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iOS

Received Memory Warning - UIImagePickerController

Hi,

Im adding on from the self-destructive message app for ios. Recently I have started to notice that I am getting a memory warning using the camera. After the camera has launched, and I press 'Use Photo', i get a memory warning but the app does not crash. I am using ARC also. When I take a photo it is assigned to the ImageView for the user to preview. The ImageView is much smaller than the camera so I thought this might be the problem, so I tried resizing the image but it still occurs. It even still occurs when I dont assign the camera image to the ImageView.

This is my code:

- (IBAction)takePhoto:(id)sender {

    self.imagePicker = [[UIImagePickerController alloc] init];
    self.imagePicker.delegate = self;
    self.imagePicker.allowsEditing=NO;

    if ([UIImagePickerController isSourceTypeAvailable:UIImagePickerControllerSourceTypeCamera]) {
         [self.imagePicker setSourceType:UIImagePickerControllerSourceTypeCamera];
        [self presentViewController:self.imagePicker animated:YES completion:NULL];

    }
    else{
        [self.imagePicker setSourceType:UIImagePickerControllerSourceTypePhotoLibrary];
        [self presentViewController:self.imagePicker animated:YES completion:NULL];
    }

}

- (IBAction)choosePhoto:(id)sender {
    self.imagePicker2 = [[UIImagePickerController alloc] init];
    self.imagePicker2.delegate = self;
    self.imagePicker2.allowsEditing=NO;
    [self.imagePicker2 setSourceType:UIImagePickerControllerSourceTypePhotoLibrary];
    [self presentViewController:self.imagePicker2 animated:YES completion:NULL];
}

-(void) imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info{

    self.image = [info objectForKey:UIImagePickerControllerOriginalImage];
    CGRect rect = CGRectMake(0,0,100,100);

    UIGraphicsBeginImageContext( rect.size );
    [self.image drawInRect:rect];
    UIImage *picture1 = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();
    [self.snapImage setImage:picture1];

    [self.uploadImageBtn setHidden:NO];
    [self dismissViewControllerAnimated:YES completion:NULL];
    }

-(void)imagePickerControllerDidCancel:(UIImagePickerController *)picker{

    [self dismissViewControllerAnimated:YES completion:NULL];
}

1 Answer

Amit Bijlani
STAFF
Amit Bijlani
Treehouse Guest Teacher

I would not store the raw image in a property because the raw image takes up roughly 30MB of memory. Try modifying the didFinishPickingMediaWithInfo method.

-(void) imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info{

    // instead of storing it in a property create a local variable
    UIImage *image = [info objectForKey:UIImagePickerControllerOriginalImage];
    CGRect rect = CGRectMake(0,0,100,100);

    UIGraphicsBeginImageContext( rect.size );
    // use the local image variable to draw in context
    [image drawInRect:rect];
    UIImage *picture1 = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();
    [self.snapImage setImage:picture1];

    [self.uploadImageBtn setHidden:NO];
    [self dismissViewControllerAnimated:YES completion:NULL];
}

This way the raw image is created and destroyed within the above method.

Thanks Amit, it seemed to do the job. Off topic, the iOS video series seems to be finished in terms of difficulty levels (one project for beginner, one for intermediate, and one for Advanced), can be expect any different projects? :)