This question is a duplicate of 1042830, but MonoTouch-specific. Is there a way th开发者_如何学Cat\'s safer than allocating an IntPtr, drawing into it using CGBitmapContext and then reading bytes at t
Note: Using Monotouch. I have a directory called Images where I have all my PNG files. In my code I have the following
I\'d like to save screenshots from my game to camera roll. Right now I\'m using UIImageWriteToSavedPhotosAlbum which saves 开发者_开发百科the image in jpg format with way too much ugly jpg artifacts.
Would the code bellow cause my code to leak? More specifically, am I responsible for releasing the newImage or the contents of mainPageLayer (which is a CALayer object)? I get a memory warning every 4
I\'ve got UIImageView drawn in my nib-file and it\'s connected to a imageView iboutlet. I can load single pictures which will show up very nicely, but when it comes to drawing many images separately a
To understand my problem let\'s follow this steps. Open - XCode -> New Project -> View based application.
I am a noobat OBJ-C :) I am trying to add a UIImageView to a UIScrollView to display a large image in my iPhone app.
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I have a UIImageView that starts off with an image (loading.png) specified in IB. When my app starts, a new image is downloaded from the internet to replace the existing one. I do the following to rep
I added an image to button UIImage* deleteImage = [UIImage imageNamed:@\"Delete.png\"]; CGRect imageFrame=CGRectMake(-4,-4, 310, 55);