Comments (11)
i find that if i create image with UIGraphicsBeginImageContextWithOptions and register the image in to UIImageAsset, the memory will never release.
from fluentdarkmodekit.
Hi there. can you create a sample project and upload it here for us to test, that would make it easier for us to locate the issue.
from fluentdarkmodekit.
here is the demo : DYDemo2.zip
from fluentdarkmodekit.
Please follow the guide https://github.com/microsoft/FluentDarkModeKit#get-started to correctly set up FluentDarkModeKit before using it. (It might not be working with Objective-C as of now since the setup functions are swift only, but should be easy to change it to Obj-C compatible).
I tested with your project without using FluentDarkModeKit, replaced
UIImage *image = [UIImage dm_imageWithLightImage:lightImage darkImage:darkImage];
self.imageV.image = image;
with
self.imageV.image = lightImage;
there is still the memory growth that did not go down after going back to the first VC.
from fluentdarkmodekit.
if you use like this
self.imageV.image = lightImage;
the memory will grow up when went to second VC only on first time.
but, if use FluentDarkModeKit the memory will growth everytime when i go to second VC
from fluentdarkmodekit.
This is taken without using FluentDarkModeKit but the memory is increasing.
Screen.Recording.2021-05-18.at.3.07.27.PM.mov
from fluentdarkmodekit.
oh, thank you, i find that the memory growth is bacause of "UIGraphicsBeginImageContextWithOptions" .
from fluentdarkmodekit.
hi, i tried like this, app memory are not increasing:
UIImage *darkImage = [[self class] image:lightImage byApplyingAlpha:0.5];
//UIImage *image = [UIImage dm_imageWithLightImage:lightImage darkImage:darkImage];
self.imageV.image = lightImage;
from fluentdarkmodekit.
do you have any good advice?
from fluentdarkmodekit.
I think the question is out of the scope of current library. It's more of how your app manage images.
from fluentdarkmodekit.
it sounds like it is related to how UIKit manages image assets, so we cannot solve the issue where images are not released as a library.
But we do offer an option to not use image asset.
configuration.useImageAsset = false
Please see to the detail in get started section
from fluentdarkmodekit.
Related Issues (20)
- `dmTraitCollectionDidChange(_ previousTraitCollection: DMTraitCollection?)` not called HOT 2
- Dark mode in HTML HOT 1
- 'FluentDarkModeKit/FluentDarkModeKit-Swift.h' file not found HOT 5
- iOS12 UIButton HOT 1
- WidgetExtension #error unsupported Swift architecture HOT 8
- Error pod install HOT 4
- Remove git-lfs? HOT 12
- Project does not build once added. HOT 2
- Bundle SwiftLint inside the project? HOT 4
- Does it support layer? HOT 4
- The minimum supported version. HOT 1
- Migrate to system API on iOS 13 HOT 2
- How to use ? HOT 4
- Usability in Objective-C only Projects HOT 1
- Tabbar can not change HOT 2
- Bug:objc_retain + 16 HOT 4
- Namespace style HOT 5
- Sometimes Without UIScence
- Version not released in CocoaPods HOT 2
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