Speicher Warnung UIImagepickerController IOS 7

Könnte mir jemand bei diesem Problem helfen? Ich bin ein bisschen neu in Objective C und iOS. Ich habe daran gearbeitet, aber ich kann nicht herausfinden, wie das Problem behoben werden kann. Meine App ist wirklich einfach. Es wird nur gestartet, die Kamera macht Bilder und sendet sie per E-Mail an unseren Server. Dieser Code hat in iOS6 einwandfrei funktioniert.

Wenn ich Bilder mache, wächst mein Speicher mit jeder Bildschirmaufnahme, und ich erhalte die Meldung "Received Memory Warning" (Speicherempfangswarnung) und werde schließlich aufgrund von Speicherdruck abgebrochen. -

-(void)imagePickerController:(UIImagePickerController *)picker
didFinishPickingMediaWithInfo:(NSDictionary *)info
{

[self.popoverController2 dismissPopoverAnimated:true];
NSString *mediaType = [info
                       objectForKey:UIImagePickerControllerMediaType];

if ([mediaType isEqualToString:(NSString *)kUTTypeImage]) {
    _image = [info
                      objectForKey:UIImagePickerControllerOriginalImage];

   _image = [self fixrotation:_image]; //<----- increased memory when UIImageWriteToSavedPhotosAlbum is uncommented IF is comment it doesn't increased memory but after some pictures I start to get "Received Memory Warning" message until the app Crash.

    if (_newMedia){
       UIImageWriteToSavedPhotosAlbum(_image,
                                       self,@selector(image:finishedSavingWithError:contextInfo:),
                                       nil);
    [self dismissViewControllerAnimated:NO completion:nil];
    [self performSegueWithIdentifier:@"SeleccionadoCameraR" sender:self];


    }else{
        [self performSegueWithIdentifier:@"SeleccionadoCameraR" sender:self];

    }

}

}

- (UIImage *)fixrotation:(UIImage *)image{


if (image.imageOrientation == UIImageOrientationUp) return image;
CGAffineTransform transform = CGAffineTransformIdentity;

switch (image.imageOrientation) {
    case UIImageOrientationDown:
    case UIImageOrientationDownMirrored:
        transform = CGAffineTransformTranslate(transform, image.size.width, image.size.height);
        transform = CGAffineTransformRotate(transform, M_PI);
        break;

    case UIImageOrientationLeft:
    case UIImageOrientationLeftMirrored:
        transform = CGAffineTransformTranslate(transform, image.size.width, 0);
        transform = CGAffineTransformRotate(transform, M_PI_2);
        break;

    case UIImageOrientationRight:
    case UIImageOrientationRightMirrored:
        transform = CGAffineTransformTranslate(transform, 0, image.size.height);
        transform = CGAffineTransformRotate(transform, -M_PI_2);
        break;
    case UIImageOrientationUp:
    case UIImageOrientationUpMirrored:
        break;
}

switch (image.imageOrientation) {
    case UIImageOrientationUpMirrored:
    case UIImageOrientationDownMirrored:
        transform = CGAffineTransformTranslate(transform, image.size.width, 0);
        transform = CGAffineTransformScale(transform, -1, 1);
        break;

    case UIImageOrientationLeftMirrored:
    case UIImageOrientationRightMirrored:
        transform = CGAffineTransformTranslate(transform, image.size.height, 0);
        transform = CGAffineTransformScale(transform, -1, 1);
        break;
    case UIImageOrientationUp:
    case UIImageOrientationDown:
    case UIImageOrientationLeft:
    case UIImageOrientationRight:
        break;
}

// Now we draw the underlying CGImage into a new context, applying the transform
// calculated above.
CGContextRef ctx = CGBitmapContextCreate(NULL, image.size.width, image.size.height,
                                         CGImageGetBitsPerComponent(image.CGImage), 0,
                                         CGImageGetColorSpace(image.CGImage),
                                         CGImageGetBitmapInfo(image.CGImage));


CGContextConcatCTM(ctx, transform);
switch (image.imageOrientation) {
    case UIImageOrientationLeft:
    case UIImageOrientationLeftMirrored:
    case UIImageOrientationRight:
    case UIImageOrientationRightMirrored:
        // Grr...
        CGContextDrawImage(ctx, CGRectMake(0,0,image.size.height,image.size.width), image.CGImage);
        break;

    default:
        CGContextDrawImage(ctx, CGRectMake(0,0,image.size.width,image.size.height), image.CGImage); //when I use instruments it shows that My VM is because of this 
        break;
}

// And now we just create a new UIImage from the drawing context
CGImageRef cgimg = CGBitmapContextCreateImage(ctx);//also this line in Instruments
UIImage *img = [UIImage imageWithCGImage:cgimg];


CGContextRelease(ctx);
CGImageRelease(cgimg);


return img;


 }

wahrscheinlich ist eine Speicherverwaltung. Ich werde Ihre Hilfe zu schätzen wissen

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