Well, then maybe UIImageViews aren't the right choice. You could either use many CALayers or even a single large UIView(if you need user input events) or CALayer subclass where you render the images yourself.

I presume there are only a small number of different images and you're using them over and over, right? If so, maybe it's better to subclass a view or layer such that you have your set of images loaded at init time and you simply draw them in the right place when you get the draw call. Then you don't have a large number of views or layers, you simply draw your images yourself when the time comes.

Short of either drawing the images with primitives or pre-rendering larger chunks of the image, I'm not sure how to make it more efficient.

Wyatt

On Mar 12, 2009, at 2:53 PM, James Cicenia wrote:

My images are very small.

I have approximately 100 lines with 24 small images per line. These are all one one scrollable view. I am using a UIImageView to position each one.
Just trying to get efficient as possible here.

On Mar 12, 2009, at 4:48 PM, Wyatt Webb wrote:

Do you mean in some way other than embedding multiple UIImageViews or multiple CALayers? Unless your images are very small, I doubt the overhead of the UIView objects is what's causing a memory problem.

Maybe I'm misunderstanding. Can you give us more detail about the current arrangement you have and what you are attempting to do?

Wyatt

On Mar 12, 2009, at 12:42 PM, James Cicenia wrote:

Is it possible to add multiple images to one UIView.

I am hoping that would help my memory issue.

Thanks
James Cicenia
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