At this stage i am going through memory usage issue's in my app...
i have a app whereing i have some 10-12 UIView subclass's objects...and each object has some kind of base image that i render on respective object in drawRect using [image drawAtPoint];....
while doing analysis found out that this image drawing actually takes a lot of space( > 1.5 MB) whereas each image is of size less then 5 kb.
I create image using [UIImage imageNamed]....but i don't think that should be the issue....since memory shoots up whenever i make a view currently displayable which in turn draws it's respective image....
If i comment [image drawAtPoint] part...then memory consumption after drawing is not greater than 200 kb
what am i missing?
amal
i have a app whereing i have some 10-12 UIView subclass's objects...and each object has some kind of base image that i render on respective object in drawRect using [image drawAtPoint];....
while doing analysis found out that this image drawing actually takes a lot of space( > 1.5 MB) whereas each image is of size less then 5 kb.
I create image using [UIImage imageNamed]....but i don't think that should be the issue....since memory shoots up whenever i make a view currently displayable which in turn draws it's respective image....
If i comment [image drawAtPoint] part...then memory consumption after drawing is not greater than 200 kb
what am i missing?
amal