使用 UIImage 时如何刷新缓存以释放内存 - Swift 3.0

Ser*_*mer 5 uiimage ios swift

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:

  1. 创建动画数组(见下面的代码)
  2. 动画播放后刷新缓存并加载另一个动画(冲洗,清洗,重复,你明白了:)

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:

  1. 每次动画完成时刷新内存,然后加载新动画;或者
  2. 当用户移动到新场景时刷新内存

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

        })
    }
Run Code Online (Sandbox Code Playgroud)

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)!
Run Code Online (Sandbox Code Playgroud)

我也试过这个,但它似乎也不起作用:

func applicationDidReceiveMemoryWarning(application: UIApplication) {
    NSURLCache.sharedURLCache().removeAllCachedResponses()
}
Run Code Online (Sandbox Code Playgroud)

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 }
Run Code Online (Sandbox Code Playgroud)

Dun*_*n C 5

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 
}
Run Code Online (Sandbox Code Playgroud)

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 
}
Run Code Online (Sandbox Code Playgroud)