title: Memory usage of UIImageView vs CCSprite
body: <p>I have more experience with Cocos2D than UIKit.  One of the challenges in Cocos2D is the amount of memory which can be used by CCSprite.  This amount is not affected by the size of the image file on disk - instead it is based on the image's dimensions and the pixel format used.  It is therefore not affected by optimisations made to the image file, although these may allow a cheaper pixel format to be used.  </p>
  
  <p>In iOS development, is there a way to have a displayed image only take up as much memory as the size of the file on disk, and no more - and is that how UIImageView works in UIKit?</p>