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Home/ Questions/Q 1112531
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Editorial Team
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Editorial Team
Asked: May 17, 20262026-05-17T02:43:38+00:00 2026-05-17T02:43:38+00:00

I am scaling images by myself using the following codes. The code is fine

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I am scaling images by myself using the following codes. The code is fine and the images are scaled without problem.

UIImage *originImg = img;
size = newSize;
if (originImg.size.width > originImg.size.height) {
    newSize = CGSizeMake(size.width, originImg.size.height * size.width / originImg.size.width);
} else {
    newSize = CGSizeMake(originImg.size.width * size.height / originImg.size.height, size.height);
}

UIGraphicsBeginImageContext(newSize);

CGContextRef context = CGContextRetain(UIGraphicsGetCurrentContext());
CGContextTranslateCTM(context, 0.0, newSize.height);
CGContextScaleCTM(context, 1.0, -1.0);

CGContextDrawImage(context, CGRectMake(0.0f, 0.0f, newSize.width, newSize.height), originImg.CGImage);

UIImage* scaledImage = [UIGraphicsGetImageFromCurrentImageContext() retain];

UIGraphicsEndImageContext();
CGContextRelease(context);

The only problem is that the scaling process from this code is very slow. Can someone point out how to improve it?

thanks

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  1. Editorial Team
    Editorial Team
    2026-05-17T02:43:39+00:00Added an answer on May 17, 2026 at 2:43 am

    You could try either:

    CGContextSetInterpolationQuality(context, kCGInterpolationNone);
    

    or

    CGContextSetInterpolationQuality(context, kCGInterpolationLow);
    

    and see if either of those produce any performance differences with an acceptable quality level.

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