UIImage* image = [UIImage imageNamed:fileName];

Loading an image with imageNamed causes the image to be cached in memory as
per the documentation.

I suggest using one of the alternatives to load your images and see how that
affects memory usage

./Sven

2009/7/24 Dragos Ionel <dragosio...@gmail.com>

> You are right, I was over releasing and maybe that was crashing the app.
> But still, even without [image release] the memory used by the app on
> iPhone
> is slowly increasing (like 3K for each image display). Maybe that is
> supposed to happen , maybe something is cached somewhere.
>
> But the good thing is it did not crash anymore after 200-300 images
> displayed.
>
> Thanks a lot,
> Dragos
>
>
> On Fri, Jul 24, 2009 at 3:14 AM, Jonathan del Strother <
> maill...@steelskies.com> wrote:
>
> > UIImage* image = [UIImage imageNamed:fileName];
> > UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
> > [image release];
> >
> > You're overreleasing the image there.  You sure the phone is dying
> > because it's out of memory, rather than because of that?
> >
> > On Fri, Jul 24, 2009 at 3:07 AM, Dragos Ionel<dragosio...@gmail.com>
> > wrote:
> > > Hi,
> > > I am working on a animal encyclopedia on iPhone. One of the pages
> > displays
> > > one photo of an animal. When the user swipes the screen the image is
> > > replaced with another one.
> > >
> > > This works fine and when tested in the simulator with the Instrument
> for
> > > Object Allocation, all looks cool.
> > >
> > > When I tested on the real iPhone with Instrument, the memory used
> > increases
> > > slowly but constantly so that eventually the application dies.
> > >
> > > Here is the method that is doing the image changing (direction means if
> > the
> > > new image should come from left or from right). The class is a
> > > UIViewController
> > >
> > >
> > > -(void) displayAnimal: (int) animaIndex fromDirection:(int)direction{
> > >
> > >  crtIndex = animaIndex;
> > >
> > >  NSString* animalName = [[animalList objectAtIndex:animaIndex]
> > objectForKey:
> > > @"name"];
> > >
> > > NSString* fileName   = [[animalList objectAtIndex:animaIndex]
> > objectForKey:
> > > @"file"];
> > >
> > >  self.title = animalName;
> > >
> > >  //remove all the subviews
> > >
> > > for (UIView *view in self.view.subviews) {
> > >
> > > [view removeFromSuperview];
> > >
> > > }
> > >
> > >  UIView* backgroundView = [[UIView alloc] initWithFrame:CGRectMake(0,
> 0,
> > 320,
> > > 480)];
> > >
> > > backgroundView.backgroundColor = [UIColor blackColor];
> > >
> > > [self.view addSubview:backgroundView];
> > >
> > > [backgroundView release];
> > >
> > >  UIImage* image = [UIImage imageNamed:fileName];
> > >
> > > UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
> > >
> > > [image release];
> > >
> > >  CGRect imageFrame = imageView.frame;
> > >
> > > imageFrame.origin = CGPointMake(320*direction,0);
> > >
> > > imageView.frame = imageFrame;
> > >
> > >  [self.view addSubview:imageView];
> > >
> > >
> > >  [UIView beginAnimations: nil context: @"identifier"];
> > >
> > > [UIView setAnimationCurve: UIViewAnimationCurveEaseInOut];
> > >
> > > [UIView setAnimationDuration:0.5];
> > >
> > >  imageFrame.origin = CGPointMake(0,0);
> > >
> > > imageView.frame = imageFrame;
> > >
> > >  [UIView commitAnimations];
> > >
> > > [imageView release];
> > >
> > > }
> > >
> > > Can you see anything that is not right? Why is the memory allocation
> > showing
> > > different in simulator and on the iPhone?
> > >
> > > Thanks a lot,
> > > Dragos
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> > >
> >
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