I am writing an iPhone app in which I place a large PNG image (1936?×?2967) on an MKMapView using MKOverlayView. I am a little confused about how to appropriately implement the drawMapRect: function in MKOverlayView - should I manually segment my image before drawing it? Or should I let the mechanisms of MKOverlayView handle all that?
My impression from other posts is that before MKOverlayView was available, you were expected to segment images yourself for this kind of task, and use a CATiledLayer. I thought maybe MKOverlayView took care of all the dirty work.
The real reason I ask though is because when I run my app through Instruments using the allocations tool, I find that the number of live bytes my app is using steadily increases with the introduction of the custom image on the map. Right now I am NOT segmenting my image, but I also am seeing no record of memory leaks in the leaks tool in Instruments. Here is my drawMapRect: function:
- (void)drawMapRect:(MKMapRect)mapRect zoomScale:(MKZoomScale)zoomScale inContext:(CGContextRef)context{
// Load image from applicaiton bundle
NSString* imageFileName = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"map.png"];
CGDataProviderRef provider = CGDataProviderCreateWithFilename([imageFileName UTF8String]);
CGImageRef image = CGImageCreateWithPNGDataProvider(provider, NULL, true, kCGRenderingIntentDefault);
CGDataProviderRelease(provider);
MKMapRect overlayMapRect = [self.overlay boundingMapRect];
CGRect overlayRect = [self rectForMapRect:overlayMapRect];
// draw image
CGContextSaveGState(context);
CGContextDrawImage(context, overlayRect, image);
CGContextRestoreGState(context);
CGImageRelease(image);
}
If my drawMapRect: function is not the cause of these memory issues, does anybody know what it might be? I know through debugging that my viewForOverlay: function for the mapView only gets called once for each overlay, so it's not that memory is leaking there or something.
Any advice is welcome!
Thanks, -Matt
EDIT: so it turns out that the memory issue is actually being caused by MKMapView - every time I move the map at all the memory usage goes up very steadily and never comes down - this doesn't seem good :(
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