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Home/ Questions/Q 7575807
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Editorial Team
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Editorial Team
Asked: May 30, 20262026-05-30T16:46:11+00:00 2026-05-30T16:46:11+00:00

CGContextRef currentContext = UIGraphicsGetCurrentContext(); UIGraphicsBeginImageContext(drawImage.frame.size); [drawImage.image drawInRect:CGRectMake(0,0, drawImage.frame.size.width, drawImage.frame.size.height)]; CGContextSetRGBStrokeColor(currentContext, 0.0, 0.0, 0.0, 1.0);

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CGContextRef currentContext = UIGraphicsGetCurrentContext();
UIGraphicsBeginImageContext(drawImage.frame.size);
[drawImage.image drawInRect:CGRectMake(0,0, drawImage.frame.size.width, drawImage.frame.size.height)];

CGContextSetRGBStrokeColor(currentContext, 0.0, 0.0, 0.0, 1.0);
UIBezierPath *path=[self pathFromPoint:currentPoint 
                               toPoint:currentPoint];

CGContextBeginPath(currentContext);
CGContextAddPath(currentContext, path.CGPath);
CGContextDrawPath(currentContext, kCGPathFill);
drawImage.image = UIGraphicsGetImageFromCurrentImageContext();

In the above code CGContextRef currentContext created of UIGraphicsGetCurrentContext() and pass it to CGContextBeginPath CGContextAddPath CGContextDrawPath currentContext has parameter to them its not working for me! When i am doing touchMovie.

When i pass directly UIGraphicsGetCurrentContext() in place of currentContext its working for me. I want to know why its like that?

@All Please Advice me for this issue.

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  1. Editorial Team
    Editorial Team
    2026-05-30T16:46:12+00:00Added an answer on May 30, 2026 at 4:46 pm

    The problem is that currentContext is no longer the current context after you start an image context:

    CGContextRef currentContext = UIGraphicsGetCurrentContext();
    UIGraphicsBeginImageContext(drawImage.frame.size);
    // Now the image context is the new current context.
    

    So you should invert these two lines:

    UIGraphicsBeginImageContext(drawImage.frame.size);
    CGContextRef currentContext = UIGraphicsGetCurrentContext();
    

    Edit

    As Nicolas has noted, you should end the image context when you no longer need it:

    drawImage.image = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext(); // Add this line.
    

    Edit

    Also notice that you are setting a stroke color but drawing with the fill command.

    So you should call the appropriate color method instead:

    CGContextSetRGBFillColor(currentContext, 0.0, 1.0, 0.0, 1.0);
    
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