在阅读了关于 SO 和其他文章(见下文)的许多答案后,当您将多个图像加载到动画数组中时,管理内存的最佳方法是什么?
http://www.alexcurylo.com/2009/01/13/imagenamed-is-evil/
以下是我的目标:
正如苹果所说 https://forums.developer.apple.com/thread/17888
使用UIImage(named: imageName)缓存图像,但在我的情况下,在连续播放 2-3 个动画后,iOS 终止应用程序(操作系统不响应内存不足警告而是终止应用程序 - 请参阅下面的代码结尾)
我不想缓存图像,而是我们可以:
这是我的代码:
// create the Animation Array for each animation
func createImageArray(total: Int, imagePrefix: String) -> [UIImage]{
var imageArray: [UIImage] = []
for imageCount in 0..<total {
let imageName = "\(imagePrefix)-\(imageCount).png"
let image = UIImage(named: imageName)! // here is where we need to address memory and not cache the images
//let image = UIImage(contentsOfFile: imageName)! // maybe this?
imageArray.append(image)
}
return imageArray
}
// here we set the animate function values
func animate(imageView: UIImageView, images: [UIImage]){
imageView.animationImages = images
imageView.animationDuration = 1.5
imageView.animationRepeatCount = 1
imageView.startAnimating()
}
// Here we call the animate function
animation1 = createImageArray(total: 28, imagePrefix: "ImageSet1")
animation2 = createImageArray(total: 53, imagePrefix: "ImageSet2")
animation3 = createImageArray(total: 25, imagePrefix: "ImageSet3")
func showAnimation() {
UIView.animate(withDuration: 1, animations: {
animate(imageView: self.animationView, images: self.animation1)
}, completion: { (true) in
//self.animationView.image = nil // Maybe we try the following?
//self.animationView.removeFromSuperview()
//self.animationView = nil
})
}
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基于 SO 响应,看起来这可能是防止图像被缓存的最佳方法,但它似乎在我的代码中不起作用:
let image = UIImage(contentsOfFile: imageName)!
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我也试过这个,但它似乎也不起作用:
func applicationDidReceiveMemoryWarning(application: UIApplication) {
NSURLCache.sharedURLCache().removeAllCachedResponses()
}
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我还在完成块中尝试了以下文章(removeFromSuperview),但我也无法使其正常工作(请参阅上面的代码):
https://www.hackingwithswift.com/example-code/uikit/how-to-animate-views-using-animatewithduration
新代码:
// create the Animation Array for each animation
func createImageArray(total: Int, imagePrefix: String) -> [UIImage]{
var imageArray: [UIImage] = []
for imageCount in 0..<total {
let imageName = "\(imagePrefix)-\(imageCount).png"
//let image = UIImage(named: imageName)! // replaced with your code below
if let imagePath = Bundle.mainBundle.path(forResource: "ImageSet1" ofType: "png"),
let image = UIImage(contentsOfFile: imagePath) {
//Your image has been loaded }
imageArray.append(image)
}
return imageArray }
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这很简单。UIImage(named:)缓存图像,而UIImage(contentsOfFile:)不是。
如果您不想缓存图像,请UIImage(contentsOfFile:)改用。如果你不能让它工作,那么发布你的代码,我们会帮助你调试它。
请注意,UIImage(contentsOfFile:)不会在您的应用程序包中查找文件。它需要图像文件的完整路径。您将需要使用Bundle方法来查找文件的路径,然后将该路径传递给UIImage(contentsOfFile:):
if let imagePath = Bundle.mainBundle.path(forResource: "ImageSet1" ofType: "png"),
let image = UIImage(contentsOfFile: imagePath) {
//Your image has been loaded
}
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您的代码正在将所有 3 个动画的所有图像加载到图像数组中,并且从不释放它们,因此系统缓存这些图像的事实似乎无关紧要。在内存不足的情况下,系统应该刷新图像的缓存副本,但您的代码仍会将所有这些图像保存在数组中,因此内存不会被释放。在我看来,是您的代码导致了内存问题,而不是系统的图像缓存。
您的代码可能如下所示:
func createImageArray(total: Int, imagePrefix: String) -> [UIImage]{
var imageArray: [UIImage] = []
for imageCount in 0..<total {
let imageName = "\(imagePrefix)-\(imageCount)"
if let imagePath = Bundle.main.path(forResource: imageName,
ofType: "png"),
let image = UIImage(contentsOfFile: imagePath) {
imageArray.append(image)
}
}
return imageArray
}
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