I'd like to save UIImage in NSArray to local as PNG. However, When I used UIImagePNGRepresentation in a for-loop, memory grew up greatly even though there is already a @autoreleasepool.
for (int i = 0; i < array.count; i++) {
@autoreleasepool {
NSDictionary *src = array[i];
NSString *localPath = [SPLDPath stringByAppendingPathComponent:@"realImg"];
NSFileManager *file = [NSFileManager defaultManager];
if (![file fileExistsAtPath:localPath]) {
[file createDirectoryAtPath:localPath withIntermediateDirectories:NO attributes:nil error:nil];
}
NSString *screenShotImg = [localPath stringByAppendingPathComponent:[NSString stringWithFormat:@"ScreenShot_%d.png", i]];
NSData *PNGData = UIImagePNGRepresentation(src[@"image"]);
[PNGData writeToFile:screenShotImg atomically:YES];
}
}
So I tried to convert UIImage to CGImageRef and use ImageIO framework to save image. Then using CGImageRelease() to release memory in each loop.
-(void)saveImage:(CGImageRef)image directory:(NSString*)directory filename:(NSString*)filename {
@autoreleasepool {
CFURLRef url = (__bridge CFURLRef)[NSURL fileURLWithPath:[NSString stringWithFormat:@"%@/%@", directory, filename]];
CGImageDestinationRef destination = CGImageDestinationCreateWithURL(url, kUTTypePNG, 1, NULL);
CGImageDestinationAddImage(destination, image, nil);
if (!CGImageDestinationFinalize(destination))
NSLog(@"ERROR saving: %@", url);
CFRelease(destination);
CGImageRelease(image);
}
}
for (int i = 0; i < array.count; i++) {
NSDictionary *src = array[i];
NSString *localPath = [SPLDPath stringByAppendingPathComponent:@"realImg"];
NSFileManager *file = [NSFileManager defaultManager];
if (![file fileExistsAtPath:localPath]) {
[file createDirectoryAtPath:localPath withIntermediateDirectories:NO attributes:nil error:nil];
}
NSString *fileName = [NSString stringWithFormat: @"ScreenShot_%d.png", i];
CGImageRef cgRef=[src[@"image"] CGImage];
[self saveImage:(cgRef) directory:localPath filename:fileName];
} enter image description here The memory was decreased, however, a new issue happened. My app was crashed because of over-released memory. Because the UIImage was released by CGImageRelease(), but ARC also tried to send a delloc message to the zombie object before the app end. How can I free the CGImageRef but not collide with ARC?