This appears to be the the classic method for scanning images from the iPhone. I have a thread that is dispatched from the main thread to go and scan for Codes. It essentially creates a new UIImage each time then removes it.
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
{
while (![thread isCancelled]) {
#ifdef DEBUG
NSLog(@"Decoding Loop");
#endif
// [self performSelectorOnMainThread:@selector(updateImageBuffer) withObject:nil waitUntilDone:YES];
CGImageRef cgScreen = UIGetScreenImage();
UIImage *uiimage = [UIImage imageWithCGImage:cgScreen];
if (uiimage){
CGSize size = [uiimage size];
CGRect cropRect = CGRectMake(0.0, 80.0, size.width, 360); // Crop to centre of the screen - makes it more robust
#ifdef DEBUG
NSLog(@"picked image size = (%f, %f)", size.width, size.height);
#endif
[decoder decodeImage:uiimage cropRect:cropRect];
}
[uiimage release];
CGImageRelease(cgScreen);
}
}
[pool release];
the problem is that the [pool release] causes an ERROR_BAD_EXC (that old classic) and the program bombs. I'm told that there is no need to call [uiimage release] as I havent explicitly allocated a UIImage but this doesn't seem to be the case. If I take that line out, Memory usage goes through the roof and the program quits dues to lack of memory. It appears I can't have this work the way I'd like.
Is there a way to create a UIImage "in-place"? I.e, have a buffer that is written to again and again as a UIImage? I suspect that would work?
Update!
Tried executing the UIKit related calls on the main thread as follows:
-(void)performDecode:(id)arg{
// Perform the decoding in a seperate thread. This should, in theory, bounce back with a
// decoded or not decoded message. We can quit at the end of this thread.
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
{
while (![thread isCancelled]) {
#ifdef DEBUG
NSLog(@"Decoding Loop");
#endif
[self performSelectorOnMainThread:@selector(updateImageBuffer) withObject:nil waitUntilDone:YES];
if (uiimage){
CGSize size = [uiimage size];
CGRect cropRect = CGRectMake(0.0, 80.0, 320, 360); // Crop to centre of the screen - makes it more robust
#ifdef DEBUG
NSLog(@"picked image size = (%f, %f)", size.width, size.height);
#endif
[decoder decodeImage:uiimage cropRect:cropRect];
}
}
}
[pool drain];
#ifdef DEBUG
NSLog(@"finished decoding.");
#endif
}
-(void) updateImageBuffer {
CGImageRef cgScreen = UIGetScreenImage();
uiimage = [UIImage imageWithCGImage:cgScreen];
//[uiimage release];
CGImageRelease(cgScreen);
}
No joy however as EXC_BAD_ACCESS rears its ugly head when one wishes to grab the "Size" of the UIImage