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CGBitmapContextCreate on the iPhone/iPad


CGBitmapContextCreate on the iPhone/iPad

By : tsutsumo
Date : January 10 2021, 01:45 PM
I wish did fix the issue. Running 12 times and then crashing sounds like a running out of memory problem. It might be that internally the CGContext is creating some large autoreleased structures. Since you're doing this in a loop, they are not getting freed, so you run out of memory and die.
I'm not sure how Core Foundation deals with temporary objects though. I don't think CF objects have the equivalent of autorelease, and a Core Graphics context is almost certainly dealing with CF objects rather than NSObjects.
code :


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How to run iphone /ipad App in ipad simulator by selecting target device family=iphone/ipad?

How to run iphone /ipad App in ipad simulator by selecting target device family=iphone/ipad?


By : user2532019
Date : March 29 2020, 07:55 AM
it fixes the issue You can switch active executable platform here: Project->Set Active Executable-> (choose iPhone or iPad) or from Overview drop-down control (placed in toolbar)
iPad and IPhone screen size definition error. iPad displays iPhone parametrers

iPad and IPhone screen size definition error. iPad displays iPhone parametrers


By : user5010604
Date : March 29 2020, 07:55 AM
To fix the issue you can do iPad display iPhone parameter , the reason is that app screen size becomes zoom to fit on iPad screen, but actually it capturing iPhone screen size only. To resolve this you need to make your app as Universal. In Xcode->Target->General->Deployment Info->Device Select Universal.
CGContextDrawLayerInRect from CGBitmapContextCreate failing iPhone 7 Plus

CGContextDrawLayerInRect from CGBitmapContextCreate failing iPhone 7 Plus


By : Rosangelamellodematt
Date : March 29 2020, 07:55 AM
should help you out It seems to me that you're doing much more work than you need to; perhaps you are overthinking the problem how to divide the image into tiles. You might be interested in a much simpler way. This is what I do in my Diabelli's Theme app. It's Swift but I don't think you'll have any trouble reading it (I do have the old Objective-C code sitting around if you really need it).
Obviously, I loop through the "tiles" into which the image is to be divided. I have already worked out the number of rows and colums, and the size of a tile, w by h. The original image is im. This is all I have to do:
code :
for row in 0..<ROWS {
    for col in 0..<COLS {
        UIGraphicsBeginImageContextWithOptions(CGSize(
            width: CGFloat(w),height: CGFloat(h)), true, 0)
        im.draw(at: CGPoint(x: CGFloat(-w*col),y: CGFloat(-h*row)))
        let tileImage = UIGraphicsGetImageFromCurrentImageContext()
        UIGraphicsEndImageContext()
        // do something with tileImage
    }
}
iPhone CGContextRef CGBitmapContextCreate unsupported parameter combination

iPhone CGContextRef CGBitmapContextCreate unsupported parameter combination


By : Peter Roosen
Date : March 29 2020, 07:55 AM
To fix this issue Replying here since I had the exact same pixel format when I got this error. I hope this answer helps someone.
The reason it was failing, in my case, was that kCGImageAlphaLast isn't a permitted value anymore on iOS 8, although it works well on iOS 7. The 32 pbb, 8 bpc combination only allows kCGImageAlphaNoneSkip* and kCGImageAlphaPremultiplied* for the Alpha Info. Apparently this was a problem always, but wasn't enforced before iOS 8. Here's my solution:
iPhone SDK - <Error>: CGBitmapContextCreate: unsupported color space

iPhone SDK - <Error>: CGBitmapContextCreate: unsupported color space


By : Stelios Garyfalis
Date : March 29 2020, 07:55 AM
I wish this helpful for you A PNG-8 uses an 8-bit indexed color space. Quartz doesn't support indexed color spaces for CGBitmapContext. The CGBitmapContextCreate documentation says "Note that indexed color spaces are not supported for bitmap graphics contexts."
Instead of passing CGImageGetColorSpace( imageRef ) as the color space in your second call to CGBitmapContextCreate, you want to pass the same color space you used in your first call (your colorSpace variable).
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