Well, since you obviously can't have all of those images on screen at the same time at full size, you should either just load what you need or resize them to a more appropriate size.

Dave

On Mar 10, 2009, at 4:41 PM, James Cicenia wrote:

Interesting... I didn't know that, but then it begs the question.... what do the cool kids do? Should I be taking a different approach here? If so, any pointers or doc chapter would be
great.

Thank you
James Cicenia



On Mar 10, 2009, at 6:33 PM, David Duncan wrote:

On Mar 10, 2009, at 4:26 PM, James Cicenia wrote:

Ok -

Here is the offending code that sucks up about 2MB:

NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
while(thisState = [statesEnum nextObject]){
UIImageView *singleStateView = [[[UIImageView alloc]initWithFrame:CGRectMake(2,0, 293, 184)]autorelease]; [singleStateView setImage: [UIImage imageNamed:[[@"wf-map-gray-" stringByAppendingString:thisState ]stringByAppendingString:@"_glow.png"]]];
        [singleStateView setTag:100];
        [fruitStateView addSubview:singleStateView];    
}
[pool release];

These are little pngs of the states. They are tiny 4KB images
yet when this loop runs it winds up taking up an additional 2MB


Compressed size does not matter. Your images (or at least your image views) are 293x184, which means that each view is going to consume 293x184x4 (bytes per pixel) = 210.6K. I presume your looking at the Memory Monitor tool, as the memory used by view backing stores is not reflected in the memory usage as reported by the ObjectAlloc tool, but assuming your PNGs are the same size as the view, that 210.6K number is far more indicative of memory usage than the compressed size.
--
David Duncan
Apple DTS Animation and Printing


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