The following snippet of code save a CIImage to disk using an UIImage.
- (void)applicationWillResignActive:(UIApplication *)application
{
NSString* filename = #"Test.png";
UIImage *image = [UIImage imageNamed:filename];
// make some image processing then store the output
CIImage *processedImage = [CIImage imageWithCGImage:image.CGImage];
#if 1// save using context
CIContext *context = [CIContext contextWithOptions:nil];
CGImageRef cgiimage = [context createCGImage:processedImage fromRect:processedImage.extent];
image = [UIImage imageWithCGImage:cgiimage];
CGImageRelease(cgiimage);
#else
image = [UIImage imageWithCIImage:processedImage];
#endif
// save the image
NSString *filePath = [[[NSBundle mainBundle] bundlePath] stringByAppendingPathComponent:[#"../Documents/" stringByAppendingString:filename]];
[UIImagePNGRepresentation(image) writeToFile:filePath atomically:YES];
}
However, it leaks the CGImageRef even when it is released by calling CGImageRelease
If the line with #if 1 is changed to #if 0, the UIImage is created directly from the CIImage and there are no memory leaks, but then the UIImage is not saved to disk
Wrap the saving inside an autorelease pool:
- (void)applicationWillResignActive:(UIApplication *)application
{
NSString* filename = #"Test.png";
UIImage *image = [UIImage imageNamed:filename];
// make some image processing then store the output
CIImage *processedImage = [CIImage imageWithCGImage:image.CGImage];
#autoreleasepool {
CIContext *context = [CIContext contextWithOptions:nil];
CGImageRef cgiimage = [context createCGImage:processedImage fromRect:processedImage.extent];
image = [UIImage imageWithCGImage:cgiimage];
CGImageRelease(cgiimage);
// save the image
NSURL *documentsDir = [[[NSFileManager defaultManager] URLsForDirectory:NSDocumentDirectory inDomains:NSUserDomainMask] firstObject];
NSURL *fileURL = [documentsDir URLByAppendingPathComponent:filename];
[UIImagePNGRepresentation(image) writeToURL:fileURL atomically:YES];
}
}
Also note that I updated how you were retrieving the Documents directory to work for iOS 8 (more info).
Related
Please try to understand my question.
i am picking images from phone library and saving into Documents Directory. But When I pick large number of images the utilised memory increases gradually and reach above of 400 mb then my app crash. Please if anybody can solve my problem what should I do? I'm new comer to Objective C. Any response will be appreciated.
here is my code
when Picker finish picking
- (void)agImagePickerController:(AGImagePickerController *)picker didFinishPickingMediaWithInfo:(NSArray *)info {
[self ShowLoadingView:#"Files Are Loading...."];
[self performSelectorInBackground:#selector(saveAllSelectedImages:) withObject:info];}
and then I save images to Directory
-(void) saveAllSelectedImages:(NSArray*)imagesArray{
for (int i=0; i<imagesArray.count; i++) {
ALAsset *asset = [imagesArray objectAtIndex:i];
ALAssetRepresentation *alassetRep = [asset defaultRepresentation];
NSDate *currentDate = [NSDate date];
NSString* DucPath = [[AppDelegate GetDocumentDirectoryPath] stringByAppendingPathComponent:#"Media"];
if (![[NSFileManager defaultManager] fileExistsAtPath:DucPath])
[[NSFileManager defaultManager] createDirectoryAtPath:DucPath withIntermediateDirectories:NO attributes:nil error:nil];
if ([[asset valueForProperty:ALAssetPropertyType] isEqualToString:ALAssetTypeVideo])
{
long long DataSize = [alassetRep size];
Byte *buffer = (Byte*)malloc(DataSize);
NSUInteger buffered = (NSUInteger)[alassetRep getBytes:buffer fromOffset:0.0 length:alassetRep.size error:nil];
NSData *videoData = [NSData dataWithBytesNoCopy:buffer length:buffered freeWhenDone:YES];
NSString* newVideoName = [NSString stringWithFormat:#"video_%d_%d.mov",(int)currentDate,i];
NSString* newVideoPath = [DucPath stringByAppendingPathComponent:newVideoName];
[videoData writeToFile:newVideoPath atomically:YES];
[pImageMediaArray addObject:newVideoName];
}
else
{
UIImage *image = [UIImage imageWithCGImage:[alassetRep fullResolutionImage]];
/************************************Full Resolution Images ******************************************/
NSData *imageData = UIImageJPEGRepresentation(image, 0.8);
image = nil;
NSString *originalPath = [NSString stringWithFormat:#"IMAGE_%d_%d.jpg",(int)currentDate,i];
NSString* pImagePath = [DucPath stringByAppendingPathComponent:originalPath];
[imageData writeToFile:pImagePath atomically:YES];
[pImageMediaArray addObject:originalPath];
}
/************************************Low Resolution Images ******************************************/
UIImage *image = [UIImage imageWithCGImage:[alassetRep fullResolutionImage]];
UIImage *thumbImage = [self imageWithImage:image scaledToSize:CGSizeMake(50, 50)];
NSData *thumbImageData = UIImageJPEGRepresentation(thumbImage, 0.8);
NSString *thumbOriginalPath = [NSString stringWithFormat:#"SMALL_IMAGE_%d_%d.jpg",(int)currentDate,i];
NSString* thumbImagePath = [DucPath stringByAppendingPathComponent:thumbOriginalPath];
NSLog(#"Image path At Save Time:%#",thumbImagePath);
[thumbImageData writeToFile:thumbImagePath atomically:YES];
[pMediaArray addObject:thumbOriginalPath];
}
[appDelegate setPMediaArray:pImageMediaArray];
[pGridView reloadData];
imagesArray = nil;
[imagesArray release];
[pImageMediaArray release];
[self performSelectorOnMainThread:#selector(closeLoadindView) withObject:nil waitUntilDone:YES];}
Byte *buffer = (Byte*)malloc(DataSize);
is not being freed?
I had the same exact same issue. What worked for me was to use an autorelease pool block when you save the image. This will free up the retain count and the garbage collection will release the memory appropriately instead of retaining those objects in memory until the containing loop is finished running.
Example: In the method that you are using to save the images add code that looks like this:
#autoreleasepool {
NSString *filePath = [[NSArray arrayWithObjects:self.imagePath, #"/", GUID, #".png", nil] componentsJoinedByString:#""];
NSData *imageData = [NSData dataWithData:UIImagePNGRepresentation(image)];
BOOL res = [imageData writeToFile:filePath atomically:YES];
imageData = nil;
}
You need to add the autoreleasepool for task that perform in the background. In the above code content of the saveAllSelectedImages should be written inside autoreleasepool, Otherwise memory won't be released.
I am using this for reference: Getting thumbnail from a video url or data in IPhone SDK
The method is using the MPMoviePlayerController class instead of the AVFoundation, and I think I want to use that as well because the people said that MPMoviePlayer way is faster than the AVFoundation way.
The problem is, the method used to create the thumbnails, [player thumbnailImageAtTime:1.0 timeOption:MPMovieTimeOptionNearestKeyFrame] is deprecated in iOS 7.0.
By looking at the apple docs, the remaining supported ways to create thumbnails are by the methods (void)requestThumbnailImagesAtTimes:(NSArray *)playbackTimes timeOption:(MPMovieTimeOption)option and (void)cancelAllThumbnailImageRequests. But, as the method signatures dictate, these methods return nothing. So how do I access the UIImage thumbnail created by these methods?
If it helps, this is what I have so far in terms of code:
self.videoURL = info[UIImagePickerControllerMediaURL];
NSData *videoData = [NSData dataWithContentsOfURL:self.videoURL];
//Create thumbnail image
MPMoviePlayerController *player = [[MPMoviePlayerController alloc] initWithContentURL:self.videoURL];
[player requestThumbnailImagesAtTimes:#[#1] timeOption:MPMovieTimeOptionNearestKeyFrame];
//UIImage *thumbnail = ???
How do I get a UIImage reference to the thumbnail?
EDIT
I figured out how to create a notification for the thumbnail image request (using this question as reference). However, I realise that this method works asynchronously from the main thread, and so my notification handler method doesn't seem to ever be called.
This is what I have now.
self.videoURL = info[UIImagePickerControllerMediaURL];
NSData *videoData = [NSData dataWithContentsOfURL:self.videoURL];
MPMoviePlayerController *player = [[MPMoviePlayerController alloc] initWithContentURL:self.videoURL];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(handleThumbnailImageRequestFinishNotification:) name:MPMoviePlayerThumbnailImageRequestDidFinishNotification object:player];
[player requestThumbnailImagesAtTimes:#[#1] timeOption:MPMovieTimeOptionNearestKeyFrame];
And then my handler method:
-(void)handleThumbnailImageRequestFinishNotification:(NSNotification*)notification
{
NSDictionary *userinfo = [notification userInfo];
NSError* value = [userinfo objectForKey:MPMoviePlayerThumbnailErrorKey];
if (value != nil)
{
NSLog(#"Error creating video thumbnail image. Details: %#", [value debugDescription]);
}
else
{
UIImage *thumbnail = [userinfo valueForKey:MPMoviePlayerThumbnailImageKey];
}
But the handler never gets called (or so it appears).
Try this way.
import AVFoundation framework
in *.h
#import <AVFoundation/AVFoundation.h>
in *.m
AVURLAsset *asset = [[AVURLAsset alloc] initWithURL:self.urlForConevW options:nil];
AVAssetImageGenerator *generateImg = [[AVAssetImageGenerator alloc] initWithAsset:asset];
NSError *error = NULL;
CMTime time = CMTimeMake(1, 65);
CGImageRef refImg = [generateImg copyCGImageAtTime:time actualTime:NULL error:&error];
NSLog(#"error==%#, Refimage==%#", error, refImg);
UIImage *FrameImage= [[UIImage alloc] initWithCGImage:refImg];
Here is a code to make a thumbnail of the video and save the images to the DocumentDirectory..
//pass the video_path to NSURL
NSURL *videoURL = [NSURL fileURLWithPath:strVideoPath];
AVURLAsset *asset1 = [[AVURLAsset alloc] initWithURL:videoURL options:nil];
AVAssetImageGenerator *generator = [[AVAssetImageGenerator alloc] initWithAsset:asset1];
generator.appliesPreferredTrackTransform = YES;
//Set the time and size of thumbnail for image
NSError *err = NULL;
CMTime thumbTime = CMTimeMakeWithSeconds(0,30);
CGSize maxSize = CGSizeMake(425,355);
generator.maximumSize = maxSize;
CGImageRef imgRef = [generator copyCGImageAtTime:thumbTime actualTime:NULL error:&err];
UIImage *thumbnail = [[UIImage alloc] initWithCGImage:imgRef];
//And you can save the image to the DocumentDirectory
NSData *data = UIImagePNGRepresentation(thumbnail);
//Path for the documentDirectory
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
[data writeToFile:[documentsDirectory stringByAppendingPathComponent:currentFileName] atomically:YES];
If your URL is to an HTTP live stream, then it won't return anything, per the docs. For a file URL, I found that I had to start the request after playing the movie, or it would never get called.
I have the following code
if (! [url getResourceValue:&isDirectory forKey:NSURLIsDirectoryKey error:&error]) {
// handle error
}
else if (! [isValidDirectory boolValue]) {
// No error and it’s not a directory; do something with the file
NSString* outP = [url absoluteString];
NSString* extension = [outP substringFromIndex: outP.length-3];
NSString* img = #"png";
if([extension isEqualToString:img]){
NSImage *original = [[NSImage alloc] initWithContentsOfURL: url];
NSSize sizes = NSMakeSize(240, 240);
NSImage *small =original;
[small setSize:sizes];
NSArray* representations = [small representations];
NSInteger* total = [substrings count];
NSData* bitmapData = [NSBitmapImageRep representationOfImageRepsInArray: representations usingType: NSPNGFileType properties:nil];
[bitmapData writeToFile:#"/Users/testuser/downloads/test/test_tn.png" atomically:NO];
}
when I run it it does not resize the image it just gives me a straight copy of the image with the name test_tn.png instead of a smaller image. I'm not sure what I'm doing wrong, this is a mac app also. There is some unused code in there that is for later. Is the problem how I'm passing the NSImage to the NSData after i resize?
edit: ok so i converted the NSData back into an NSImage and it appears the NSData is not getting the sized data but the original data.
edit 2: so this works
ok so this works
if([extension isEqualToString:img]){
NSImage *image = [[NSImage alloc] initWithContentsOfURL: url];
NSData *sourcedata =[image TIFFRepresentation];
NSSize newSize;
newSize.height = 160;
newSize.width = 120;
NSImage *sourceImage =[[NSImage alloc] initWithData: sourcedata];
NSImage *resizedImage = [[NSImage alloc] initWithSize: NSMakeSize(240, 240)];
NSSize originalSize = [sourceImage size];
[resizedImage lockFocus];
[sourceImage drawInRect: NSMakeRect(0, 0, 240, 240) fromRect: NSMakeRect(0, 0, originalSize.width, originalSize.height) operation: NSCompositeSourceOver fraction: 1.0];
[resizedImage unlockFocus];
NSData *resizedData = [resizedImage TIFFRepresentation];
NSData *resizedPreviewData = [resizedImage TIFFRepresentation];
NSBitmapImageRep *resizedCaptureImageBitmapRep = [[NSBitmapImageRep alloc] initWithData:resizedPreviewData];
NSData* saveData = [resizedCaptureImageBitmapRep representationUsingType:NSPNGFileType properties:nil];
[saveData writeToFile:#"/Users/testuser/downloads/test/test_tn.png" atomically:YES];
count++;
}
This works for me. I am using this code to layer images on top of each other, but it should be easily adapted to your purposes:
CGSize destinationSize = smallSize;
UIGraphicsBeginImageContext(original.size);
[Original1 drawInRect:CGRectMake(0, 0, original.size.width, original.size.height)];
[Original2 drawInRect:CGRectMake(0, 0, original.size.width, original.size.height)];
UIImage *returnImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIGraphicsBeginImageContext(destinationSize);
[returnImage drawInRect:CGRectMake(0,0,destinationSize.width,destinationSize.height)];
UIImage *smallImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
I´m designing a new app for an iPad. This app will work with a barcode scanner, and when it scans a code, it will show an image asociated.
I was thinking to build that asociating de barcode to an image name for example:
- Barcode 09090909 will show 09090909.png picture
- Barcode 19191919 will show 19191919.png picture
....
I think that there is no problem with that, but the problem comes when I need to add new barcode/pictures to the app. How can I send a new picture to my App? I see that when you develop on XCode and build you App, all the data goes into de App.
Any help or clue? thanks in advance
You can simple load them on the fly from your server, but then a network connection is required. To load them async from an server you can use this code:
dispatch_queue_t image_queue = dispatch_queue_create("com.company.app.imageQueue", NULL);
dispatch_queue_t main_queue = dispatch_get_main_queue();
dispatch_async(image_queue, ^{
NSString *URLString = #"http://example.com/images/19191919.png";
NSData *imageData = [NSData dataWithContentsOfURL:[NSURL URLWithString:URLString];
UIImage *image = [UIImage imageWithData:imageData];
dispatch_async(main_queue, ^{
[imageView setImage:image];
});
});
If you want you can also save the image to the cache dir (using the document dir is not recommended because it will collide with Apples iOS Data Storage Guidelines) and check before downloading an image twice, then the code will look like this:
NSString *fileName = #"19191919.png";
NSString *URLBaseString = #"http://example.com/images/";
NSString *URLString = [URLBaseString stringByAppendingString:fileName];
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSCachesDirectory, NSUserDomainMask, YES);
NSString *cachePath = [paths objectAtIndex:0];
NSString *dataPath = [cachePath stringByAppendingPathComponent:fileName];
NSFileManager *fileManager = [NSFileManager defaultManager];
if ( [fileManager fileExistsAtPath:dataPath] )
{
UIImage *image = [UIImage imageWithContentsOfFile:dataPath];
[imageView setImage:image];
}
else
{
dispatch_async(image_queue, ^{
NSData *imageData = [NSData dataWithContentsOfURL:[NSURL URLWithString:URLString];
UIImage *image = [UIImage imageWithData:imageData];
[UIImagePNGRepresentation(image) writeToFile:dataPath atomically:YES];
dispatch_async(main_queue, ^{
[imageView setImage:image];
});
});
}
This code has not been tested, but should work. Note that I'm relying on ARC to manage memory.
Is there a way to take advantage of the device modifiers ~ipad, ~iphone, #2x, for images stored in the cache or documents. As far as I can tell it only works if the files are stored in the main bundle.
NSArray *cachePaths = NSSearchPathForDirectoriesInDomains(NSCachesDirectory, NSUserDomainMask, YES);
NSString *cachePath = ([cachePaths count] > 0) ? [cachePaths objectAtIndex:0] : nil;
NSString *cacheResourcesPath = [cachePath stringByAppendingPathComponent:#"Resources"];
NSArray *documentPaths = NSSearchPathForDirectoriesInDomains(NSCachesDirectory, NSUserDomainMask, YES);
NSString *documentPath = ([documentPaths count] > 0) ? [documentPaths objectAtIndex:0] : nil;
NSString *documentsResourcesPath = [documentPath stringByAppendingPathComponent:#"Resources"];
// SUCCESS (/caches/resources)
UIImage *image = [UIImage imageWithContentsOfFile:[cacheResourcesPath stringByAppendingPathComponent:#"image~ipad.png"]];
// FAIL (/caches/resources)
UIImage *image = [UIImage imageWithContentsOfFile:[cacheResourcesPath stringByAppendingPathComponent:#"image.png"]];
// SUCCESS (/documents)
UIImage *image = [UIImage imageWithContentsOfFile:[documentsResourcesPath stringByAppendingPathComponent:#"image~ipad.png"]];
// FAIL (/documents)
UIImage *image = [UIImage imageWithContentsOfFile:[documentsResourcesPath stringByAppendingPathComponent:#"image.png"]];
// SUCCESS (main bundle)
UIImage *image = [UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:#"image" ofType:#"png"]];
// SUCCESS (main bundle)
UIImage *image = [UIImage imageNamed:#"image"];
I'm quite sure that the imageWithContentsOfFile: method does not analyze the file name. I had the same issue back on iPhone when I tried to load some #2x images which were not part of the bundle. In the end I had to use the initWithCGImage:scale:orientation: to be able to set the scale properly. Based on that, I would be surprised if it could handle the ~ipad suffix.