I want to load a thumbnail representation of an image that is located in the Documents directory. If I were just using the Camera Roll I could use the Assets Library Framework to do this. With movie
The way to load image to the layer is simply this: CALayer *layer = [[CALayer alloc]init]; layer.conten开发者_如何学运维ts = (id) [UIImage imageNamed:@\"image.png\"].CGImage;
My application gives these errors on the console: <Error>: CGBitmapContextCreateImage: invalid context 0xdf12000
I have a few, full screen, UIColor PatternImages (in scrollViews) in my iPad app and am experiencing some memory problems (surprise?)
In iOS 4.0 and later is there a way to segment a CGImage without loading the entire image into memory? What I am attempting to do is * programmatically* segment an image for use in a CATil开发者_高级运
My app is using a set of CGImageRef and I am wondering how to store them in an NSMutableDictionary in order to avoid memory leakes (How to transform them into NSObject and how to CFRelease properly)
What i am doing, i downloded a code for calender now i want to show images on its tiles(for date). What i am trying shows in code
I use the following code to draw a subimage UIImage* subIm = getSubImage( large, rect ); [subIm drawInRect:self.bounds];
This is a multiple part question, mostly because my ignorance on the matter has multiple layers. First, I put together a caching system for caching CGImageRef objects. I keep it at the CGImageRef lev
i\'m handing off to this method and using the resultant CGImageRef adding it to a CGImageDestinationRef that is setup for finalizing as a kUTTypeJPEG: