什么是缓冲区> CGImageRef-> UIImage的正确内存管理模式? [英] What's the right memory management pattern for buffer->CGImageRef->UIImage?
问题描述
我有一个函数,它接受一些位图数据并从中返回一个UIImage *。它看起来像这样:
I have a function that takes some bitmap data and returns a UIImage * from it. It looks something like so:
UIImage * makeAnImage()
{
unsigned char * pixels = malloc(...);
// ...
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, pixels, pixelBufferSize, NULL);
CGImageRef imageRef = CGImageCreate(..., provider, ...);
UIImage * image = [[UIImage alloc] initWithCGImage:imageRef];
return [image autorelease];
}
任何人都可以确切地解释谁在这里拥有什么内存?我想要正确清理,但我不确定如何安全地进行清理。文档在这些上是模糊的。如果我在创建UIImage后在此函数结尾处 free
像素,然后使用UIImage,我崩溃了。如果我在创建UIImage之后释放提供者或imageRef,我没有看到崩溃,但他们显然已经将像素一直传递过来,所以我对释放这些中间状态感到不安。
Can anyone explain exactly who owns what memory here? I want to clean up properly, but I'm not sure how to do it safely. Docs are fuzzy on these. If I free
pixels at the end of this function after creating the UIImage, and then use the UIImage, I crash. If I Release the provider or the imageRef after creating the UIImage, I don't see a crash, but they're apparently passing the pixels all the way through, so I'm skittish about releasing these intermediate states.
(我知道每个CF文档我需要在后者上调用release,因为它们来自Create函数,但我可以在使用UIImage之前执行此操作?)大概我可以使用提供者的dealloc回调来清理像素缓冲区,但还有什么呢?
(I know per CF docs that I should need to call release on both of the latter because they come from Create functions, but can I do that before the UIImage is used?) Presumably I can use the provider's dealloc callback to cleanup the pixels buffer, but what else?
谢谢!
推荐答案
这里的拇指规则是 -release
*它,如果你不需要它。
The thumb rule here is "-release
* it if you don't need it".
因为之后你不再需要提供者
和 imageRef
,你应该 -release
所有这些,即
Because you no longer need provider
and imageRef
afterwards, you should -release
all of them, i.e.
UIImage * image = [[UIImage alloc] initWithCGImage:imageRef];
CGDataProviderRelease(provider);
CGImageRelease(imageRef);
return [image autorelease];
像素
不通过引用计数来管理,所以你需要告诉CG API在必要时为你释放它们。这样做:
pixel
is not managed by ref-counting, so you need to tell the CG API to free them for you when necessary. Do this:
void releasePixels(void *info, const void *data, size_t size) {
free((void*)data);
}
....
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, pixels, pixelBufferSize, releasePixels);
顺便说一下,你可以使用 + imageWithCGImage:
而不是 [[[* alloc] initWithCGImage:] autorelease]
。更好的是,有 + imageWithData:
所以你不需要搞乱CG和 malloc
的东西。
By the way, you can use +imageWithCGImage:
instead of [[[* alloc] initWithCGImage:] autorelease]
. Even better, there is +imageWithData:
so you don't need to mess with the CG and malloc
stuff.
(*:除非 retainCount
从一开始就被认为是零。)
(*: Except when the retainCount
is already supposedly zero from the beginning.)
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