A: 

Well, for your first issue with the NSAutoreleasePool, I would use instruments so you can trace where the extra drains/releases are coming from.

Your second issue doesNotRecognizeSelector is telling you that the selector that is being called doesn't exist (or lost scope). I would use the debugger so you can, again, trace that code execution.

David McGraw
david, the autoreleasepool i have pinned down. no problems there.and i'm aware there is no scale method for UIImageViews. I do use some CGAffineTransforms around but I removed them just trying to figuring out what is going onno luckbut why oh why something that worked perfecty on 3.2 would break like this? i would guess that it occurs when the OS tries to sizes things up. But I have no idea right now of what is going on in the background:(Appreciate your helps though,but would love more input
dhomes
+3  A: 

You get a message "xxxxxx does not recognize selector yyyyyy" usually when an object has been released but you are still trying to use it. At that point because the memory is random, the system thinks it's some other random kind of object (like UIImage). Thus it's a red herring, a sign that something else is wrong and you are over-releasing an object.

There's no way you are getting those weird autorelease messages unless you are doing SOMETHING with a custom autorelease pool. Fess up, what are you doing with an NSAutoreleasePool in your code?

I think they are probably related to the "does not recognize selector" messages since you may be over-releasing things because of this.

Kendall Helmstetter Gelner
i mentioned below that i had already fixed the autorelease pool and the code was still breaking due to the same reason. and above i did put a quick fix and it's still working (just add a -(void)scale method to a subclass of UIImageView and use thatunelegant, but works, i still dont know the reason though
dhomes
I would look into turning on NSZombieEnabled, since it will tell you what object is actually being called (It's not a UIImage being called)
Kendall Helmstetter Gelner
A: 

Ok, I left if at adding a -(void)scale to a subclass of UIImageView and using this new class. Tested it, works fine on 2.2.1, 3.2 and ios4, both on simulator, iphone touch 3g with ios4 and ipad with ios3.2.

I still need to get ahold of an iphone4 and see if some weird layout problem comes across (I still believe the problems appeared when the Os want to blow things up to the new retina display).

Not being in the US is going to make it a tad hard though

dhomes
I'm assuming the retina display will only work on apps that have zoom capability. I doubt they would make it something every app would have to do (sort of how they allow you to turn off rotation). That would be a headache for everyone to go back and make vector graphics for everything just so it scales nicely.
iWasRobbed