With local image

Swift

let image = UIImage(named: "imageFromBundleOrAsset")

Objective-C

UIImage *image = [UIImage imageNamed:@"imageFromBundleOrAsset"];

Note

The method [imageNamed](<https://developer.apple.com/library/ios/documentation/UIKit/Reference/UIImage_Class/index.html#//apple_ref/occ/clm/UIImage/imageNamed:>) caches the image’s contents to memory. > Loading many large images that way can cause low memory warnings which > can lead the app to be terminated. This can be fixed by utilising the > method imageWithContentsOfFile of UIImage, which doesn’t use > caching.

With NSData

Swift

let imageData = Data(base64Encoded: imageString, options: Data.Base64DecodingOptions.ignoreUnknownCharacters)

let image = UIImage(data: imageData!)

With UIColor

Swift

let color = UIColor.red
let size = CGSize(width: 200, height: 200)
    
UIGraphicsBeginImageContextWithOptions(size, false, 0.0)
UIGraphicsGetCurrentContext()!.setFillColor(color.cgColor)
UIGraphicsGetCurrentContext()!.fill(CGRect(origin: .zero, size: size))
let colorImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()

Objective-C

UIColor *color=[UIColor redColor];
CGRect frame = CGRectMake(0, 0, 80, 100);
UIGraphicsBeginImageContext(frame.size);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(context, [color CGColor]);
CGContextFillRect(context, frame);
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();

With file content

Objective-C

Example:

UIImage *image = [UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:[cellCountry objectForKey:@"Country_Flag"] ofType:nil]];

Using Array: