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    <p>If the UIImageView frame dimensions are different than the source image dimensions, you'll get a resized version of the image. The quality can be pretty rough depending on how much of a conversion is being performed.</p> <p>I found this code on the net somewhere (sorry original author - I've lost the attribution) that performs a smoother resize:</p> <pre><code>UIImage* resizedImage(UIImage *inImage, CGRect thumbRect) { CGImageRef imageRef = [inImage CGImage]; CGImageAlphaInfo alphaInfo = CGImageGetAlphaInfo(imageRef); // There's a wierdness with kCGImageAlphaNone and CGBitmapContextCreate // see Supported Pixel Formats in the Quartz 2D Programming Guide // Creating a Bitmap Graphics Context section // only RGB 8 bit images with alpha of kCGImageAlphaNoneSkipFirst, kCGImageAlphaNoneSkipLast, kCGImageAlphaPremultipliedFirst, // and kCGImageAlphaPremultipliedLast, with a few other oddball image kinds are supported // The images on input here are likely to be png or jpeg files if (alphaInfo == kCGImageAlphaNone) alphaInfo = kCGImageAlphaNoneSkipLast; // Build a bitmap context that's the size of the thumbRect CGContextRef bitmap = CGBitmapContextCreate( NULL, thumbRect.size.width, // width thumbRect.size.height, // height CGImageGetBitsPerComponent(imageRef), // really needs to always be 8 4 * thumbRect.size.width, // rowbytes CGImageGetColorSpace(imageRef), alphaInfo ); // Draw into the context, this scales the image CGContextDrawImage(bitmap, thumbRect, imageRef); // Get an image from the context and a UIImage CGImageRef ref = CGBitmapContextCreateImage(bitmap); UIImage* result = [UIImage imageWithCGImage:ref]; CGContextRelease(bitmap); // ok if NULL CGImageRelease(ref); return result; } </code></pre>
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