I've read through multiple threads concerning the topic but my problem still persists. When I'm resizing an Image with following code:
extension UIImage {
func thumbnailWithMaxSize(image:UIImage, maxSize: CGFloat) -> UIImage {
let width = image.size.width
let height = image.size.height
var sizeX: CGFloat = 0
var sizeY: CGFloat = 0
if width > height {
sizeX = maxSize
sizeY = maxSize * height/width
}
else {
sizeY = maxSize
sizeX = maxSize * width/height
}
UIGraphicsBeginImageContext(CGSize(width: sizeX, height: sizeY))
let rect = CGRect(x: 0.0, y: 0.0, width: sizeX, height: sizeY)
UIGraphicsBeginImageContext(rect.size)
draw(in: rect)
let thumbnail = UIGraphicsGetImageFromCurrentImageContext()!;
UIGraphicsEndImageContext()
return thumbnail
}
override func viewDidLoad() {
super.viewDidLoad()
let lionImage = UIImage(named: "lion.jpg")!
var thumb = UIImage()
autoreleasepool {
thumb = lionImage.thumbnailWithMaxSize(image: lionImage, maxSize: 2000)
}
myImageView.image = thumb
}
...the memory is not released. So when I navigate through multiple ViewControllers (e.g. with a PageViewController) I end up getting memory warnings and the app eventually crashes. I also tried to load the image via UIImage(contentsOfFile: path) without success. Any suggestions?
I noticed your code beginning two contexts but only ending one.
Here's my extension, which is basically the same as your's. Since I'm not having memory issues, it looks like that may be the issue.
extension UIImage {
public func resizeToRect(_ size : CGSize) -> UIImage {
UIGraphicsBeginImageContext(size)
self.draw(in: CGRect(x: 0, y: 0, width: size.width, height: size.height))
let resizedImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext();
return resizedImage!
}
}