acb's technical journal

Posts matching tags 'iOS'


Functionally generating UIImage in Swift

When developing iOS apps, one often needs a simple UIImage, to use as a background or texture. Traditionally, the facilities for making these on the fly have been minimal to nonexistent, leaving one with two options: either (a) write code which allocates a memory buffer, fills it with pixel values, then does the CoreGraphics dance that turns it into a UIImage, or, more commonly, (b), hacks something up by hand in an image-editing program on one's computer and puts the PNG in the app bundle. The latter has the disadvantage of inflexibility (if the dimensions or colours need to change, it's back to laboriously hand-crafting a replacement image); the former, meanwhile, requires enough work to put one off, unless image generation is a central part of the app's value proposition. However, in the age of Swift, it doesn't have to be this way.

The Swift language, borrowing from functional programming, lends itself nicely to the making of labour-saving abstractions; pieces of code which implement the outline of a process, allowing the caller to provide only the code that does the specific details they want. (This has been, to a lesser extent, possible with Objective C since the addition of blocks, but Swift has further highlighted it.) In which case, it stands to reason that we should be able to do something like:

// make an 8-by-8 black-and-white checkerboard tile
let checkerboard = UIImage(width: 8, height: 8) { (x,y) in return Float(((x/4)+(y/4))%2)  }

Below the cut, I present a UIImage extension which allows you to do exactly this, as well as RGB and RGBI variants.


cocoa touch functional programming iOS swift uiimage 0

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