I have kind of a unique problem in the project I'm working in. What I'm doing is creating sort of a "wall" of scrollable images that are downloaded from a server that our user can flick through on the iPhone. But the problem is we're having trouble coming up with a good memory management plan here. What we have running right now is a class that subclasses UIImageView that is being used to store every image we download from the server (these images are saved to the app's documents directory though), and then we also add meta data to it (i.e. description, tags, etc). We are then storing this in an NSMutableArray that we then loop through with all the images to place them in our wall. As you would imagine having all these images in memory is an enormous memory hog. We are having a hard time thinking of a way to do this without using this much of memory. One of the bigger problems that makes it more difficult is that the images, when placed, need to report when being touched. So I don't think we can just deallocate them after placing them. Have any of you had experience with handling objects of any kind with large size like this and having to do have them at hand to draw to the screen, play, etc? What type of technique or approach do you suggest? I've read around about CoreData but don't know if this is what I'm looking for. Appreciate any help.
Here's the main drawing method for reference:
SOLUTION: WWDC Session Video #104!