let image = UIImage(named: "imageFromBundleOrAsset")
UIImage *image = [UIImage imageNamed:@"imageFromBundleOrAsset"];
Note
The method
imageNamed
caches the image's contents to memory. Loading many large images that way can cause low memory warnings which can lead the app to be terminated. This can be fixed by utilising the methodimageWithContentsOfFile
ofUIImage
, which doesn't use caching.
let imageData = Data(base64Encoded: imageString, options: Data.Base64DecodingOptions.ignoreUnknownCharacters)
let image = UIImage(data: imageData!)
let color = UIColor.red
let size = CGSize(width: 200, height: 200)
UIGraphicsBeginImageContextWithOptions(size, false, 0.0)
UIGraphicsGetCurrentContext()!.setFillColor(color.cgColor)
UIGraphicsGetCurrentContext()!.fill(CGRect(origin: .zero, size: size))
let colorImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
UIColor *color=[UIColor redColor];
CGRect frame = CGRectMake(0, 0, 80, 100);
UIGraphicsBeginImageContext(frame.size);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(context, [color CGColor]);
CGContextFillRect(context, frame);
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
Example:
UIImage *image = [UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:[cellCountry objectForKey:@"Country_Flag"] ofType:nil]];
Using Array:
Example:
NSMutableArray *imageArray = [[NSMutableArray alloc] init];
for (int imageNumber = 1; self.myPhoto != nil; imageNumber++) {
NSString *fileName = [NSString stringWithFormat:@"%@.jpg", self.myPhoto];
// check if a file exists
if ([UIImage imageNamed:fileName]) {
// if it exists, add it to the array
[imageArray addObject:[UIImage imageWithContentsOfFile:[[NSBundle mainBundle]pathForResource:[NSString stringWithFormat:@"%@", fileName] ofType:@""]]];
} else {
break;
}
}
//Using image array for animations here:
self.myImageView.animationImages = imageArray;