High memory usage looping through PHAssets and calling requestImageForAsset

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小鲜肉
小鲜肉 2020-12-16 02:42

I\'m using an image picker library to allow the user to select many images from their photo library. They are returned as an array of PHAssets. Then, I want to

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  • 2020-12-16 03:15

    Please use autoreleasepool for memory management.

    for(PHAsset *asset in self.assets) {
        // This autorelease pool seems good (a1)
        @autoreleasepool {
            NSLog(@"started requesting image %i", i);
            [[PHImageManager defaultManager] requestImageForAsset:asset targetSize:PHImageManagerMaximumSize contentMode:PHImageContentModeAspectFit options:[self imageRequestOptions] resultHandler:^(UIImage *image, NSDictionary *info) {
                dispatch_async(dispatch_get_main_queue(), ^{
                    //you can add autorelease pool here as well (a2)
                    @autoreleasepool {
                        assetCount++;
                        NSError *error = [info objectForKey:PHImageErrorKey];
                        if (error) NSLog(@"Image request error: %@",error);
                        else {
                            NSString *imagePath = [appDelegate.docsPath stringByAppendingPathComponent:[NSString stringWithFormat:@"%i.png",i]];
                            NSData *imageData = UIImagePNGRepresentation(image);
                            if(imageData) {
                                [imageData writeToFile:imagePath atomically:YES];
                                [self.imagesArray addObject:imagePath];
                            }
                            else {
                                NSLog(@"Couldn't write image data to file.");
                            }
                            [self checkAddComplete];
                            NSLog(@"finished requesting image %i", i);
                        }
                    } //a2 ends here
                });
            }];
            i++;
        } // a1 ends here
    }
    
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  • 2020-12-16 03:18

    @Inder Kumar Rathore trick does not work for me. So i tried read more about PHImageManager here

    I found that if i switch from

    - requestImageForAsset:targetSize:contentMode:options:resultHandler:

    to

    - requestImageDataForAsset:options:resultHandler:

    i will receive the image with the same dimension {5376, 2688} but the size in byte is much smaller. So the memory issue is solved.

    hope this help !!

    (note : [UIImage imageWithData:imageData] use this to convert NSData to UIImage)

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  • 2020-12-16 03:25

    I solved it with a recursive method that ensures that the completion block is finished before next iteration. This way it is possible to get thousands of photos with very low memory. Here is what it does:

    Given an array of indices of selected photos in the camera roll

    1. Request first object in array.
    2. In completion block, remove first object in array and call same method again.
    3. Repeat until array is empty

    Here is the code.

    - (void)processPhotos
    {
      NSIndexPath *indexPath = [_selectedPhotosArray objectAtIndex:0];
      dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
        PHAsset *asset = [_allPhotos objectAtIndex:indexPath.row];
        [self.imageManager requestImageForAsset:asset
                                     targetSize:PHImageManagerMaximumSize
                                    contentMode:PHImageContentModeAspectFill
                                        options:self.imageRequestOptions
                                  resultHandler:^(UIImage * _Nullable result, NSDictionary * _Nullable info) {
          NSError *error = [info objectForKey:PHImageErrorKey];
          if (_selectedPhotosArray.count > 0) {
            [_selectedPhotosArray removeObjectAtIndex:0];
          }
          if (error) { 
            NSLog(@"[CameraRoll] Image request error: %@",error);
          } else {
            if (result != nil) {
              [self processImage:result];
            }
          }
          if (_selectedPhotosArray.count > 0) {
            // Recurring loop
            [self processPhotos];
          }
        }];
      });
    }
    

    Make sure to check if array not empty before calling this method for the first time.

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