It is very simple to download and cache. The following code will asynchronously download and cache.
NSCache *memoryCache; //assume there is a memoryCache for images or videos
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_BACKGROUND, 0), ^{
NSString *urlString = @"http://URL";
NSData *downloadedData = [NSData dataWithContentsOfURL:[NSURL URLWithString:urlString]];
if (downloadedData) {
// STORE IN FILESYSTEM
NSString* cachesDirectory = [NSSearchPathForDirectoriesInDomains(NSCachesDirectory, NSUserDomainMask, YES) objectAtIndex:0];
NSString *file = [cachesDirectory stringByAppendingPathComponent:urlString];
[downloadedData writeToFile:file atomically:YES];
// STORE IN MEMORY
[memoryCache setObject:downloadedData forKey:urlString];
}
// NOW YOU CAN CREATE AN AVASSET OR UIIMAGE FROM THE FILE OR DATA
});
Now there is something peculiar with UIImages that makes a library like SDWebImage so valuable , even though the asynchronously downloading images is so easy. When you display images, iOS uses a lazy image decompression scheme so there is a delay. This becomes jaggy scrolling if you put these images into tableView cells. The correct solution is to image decompress (or decode) in the background, then display the decompressed image in the main thread.
To read more about lazy image decompression, see this: http://www.cocoanetics.com/2011/10/avoiding-image-decompression-sickness/
My advice is to use SDWebImage for your images, and the code above for your videos.
与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…