Memory Leak Kotlin Native library in iOS - ios

I'm building a Kotlin library to use in my iOS app using Kotlin/Native. After I call some methods in the library from Swift, which works, I also want to call methods in Swift from the library. To accomplish this I implemented an interface in the library:
class Outbound {
interface HostInterfaceForTracking {
fun calcFeatureVector(bitmap: Any?): Array<Array<FloatArray>>?
}
var hostInterface: HostInterfaceForTracking? = null
fun registerInterface(hostInterface: HostInterfaceForTracking) {
this.hostInterface = hostInterface
instance.hostInterface = hostInterface
}
}
This is implemented on the Swift side like this:
class HostInterfaceForTracking : OutboundHostInterfaceForTracking {
var t : Outbound? = nil
init() {
TrackingWrapper.instance?.runOnMatchingLibraryThread {
self.t = Outbound()
self.t!.registerInterface(hostInterface: self)
}
}
func calcFeatureVector(bitmap: Any?) -> KotlinArray<KotlinArray<KotlinFloatArray>>? {
do {
var test : Any? = (bitmap as! Bitmap).bitmap
return nil
} catch {
return nil
}
}
}
The TrackingWrapper looks like this:
class TrackingWrapper : NSObject {
static var instance: TrackingWrapper? = nil
var inbound: Inbound? = nil
var worker: Worker
override init() {
self.worker = Worker()
super.init()
initInboundInterface()
}
func initInboundInterface() {
runOnMatchingLibraryThread {
TrackingWrapper.instance = self
self.inbound = Inbound()
HostInterfaceForTracking()
}
}
func runOnMatchingLibraryThread(block: #escaping() -> Void) {
worker.enqueue {
block()
}
}
}
The function runOnMatchingLibraryThread is needed because every call to the TrackingLibrary needs to be called from the exact same thread, so the Worker class initializes a thread and enqueues every method to that thread.
The Bitmap in this case is simply a wrapper for an UIImage, which I already accessed with the .bitmap call, so I've tried to access the wrapped UIImage and save it in the test variable. The library gets the current camera frame from the Swift side every few frames and sends the current image wrapped as a Bitmap to the method calcFeatureVector depicted here.
Problem: My memory load starts increasing as soon as the app starts until the point it crashes. This is not the case if I don't access the wrapped UIImage (var test : Any? = (bitmap as! Bitmap)). So there is a huge memory leak, just by accessing the wrapped variable on the Swift side. Is there anything I've missed or is there any way to release the memory?

Looks like you have a circular dependency here:
TrackingWrapper.instance?.runOnMatchingLibraryThread {
self.t = Outbound()
self.t!.registerInterface(hostInterface: self)
}
You are asking a property inside HostInterfaceForTracking to maintain a strong reference to the same instance of HostInterfaceForTracking. You should be using [weak self] to avoid the circular reference.
EDIT:
Ok after seeing the rest of you code theres a lot to unpack. There is a lot of unnecessary bouncing back and forth between classes, functions and threads.
There is no need to use runOnMatchingLibraryThread to just create an instance of something. You only need to use that for the code processing the image itself (I would assume, I haven't seen anything so far that requires being split off into another thread). Inside TrackingWrapper, you can create a singleton more easily, and matching the swift pattern by simply doing this as the first line:
static let shared = TrackingWrapper()
And everywhere you want to use it, you can just call TrackingWrapper.shared. This is more common and will avoid one of the levels of indirection in the code.
I'm not sure what Worker or Inbound are, but again these can and should be created inside the TrackingWrapper init, rather than branching Inbound's init, to use another thread.
Inside initInboundInterface you are creating an instance of HostInterfaceForTracking() which doesn't get stored anywhere. The only reason HostInterfaceForTracking is continuing to stay in memory after its creation, is because of the internal circular dependency inside it. This is 100% causing some form of a memory issue for you. This should probably also be a property on TrackingWrapper, and again, its Init should not be called inside runOnMatchingLibraryThread.
Having HostInterfaceForTracking's init, also using runOnMatchingLibraryThread is problematic. If we inline all the code whats happening is this:
TrackingWrapper
init() {
self.runOnMatchingLibraryThread {
TrackingWrapper.instance = self
self.inbound = Inbound()
TrackingWrapper.instance?.runOnMatchingLibraryThread {
self.t = Outbound()
self.t!.registerInterface(hostInterface: self)
}
}
}
Having all these classes unnecessarily keep coming back to TrackingWrapper is going to cause issues.
Inside HostInterfaceForTracking 's init, no need to be creating Outbound on a separate thread. First line in this class can simply be:
var t : Outbound = OutBound()
Or do it in the init if you prefer. Either way will also remove the issue of needing to unwrap Outbound before using it.
Inside Outbound you are storing 2 references to the hostInterface instance:
this.hostInterface = hostInterface
instance.hostInterface = hostInterface
I would have imagined there should only be 1. If there are now multiple copies of a class that has a circular dependency, which has multiple calls to separate threads. This again will cause issues.
I'm still not sure on the differences between Swift and Kotlin. In Swift when passing self into a function to be stored, the class storing it would mark the property as weak, like so:
weak var hostInterface: ......
Which will avoid any circular dependency from forming. A quick google says this isn't how things work in Kotlin. It might be better to look into the swift side passing in a closure (lambda on kotlin) and the kotlin side executing that. This might avoid the need to store a strong reference. Otherwise you need to be looking into some part of your code setting hostInterface back to null. Again its a bit hard to say only seeing some of the code and not knowing how its working.
In short, it looks like the code is very over complicated, and needs to be simplified, so that all these moving pieces can be tracked easier.

Related

Method to update properties in ios swift code while keeping the fuction pure as possible and testable?

Long time IOS developer/tinkerer here. I mostly taught myself programming, OBJ-C back in the day and now Swift. So apologies in advance if things I ask are too basic, its partly because I may not be well versed on some fundamentals.
I am currently working on an app. Alongside it I have been reading a fair bit on writing testable code and testing in general. I am not talking about purely TDD but I would like the libraries that I am creating for the app to have a good testset available. Partly because its good practice and partly because its soemthing I want to learn to do better.
So here goes, in my app class(es) I have a number of functions that take in parameters and give an output (as you do!). However, a number of these functions also make changes to class properties as data in these properties will be used in other class functions. For example:
class SomeClass() {
var someArrayProperty: [String] = []
var someInputParameter: String
init(input: String) {
//some initialisation code
self.someInputParameter = input
//Call function to build object
let object = self.buildObject(inputParameter: self.someInputParameter)
}
func buildObject(inputParameter: String) -> SomeObject {
let objectToReturn = SomeObject(withInputParameter: inputParameter)
let stringToAddToArray = "Object 1 created"
self.someArrayProperty.append(stringToAddToArray)
return objectToReturn
}
}
From what I have read about the testing, the code should ideally be such that it should do one job and not change something outside of the code as it becomes untestable for complex code. Here, the issue I have is that I am directly changing the someArrayProperty from within the method, i.e. changing something outside of the method.
Although its not an issue for the code and everything works fine, I would like to understand what do you guys feel about things like this from a testing point of view in your own code? And what pattern/changes you generally follow in your own code to avoid it?
Again, apologies if its too basic a question but I think it will help me fill in gaps in my knowledge to be able to write more beautiful code rather than something that just works and breaks next time a minor update is done somwhere. :)
Thanks
So if your function is called buildObject, it should do job inside it and have no return value. But if you call it buildedObject, it should return constructed object. You can read more about in Apple Naming Methods documentation.
And so your code should look like this:
class SomeClass() {
var someArrayProperty: [String] = []
var someInputParameter: String
init(input: String) {
//some initialisation code
self.someInputParameter = input
//Call function to build object
let object = self.buildedObject(inputParameter: self.someInputParameter)
// Other code which modifies data
let stringToAddToArray = "Object 1 created"
self.someArrayProperty.append(stringToAddToArray)
}
func buildedObject(inputParameter: String) -> SomeObject {
let objectToReturn = SomeObject(withInputParameter: inputParameter)
return objectToReturn
}
}

Ambiguous reference to member 'subscribe' Swift 3

I am new to Reactive programming, and I'm trying to observe a boolean value from my ViewModel in order to let my ViewController know when to start/stop the app's loader screen.
It's fairly simple and I want to use this method to avoid unnecessary delegates, since my ViewModel holds the business logic and my ViewController handles the UI.
My problem is this compiler error: Ambiguous reference to member 'subscribe'.
It also adds the two possible candidates, as you can see in the image below:
In my ViewModel, I've declared the observable as PublishSubject:
let done = PublishSubject<Bool>()
And I use it while observing another stream:
func subscribe() {
done.onNext(false)
anotherObservable.subscribe(
// other events observed here but not relevant to this matter
onCompleted: {
self.done.onNext(true)
}).addDisposableTo(rx_disposeBag)
}
And, finally, this is how I'm trying to handle it in the ViewController:
self.model.done.subscribe(
.onNext { isDone in
if isDone {
self.removeLoader()
}
}).addDisposableTo(rx_disposeBag)
I believe there is something simple I'm probably missing, so any help is appreciated.
In your second subscribe should be:
self.model.done.subscribe(onNext: { isDone in
if isDone {
self.removeLoader()
}
}).addDisposableTo(rx_disposeBag)

In Swift, register "anywhere" to be a delegate of a protocol

I have a complicated view class,
class Snap:UIViewController, UIScrollViewDelegate
{
}
and the end result is the user can, let's say, pick a color...
protocol SnapProtocol:class
{
func colorPicked(i:Int)
}
class Snap:UIViewController, UIScrollViewDelegate
{
someDelegate.colorPicked(blah)
}
So who's going to handle it.
Let's say that you know for sure there is something up the responder chain, even walking through container views, which is a SnapProtocol. If so you can use this lovely code to call it
var r : UIResponder = self
repeat { r = r.nextResponder()! } while !(r is SnapProtocol)
(r as! SnapProtocol).colorPicked(x)
If you prefer, you can use this superlative extension
public extension UIResponder // walk up responder chain
{
public func next<T>() -> T?
{
guard let responder = self.nextResponder()
else { return nil }
return (responder as? T) ?? responder.next()
}
}
courtesy these guys and safely find any SnapProtocol above you,
(next() as SnapProtocol?)?.colorPicked(x)
That's great.
But. What if the object that wants to get the colorPicked is a knight-move away from you, down some complicated side chain, and/or you don't even know which object wants it.
My current solution is this, I have a singleton "game manager" -like class,
public class .. a singleton
{
// anyone who wants a SnapProtocol:
var useSnap:SnapProtocol! = nil
}
Some freaky class, anywhere, wants to eat SnapProtocol ...
class Dinosaur:NSObject, SnapProtocol
{
....
func colorPicked(index: Int)
{...}
... so, to set that as the desired delegate, use the singleton
thatSingleton.useSnap = dinosaur
Obviously enough, this works fine.
Note too that I could easily write a little system in the singleton, so that any number of users of the protocol could dynamically register/deregister there and get the calls.
But it has obvious problems, it's not very "pattern" and seem violently non-idiomatic.
So. Am I really, doing this the right way in the Swift milieu?
Have I indeed confused myself, and there is some entirely different pattern I should be using in today's iOS, to send out such "messages to anyone who wants them?" ... maybe I shouldn't even be using a protocol?
"Send out messages to anyone who wants them" is pretty much the description of NSNotificationCenter.
True, it's not an API that's designed from the beginning for Swift patterns like closures, strong typing, and protocol-oriented programming. (As noted in other comments/answers, the open source SwiftNotificationCenter is a good alternative if you really want such features.)
However, NSNotificationCenter is robust and battle-hardened — it's the basis for thousands of messages that get sent around between hundreds of objects on each pass through the run loop.
Here's a very concise how-to for using NSNotificationCenter in Swift:
https://stackoverflow.com/a/24756761/294884
There is no "protocol based" notification mechanism in the Swift standard
libraries or runtime. A nice implementation can be found here https://github.com/100mango/SwiftNotificationCenter. From the README:
A Protocol-Oriented NotificationCenter which is type safe, thread safe
and with memory safety.
Type Safe
No more userInfo dictionary and Downcasting, just deliver the concrete
type value to the observer.
Thread Safe
You can register, notify, unregister in any thread without crash and
data corruption.
Memory Safety
SwiftNotificationCenter store the observer as a zeroing-weak
reference. No crash and no need to unregister manually.
It's simple, safe, lightweight and easy to use for one-to-many
communication.
Using SwiftNotificationCenter, a (instance of a) conforming class could register itself for example like this:
class MyObserver: SnapProtocol {
func colorPicked(i: Int) {
print("color picked:", i)
}
init() {
NotificationCenter.register(SnapProtocol.self, observer: self)
}
}
and a broadcast notification to all conforming registered observers is
done as
NotificationCenter.notify(SnapProtocol.self) {
$0.colorPicked(x)
}

Concern about memory when choosing between notification vs callback closure for network calls?

Many posts seem to advise against notifications when trying to synchronize functions, but there are also other posts which caution against closure callbacks because of the potential to inadvertently retain objects and cause memory issues.
Assume inside a custom view controller is a function, foo, that uses the Bar class to get data from the server.
class CustomViewController : UIViewController {
function foo() {
// Do other stuff
// Use Bar to get data from server
Bar.getServerData()
}
}
Option 1: Define getServerData to accept a callback. Define the callback as a closure inside CustomViewController.
Option 2: Use NSNotifications instead of a callback. Inside of getServerData, post a NSNotification when the server returns data, and ensure CustomViewController is registered for the notification.
Option 1 seems desirable for all the reasons people caution against NSNotification (e.g., compiler checks, traceability), but doesn't using a callback create a potential issue where CustomViewController is unnecessarily retained and therefore potentially creating memory issues?
If so, is the right way to mitigate the risk by using a callback, but not using a closure? In other words, define a function inside CustomViewController with a signature matching the getServerData callback, and pass the pointer to this function to getServerData?
I'm always going with Option 1 you just need to remember of using [weak self] or whatever you need to 'weakify' in order to avoid memory problems.
Real world example:
filterRepository.getFiltersForType(filterType) { [weak self] (categories) in
guard let strongSelf = self, categories = categories else { return }
strongSelf.dataSource = categories
strongSelf.filteredDataSource = strongSelf.dataSource
strongSelf.tableView?.reloadData()
}
So in this example you can see that I pass reference to self to the completion closure, but as weak reference. Then I'm checking if the object still exists - if it wasn't released already, using guard statement and unwrapping weak value.
Definition of network call with completion closure:
class func getFiltersForType(type: FilterType, callback: ([FilterCategory]?) -> ()) {
connection.getFiltersCategories(type.id).response { (json, error) in
if let data = json {
callback(data.arrayValue.map { FilterCategory(attributes: $0) } )
} else {
callback(nil)
}
}
}
I'm standing for closures in that case. To avoid unnecessary retains you just need to ensure closure has proper capture list defined.

Why does referencing .self work instead of type.sharedInstance?

I have some code like this:
class miniUser {
///The shared instance of miniUser.
static let SI = miniUser()
init()
{
self.currentUser = self.getCurrentProfile()! as String
self.refreshUserList()
}
...
}
That code works fine. However, this code using the shared instance...
class miniUser {
///The shared instance of miniUser.
static let SI = miniUser()
init()
{
miniUser.SI.currentUser = miniUser.SI.getCurrentProfile()! as String
miniUser.SI.refreshUserList()
}
...
}
That does not work. In fact, it doesn't even spit out an error during runtime, it just freezes at 0 fps (I'm using SpriteKit) when another part of the code tries to initialize it.
Ideally, both versions of the code should mean the same thing.
Could anyone explain to me why using self.function() works instead of type.sharedInstance.function() during initialization? I'm not sure about it and need an explanation to understand what is happening here.
Any help is-- err, any explanations are appreciated.
The definition let SI = miniUser() will call the init() of your class in order to create the shared instance. However, init() is trying to access the shared instance miniUser.SI, so this is a recursive definition. It probably shouldn't be allowed at all by the compiler — I'd suggest filing a bug. If you need to modify instance variables during initialization, that's what self. is for. (In fact, you can leave out self. because it's implied.)

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