First up, I want to thank Matt Long and Marcus Zarra for allowing me to guest post on CIMGF. This post is the first in a short series of topics describing how to I’ve made using Core Data a little simpler without giving up the power features you still need. The full project from which this series is derived is available on github.
Core Data, for both iPhone and Mac, is a very powerful framework for persisting your objects out of memory, and into a more permanent storage medium. With the enormous power of Core Data, it can be easy to slip into the trap of thinking that Core Data is very complex.
Many technologies we use as Cocoa/Cocoa Touch developers stand untouched by the faint of heart because often we simply don’t understand them and employing them can seem a daunting task. One of those technologies is found in Core Animation and is referred to as the CATiledLayer. It seems like a magical sort of technology because so much of its implementation is a bit of a black box and this fact contributes to it being misunderstood. CATiledLayer simply provides a way to draw very large images without incurring a severe memory hit. This is important no matter where you’re deploying, but it especially matters on iOS devices as memory is precious and when the OS tells you to free up memory, you better be able to do so or your app will be brought down. This blog post is intended to demonstrate that CATiledLayer works as advertised and implementing it is not as hard as it may have once seemed.