect thumbRect)
{
CGImageRef imageRef = [inImage CGImage];
CGImageAlphaInfo alphaInfo = CGImageGetAlphaInfo(imageRef);
// There's a wierdness with kCGImageAlphaNone and CGBitmapContextCreate
// see Supported Pixel Formats in the Quartz 2D Programming Guide
// Creating a Bitmap Graphics Context section
// only RGB 8 bit images with alpha of kCGImageAlphaNoneSkipFirst, kCGImageAlphaNoneSkipLast, kCGImageAlphaPremultipliedFirst,
// and kCGImageAlphaPremultipliedLast, with a few other oddball image kinds are supported
// The images on input here are likely to be png or jpeg files
if (alphaInfo == kCGImageAlphaNone)
alphaInfo = kCGImageAlphaNoneSkipLast;
// Build a bitmap context that's the size of the thumbRect
CGContextRef bitmap = CGBitmapContextCreate(
NULL,
thumbRect.size.width, // width
thumbRect.size.height, // height
CGImageGetBitsPerComponent(imageRef), // really needs to always be 8
4 * thumbRect.size.width, // rowbytes
CGImageGetColorSpace(imageRef),
alphaInfo
);
// Draw into the context, this scales the image
CGContextDrawImage(bitmap, thumbRect, imageRef);
// Get an image from the context and a UIImage
CGImageRef ref = CGBitmapContextCreateImage(bitmap);
UIImage* result = [UIImage imageWithCGImage:ref];
CGContextRelease(bitmap); // ok if NULL
CGImageRelease(ref);
return result;
}