Created
September 24, 2012 15:02
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UIImage average color
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@implementation UIImage (AverageColor) | |
- (UIColor *)averageColor { | |
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); | |
unsigned char rgba[4]; | |
CGContextRef context = CGBitmapContextCreate(rgba, 1, 1, 8, 4, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); | |
CGContextDrawImage(context, CGRectMake(0, 0, 1, 1), self.CGImage); | |
CGColorSpaceRelease(colorSpace); | |
CGContextRelease(context); | |
if(rgba[3] > 0) { | |
CGFloat alpha = ((CGFloat)rgba[3])/255.0; | |
CGFloat multiplier = alpha/255.0; | |
return [UIColor colorWithRed:((CGFloat)rgba[0])*multiplier | |
green:((CGFloat)rgba[1])*multiplier | |
blue:((CGFloat)rgba[2])*multiplier | |
alpha:alpha]; | |
} | |
else { | |
return [UIColor colorWithRed:((CGFloat)rgba[0])/255.0 | |
green:((CGFloat)rgba[1])/255.0 | |
blue:((CGFloat)rgba[2])/255.0 | |
alpha:((CGFloat)rgba[3])/255.0]; | |
} | |
} | |
@end |
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#import <UIKit/UIKit.h>; | |
@interface UIImage (AverageColor) | |
- (UIColor *)averageColor; | |
@end | |
#import "UIImage+AverageColor.h" | |
@implementation UIImage (AverageColor) | |
- (UIColor *)averageColor { | |
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); | |
unsigned char rgba[4]; | |
CGContextRef context = CGBitmapContextCreate(rgba, 1, 1, 8, 4, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); | |
CGContextDrawImage(context, CGRectMake(0, 0, 1, 1), self.CGImage); | |
CGColorSpaceRelease(colorSpace); | |
CGContextRelease(context); | |
if(rgba[3] > 0) { | |
CGFloat alpha = ((CGFloat)rgba[3])/255.0; | |
CGFloat multiplier = alpha/255.0; | |
return [UIColor colorWithRed:((CGFloat)rgba[0])*multiplier | |
green:((CGFloat)rgba[1])*multiplier | |
blue:((CGFloat)rgba[2])*multiplier | |
alpha:alpha]; | |
} | |
else { | |
return [UIColor colorWithRed:((CGFloat)rgba[0])/255.0 | |
green:((CGFloat)rgba[1])/255.0 | |
blue:((CGFloat)rgba[2])/255.0 | |
alpha:((CGFloat)rgba[3])/255.0]; | |
} | |
} | |
@end |
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I'm having a memory leak with this line:
CGContextDrawImage(context, CGRectMake(0, 0, 1, 1), self.CGImage);
I would think that CGContextRelease would take care of it, but it doesn't so each time I call the method I add 30MB+ to my allocation. That lasts about 6 calls before iOS kills me.