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After the newest update the UIImage.Scale method stops using @2x automatically when necessary. Moreover it started causing huge memory leaks. I have completely izolated leaking code and it is the only one method - UIImage.Scale.
GC options: tried all, leaks everywhere.
All this behaviour started with the newest update to monotouch 3.2 and xamarin 4.0.10 build 7.
Here is the programm info
Version 4.0.10 (build 7)
Installation UUID: b5325780-5207-493b-a915-dac47ddbacfd
Mono 3.2.0 ((no/7c7fcc7)
Package version: 302000000
Apple Developer Tools
Xcode 4.6.2 (2067.2)
Xamarin.Mac: Not Installed
Version: 220.127.116.11 (Indie Edition)
Build date: 2013-18-07 21:36:03-0400
Release ID: 400100007
Git revision: f324e2154ee86ae1b6b8483392eddbf418e6381b
Build date: 2013-07-20 06:23:58+0000
Xamarin addins: fe4f180e2386eafc00087ef68c3a580cff4a2592
Mac OS X 10.8.3
Darwin MacBook-Pro-admin.local 12.3.0 Darwin Kernel Version 12.3.0
Sun Jan 6 22:37:10 PST 2013
One more thing. Blame it with leaks were too early I suppose, can't reproduce it now. But surely it lacks the ability to understand @2x images without specifying the scaling factor manually.
UIImage.Scale(SizeF) was modified to not use the device scale factor (it didn't use to, and when we "fixed" it we broke existing code - see bug #11069 for instance - so it had to be reverted).
There is a new UIImage.Scale(SizeF,float) overload that will let you specify the scale factor (and if you specify 0 as the scale factor it will be detected automatically).