UIImage* image = [UIImage imageNamed:fileName];
Loading an image with imageNamed causes the image to be cached in memory as
per the documentation.
I suggest using one of the alternatives to load your images and see how that
affects memory usage
./Sven
2009/7/24 Dragos Ionel
> You are right, I
Dear all,
Thank you all for the feedback. With that help and few hours of digging I
was able to solve the problem.
Just for reference here is what I was doing wrong;
1.
UIImage* image = [UIImage imageNamed:fileName];
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
*[image *
Try to use image allocation methods besides imageNamed
Jesse Armand
(http://jessearmand.com)
On Fri, Jul 24, 2009 at 9:07 AM, Dragos Ionel wrote:
> Hi,
> I am working on a animal encyclopedia on iPhone. One of the pages displays
> one photo of an animal.
I believe +[UIImage imageNamed] caches the image, so you would see
memory increasing. I'm guessing that you eventually triggered a
memory warning, so UIImage dropped its caches, resulting in the crash
due to your over-release.
On Fri, Jul 24, 2009 at 1:04 PM, Dragos Ionel wrote:
> You are right,
You are right, I was over releasing and maybe that was crashing the app.
But still, even without [image release] the memory used by the app on iPhone
is slowly increasing (like 3K for each image display). Maybe that is
supposed to happen , maybe something is cached somewhere.
But the good thing is
UIImage* image = [UIImage imageNamed:fileName];
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
[image release];
You're overreleasing the image there. You sure the phone is dying
because it's out of memory, rather than because of that?
On Fri, Jul 24, 2009 at 3:07 AM, Dragos
Hi,
I am working on a animal encyclopedia on iPhone. One of the pages displays
one photo of an animal. When the user swipes the screen the image is
replaced with another one.
This works fine and when tested in the simulator with the Instrument for
Object Allocation, all looks cool.
When I tested