I am creating a kind of 'map' in my app. This is basically only viewing an image with an imageView/scrollView. However, the image is huge. Like 20,000x15,000 px or something. How can I tile this image so that it fits? When the app tiles by itself, it uses way too much memory, and I want this to be done before the app I launched, and just include the tiled, not the original image. Can photoshop do this?
I have not done a complete search for this yet, as I am away, and typing on an iPhone with limited network connection..
Apple has a project called PhotoScroller. It supports panning and zooming of large images. However, it does this by pre-tiling the images - if you look in the project you will see hundreds of tiles for various zoom sizes. The project however does NOT come with any kind of tiling utility.
So what some people have done is create algorithms or code that anyone can use to create these tiles. I support an open source project PhotoScrollerNetwork that allows people to download huge jpegs from the network, tile them, then display them as PhotoScroller does, and while doing research for this I found several people who had posted tiling software.
I googled "PhotoScroller tiling utility" and got lots of hits, including one here on SO
CATiledLayer is one way to do it and of course the best if you can pre-tile the images downloading them from the internet (pay attention on how many connection you are going to open) or embedding them(increasing overall app size), the other is memory map the image on the file system (but an image with that res could take about 1GB), take a look at this question it could be an intersteing topic SO question about low memory scenario
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I am planning to ship an app with at least 20 pictures that can be at big as 10mb each. They are pictures that the user is likely to zoom in quite a bit therefore it is a requirement to keep the resolution quite high. We are still trying to make them smaller, but even so, its unlikely that they are going to be less than 7mb each.
The images can be shipped with the app as well as additional pictures can also be downloaded. The requirement is for the pictures to be available offline once the user downloads them as the app is to be used in remote areas by researchers.
What is the best mechanism to store them and how should I store them in iOS Swift 3?
Thanks for your help in advance.
You can store your pictures in document directory of the app and store the path in SQLite DB.
There are not rules but a set of best practices.
To store them I suggest you to save them directly into your resources, not Xcode image asset, this is because "image asset" can only be called with the imageNamed: method of UIImage, that has the side effect of cache images.
Then you can create a plist file with an array of image names, and fetch your info from here. If you need something more complicated there is Core Data, but I can't see an application of it with your spec.
What is the size of an uncompressed image in memory? An approx
equation n_pixel_height * n_pixel_width * n_channels in bytes (supposing 8 bit for channel)
If your images are about 10Mb in jpg they are compressed, thus means that they will take a huge amount of memory. memory on this kind of devices is a precious and short resource.
If your app exceeds the memory limit, after a set of callback such as didReceiveMemoryWarning, if you don't free enough memory, you app will be killed.
Alway try on device in this case and not on simulator because the simulator use your mac resources.
Now how to handle big images?
You can use CATiledLayer, you can find a lot of tutorials online. CATiledLayer as the name suggest creates a tiles of layer, each tile should correspond at a piece of your image, and it draws them only when they are visible.
Unfortunately it draws asynchronously this means that your tiles can be shown not exactly at the same time, there some strategy to avoid that issue, one is explained in an apple sample code.
Of course there is a problem that needs to be solved, how can I cut my large images into tiles?
You can do programmatically or provide them already cut as resources of your application
I'm working on an iPad-only iOS app that essentially downloads large, high quality images (JPEG) from Dropbox and shows the selected image in a UIScrollView and UIImageView, allowing the user to zoom and pan the image.
The app is mainly used for showing the images to potential clients who are interested in buying them as framed prints. The way it works is that the image is first shown, zoomed and panned to show the potential client if they like the image. If they do like it, they can decide if they want to crop a specific area (while keeping to specific aspect ratios/sizes) and the final image (cropped or not) is then sent as an email attachment to production.
The problem I've been facing for a while now, is that even though the app will only be running on new iPads (ie. more memory etc.), I'm unable to find a method of handling the images so that the app doesn't get a memory warning and then crash.
Most of the images are sized 4256x2832, which brings the memory usage to at least 40MB per image. While I'm only displaying one image at a time, image cropping (which is the main memory/crash problem at the moment) is creating a new cropped image, which in turn momentarily bumps the apps total RAM usage to about 120MB, causing a crash.
So in short: I'm looking for a way to manage very large images, have the ability to crop them and after cropping still have enough memory to send them as email attachments.
I've been thinking about implementing a singleton image manager, which all the views would use and it would only contain one big image at a time, but I'm not sure if that's the right way to go, or even if it'd help in any way.
One way to deal with this is to tile the image. You can save the large decompressed image to "disk" as a series of tiles, and as the user pans around pull out only the tiles you need to actually display. You only ever need 1 tile in memory at a time because you draw it to the screen, then throw it out and load the next tile. (You'll probably want to cache the visible tiles in memory, but that's an implementation detail. Even having the whole image as tiles may relieve memory pressure as you don't need one large contiguous block.) This is how applications like Photoshop deal with this situation.
I ended up sort of solving the problem. Since I couldn't resize the original files in Dropbox (the client has their reasons), I went ahead and used BOSImageResizeOperation, which is essentially just a fast, thread-safe library for quickly resizing images.
Using this library, I noticed that images that previously took 40-60MB of memory per image, now only seemed to take roughly half that. Additionally, the resizing is so quick that the original image gets released from memory so fast, that iOS doesn't execute a memory warning.
With this, I've gotten further with the app and I appreciate all the idea, suggestions and comments. I'm hoping this will get the app done and I can get as far away from large image handling as possible, heh.
So I have a massive UIImage, maybe 10,000x10,000 px (I know they're not supposed to exceed 1024x1024 apparently, but anyway that's not the main problem). Moving this around the screen (constantly drawing at different points using -drawAtPoint) is very slow.
So I split the image into 100x100 px UIImages, and decided to draw them all separately using drawAtPoint. The result was even worse.
Is there a more efficient way of drawing UIImages to screen like this? Or a more efficient method of managing the images? Thanks.
EDIT.. When I broke it into tiles I was only drawing the tiles that were in view.
Apple has this really nice sample code called PhotoScroller - it shows how to use CATiledLayers along with pre-tiled images. But, you have to create the hundreds of tiles before hand, and either include them in your app bundle or download each.
There is another project on github called PhotoScrollerNetwork that has the ability to download massive jpeg only images and do all the various tiling for you, as it downloads. It leverages another open source library, libjpegturbo.
I just recently talked to an app marketing agency and they are strongly recommending that I find a way to take my 153MB app and somehow get it under the 50MB mark that is the current standard for downloading over a wireless network (3G, 4G, etc.).
I have no idea where to go from here. As far as app size goes, my app is very UI intensive and I have a combination of (mostly) JPGs, PNG's, and a few small videos. I've already run all my jpg's through JPEGmini and as many png's as still looked alright through tinypng.org.
I'm curious if I could somehow "compress" or zip my resources and then unzip them in code to significantly reduce my app size (Before it's installed on the device...I don't care how big it expands to after it's downloaded and installed).
Host the video somewhere else and then downloading them after the app starts for the 1st time (or when they are actually played) maybe the biggest win. Other small wins would be drawing procedurally as oppose to using images. What is the combined size of your images, also the combined size of your videos?
I want to allow the user to select a photo, without limiting the size, and then edit it.
My idea is to create a thumbnail of the large photo with the same size as the screen for editing, and then, when the editing is finished, use the large photo to make the same edit that was performed on the thumbnail.
When I use UIGraphicsBeginImageContext to create a thumbnail image, it will cause a memory issue.
I know it's hard to edit the whole large image directly due to hardware limits, so I want to know if there is a way I can downsample the large image to less then 2048*2048 wihout memory issues?
I found that there is a BitmapFactory Class which has an inSampleSize option which can downsample a photo in Android platform. How can this be done on iOS?
You need to handle the image loading using UIImage which doesn't actually load the image into memory and then create a bitmap context at the size of the resulting image that you want (so this will be the amount of memory used). Then you need to iterate a number of times drawing tiles from the original image (this is where parts of the image data are loaded into memory) using CGImageCreateWithImageInRect into the destination context using CGContextDrawImage.
See this sample code from Apple.
Large images don't fit in memory. So loading them into memory to then resize them doesn't work.
To work with very large images you have to tile them. Lots of solutions out there already for example see if this can solve your problem:
https://github.com/dhoerl/PhotoScrollerNetwork
I implemented my own custom solution but that was specific to our environment where we had an image tiler running server side already & I could just request specific tiles of large images (madea server, it's really cool)
The reason tiling works is that basically you only ever keep the visible pixels in memory, and there isn't that many of those. All tiles not currently visible are factored out to the disk cache, or flash memory cache as it were.
Take a look at this work by Trevor Harmon. It improved my app's performance.I believe it will work for you too.
https://github.com/coryalder/UIImage_Resize