Swift Dictionary Absurd Memory Usage - ios

I ran into an interesting problem in one of my applications. When accessing a Dictionary many times, the memory usage of my application skyrockets to over a gigabyte in seconds. Here is some sample code to show the problem.
override func viewDidLoad() {
let dictionary = ["key1":"value1"]
let nsKey: NSString = "key1"
let swiftKey = nsKey as String
for _ in 0 ... 10000000 {
dictionary[swiftKey]
}
}
Repeatedly accessing the dictionary causes memory to climb until the loop finishes. I looked at instruments and saw tons of string allocations. Turns out using an NSString is the issue.
Changing the nsKey to a swift String like so fixes the issue:
let nsKey = "key1"
Also changing the dictionary to an NSDictionary fixes the issue:
let dictionary: NSDictionary = ["key1":"value1"]
Does anyone know why accessing the dictionary using a casted NSString causes so much heap allocation, and are there any other fixes besides the ones described above?
Here are some pictures. It looks like behind-the-scenes strings are being allocated and set to autorelease (or am I reading the data below wrong?) Could this be why memory usage continuously allocates and then drains at a later point? If this is true, should this be considered a "bug"? This issue occurs on OS X as well as iOS.

The best solution is to not bridge to NSString here. Just use Swift types. Or, as you discovered, you can just use Foundation types (NSString and NSDictionary). Bridging can require making temporary copies.
In any case, though, in loops like this it's very common to create temporary copies for one reason or another (even if you avoided this particular problem). To address that, you need to drain your autorelease pool in the loop. For instance:
let dictionary = ["key1":"value1"]
let nsKey: NSString = "key1"
let swiftKey = nsKey as String
for _ in 0 ... 10000000 {
autoreleasepool { // <=== the scope of the current pool
dictionary[swiftKey]
}
}
Adding that will keep your memory steady. This is a very common thing to do in large loops in Cocoa. Otherwise the pool won't be drained until you return from your top-level method.

Related

Accessing CFArray causes crash in Swift

My following code crashes with EXC_BAD_ACCESS, and I do not understand why. My initial understanding is that the memory retention in this case should be automatic, but it seems I am wrong... Maybe someone can help. Thank you! The code is written in Swift 5 and runs on iOS 15.2 in XCode 13.2.1.
Casting to NSArray causes trouble...
let someFont = CGFont("Symbol" as CFString)!
if let cfTags: CFArray = someFont.tableTags {
let nsTags = cfTags as NSArray
print(nsTags.count) // Prints: 16
let tag0 = nsTags[0] // CRASH: Thread 1: EXC_BAD_ACCESS (code=257, ...)
}
Alternatively, using CFArray-API causes also trouble (The crash message is about a misaligned pointer but the root cause seems also the bad access, which occurs e.g. if I replace UInt32.self by UInt8.self, and hence eliminate the alignment problem).
let someFont = CGFont("Symbol" as CFString)!
if let cfTags: CFArray = someFont.tableTags {
print(CFArrayGetCount(cfTags)) // Prints: 16
let tag0Ptr: UnsafeRawPointer = CFArrayGetValueAtIndex(cfTags, 0)!
tag0Ptr.load(as: UInt32.self)// CRASH :Thread 1: Fatal error: load from misaligned raw pointer
}
The issue here is that the CGFont API uses some advanced C-isms in their storage of table tags, which really doesn't translate to Swift: CGFontCopyTableTags() returns a CFArrayRef which doesn't actually contain objects, but integers. (This is technically allowed through CFArray's interface: it accepts void *s in C, into which you can technically stuff any integer which fits in a pointer, even if the pointer value is nonsense...) Swift expects CFArrays and NSArrays to only ever contain valid objects and pointers, and it treats the return values as such — this is why accessing via NSArray also fails (Swift expects an object but the value isn't an object, so it can't be accessed like a pointer, or retained, or any of the things that the runtime might expect to do).
Your second code snippet is closer to how you'll need to access the value: CFArrayGetValueAtIndex appears to return a pointer, but the value you're getting back isn't a real pointer — it's actually an integer stored in the array directly, masquerading as a pointer.
The equivalent to the Obj-C example from the CGFontCopyTableTags docs of
tag = (uint32_t)(uintptr_t)CFArrayGetValue(table, k);
would be
let tag = unsafeBitCast(CFArrayGetValueAtIndex(cfTags, 0), to: UInt.self)
(Note that you need to cast to UInt and not UInt32 because unsafeBitCast requires that the input value and the output type have the same alignment.)
In my simulator, I'm seeing a tag with a value of 1196643650 (0x47535542), which definitely isn't a valid pointer (but I don't otherwise have domain knowledge to validate whether this is the tag you're expecting).

Memory Leak using Property List / NSMutableDictionary

I'm using a Property List in my main bundle to store information about the levels and player. The pList gets copied over to the phone the first time the app is launched, then I access the information as needed from that local copy. I'm running Leaks in Instruments, and I keep coming across memory leaks that I believe are related to creating the dictionary and other data types stored in the pList.
Here's where the dictionary is created - after finding the path to the pList:
if fileManager.fileExists(atPath: path.path) {
if let dictionaryForPlist = NSMutableDictionary(contentsOf: path) {
return(dictionaryForPlist)
}
else {
print("pList not found")
}
let levelInstanceData = LevelData() //this class searches the main bundle for the plist and stores the pList as an NSMutableDictionary
let currentLevel = levelInstanceData.localDataFile["Level1"] as! Int //localDataFile is the NSMutableDictionary storing the information
let levelName = levelInstanceData.localDataFile["Level1Name"] as! String
I forcefully cast each piece of data to the correct data type and use it throughout the level.
Here is a screenshot of the leaked objects in Instruments. Has anyone else had this issue or have any ideas how to stop the leaks?
Providing all the leaked objects isn't overly helpful. What you will need to do is look at the call tree related to each leaked object. This will show you where in code the leak has originated from. And from there you can start to deduce what needs to be done to remedy it.
You should read this. It is dated, but it discusses the call tree.
https://www.raywenderlich.com/2696/instruments-tutorial-for-ios-how-to-debug-memory-leaks

Swift Memory Leak on NSArray

I'm developing an app using the Singleton Pattern and Swift programming language. When I Profile the app with Instruments, I noticed that there's a memory leak pointing to an NSArray. Instruments is pointing to the following line of code (Please check screenshot). Can anyone find why the leak is happening? I tried to initialize the array Workout as:
workout = []
The leak wasn't reported. Maybe it has something to do with the unarchiving?
Checkout this answer here: Swift Decode Array Custom Class Memory Leak It seems to be a bug. I had the same problem too. So instead of directly assign the value to workout, you can do:
if let wo = NSKeyedUnarchiver.unarchiveObjectWithFile(Utilities.getFileURL("workout")) as? [ExceciseObject] {
workout = wo.map { $0 }
}

How to efficiently write large files to disk on background thread (Swift)

Update
I have resolved and removed the distracting error. Please read the entire post and feel free to leave comments if any questions remain.
Background
I am attempting to write relatively large files (video) to disk on iOS using Swift 2.0, GCD, and a completion handler. I would like to know if there is a more efficient way to perform this task. The task needs to be done without blocking the Main UI, while using completion logic, and also ensuring that the operation happens as quickly as possible. I have custom objects with an NSData property so I am currently experimenting using an extension on NSData. As an example an alternate solution might include using NSFilehandle or NSStreams coupled with some form of thread safe behavior that results in much faster throughput than the NSData writeToURL function on which I base the current solution.
What's wrong with NSData Anyway?
Please note the following discussion taken from the NSData Class Reference, (Saving Data). I do perform writes to my temp directory however the main reason that I am having an issue is that I can see a noticeable lag in the UI when dealing with large files. This lag is precisely because NSData is not asynchronous (and Apple Docs note that atomic writes can cause performance issues on "large" files ~ > 1mb). So when dealing with large files one is at the mercy of whatever internal mechanism is at work within the NSData methods.
I did some more digging and found this info from Apple..."This method is ideal for converting data:// URLs to NSData objects, and can also be used for reading short files synchronously. If you need to read potentially large files, use inputStreamWithURL: to open a stream, then read the file a piece at a time." (NSData Class Reference, Objective-C, +dataWithContentsOfURL). This info seems to imply that I could try using streams to write the file out on a background thread if moving the writeToURL to the background thread (as suggested by #jtbandes) is not sufficient.
The NSData class and its subclasses provide methods to quickly and
easily save their contents to disk. To minimize the risk of data loss,
these methods provide the option of saving the data atomically. Atomic
writes guarantee that the data is either saved in its entirety, or it
fails completely. The atomic write begins by writing the data to a
temporary file. If this write succeeds, then the method moves the
temporary file to its final location.
While atomic write operations minimize the risk of data loss due to
corrupt or partially-written files, they may not be appropriate when
writing to a temporary directory, the user’s home directory or other
publicly accessible directories. Any time you work with a publicly
accessible file, you should treat that file as an untrusted and
potentially dangerous resource. An attacker may compromise or corrupt
these files. The attacker can also replace the files with hard or
symbolic links, causing your write operations to overwrite or corrupt
other system resources.
Avoid using the writeToURL:atomically: method (and the related
methods) when working inside a publicly accessible directory. Instead
initialize an NSFileHandle object with an existing file descriptor and
use the NSFileHandle methods to securely write the file.
Other Alternatives
One article on Concurrent Programming at objc.io provides interesting options on "Advanced: File I/O in the Background". Some of the options involve use of an InputStream as well. Apple also has some older references to reading and writing files asynchronously. I am posting this question in anticipation of Swift alternatives.
Example of an appropriate answer
Here is an example of an appropriate answer that might satisfy this type of question. (Taken for the Stream Programming Guide, Writing To Output Streams)
Using an NSOutputStream instance to write to an output stream requires several steps:
Create and initialize an instance of NSOutputStream with a
repository for the written data. Also set a delegate.
Schedule the
stream object on a run loop and open the stream.
Handle the events
that the stream object reports to its delegate.
If the stream object
has written data to memory, obtain the data by requesting the
NSStreamDataWrittenToMemoryStreamKey property.
When there is no more
data to write, dispose of the stream object.
I am looking for the most proficient algorithm that applies to writing
extremely large files to iOS using Swift, APIs, or possibly even
C/ObjC would suffice. I can transpose the algorithm into appropriate
Swift compatible constructs.
Nota Bene
I understand the informational error below. It is included for completeness. This
question is asking whether or not there is a better algorithm to use
for writing large files to disk with a guaranteed dependency sequence (e.g. NSOperation dependencies). If there is
please provide enough information (description/sample for me to
reconstruct pertinent Swift 2.0 compatible code). Please advise if I am
missing any information that would help answer the question.
Note on the extension
I've added a completion handler to the base writeToURL to ensure that
no unintended resource sharing occurs. My dependent tasks that use the file
should never face a race condition.
extension NSData {
func writeToURL(named:String, completion: (result: Bool, url:NSURL?) -> Void) {
let filePath = NSTemporaryDirectory() + named
//var success:Bool = false
let tmpURL = NSURL( fileURLWithPath: filePath )
weak var weakSelf = self
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), {
//write to URL atomically
if weakSelf!.writeToURL(tmpURL, atomically: true) {
if NSFileManager.defaultManager().fileExistsAtPath( filePath ) {
completion(result: true, url:tmpURL)
} else {
completion (result: false, url:tmpURL)
}
}
})
}
}
This method is used to process the custom objects data from a controller using:
var items = [AnyObject]()
if let video = myCustomClass.data {
//video is of type NSData
video.writeToURL("shared.mp4", completion: { (result, url) -> Void in
if result {
items.append(url!)
if items.count > 0 {
let sharedActivityView = UIActivityViewController(activityItems: items, applicationActivities: nil)
self.presentViewController(sharedActivityView, animated: true) { () -> Void in
//finished
}
}
}
})
}
Conclusion
The Apple Docs on Core Data Performance provide some good advice on dealing with memory pressure and managing BLOBs. This is really one heck of an article with a lot of clues to behavior and how to moderate the issue of large files within your app. Now although it is specific to Core Data and not files, the warning on atomic writing does tell me that I ought to implement methods that write atomically with great care.
With large files, the only safe way to manage writing seems to be adding in a completion handler (to the write method) and showing an activity view on the main thread. Whether one does that with a stream or by modifying an existing API to add completion logic is up to the reader. I've done both in the past and am in the midst of testing for best performance.
Until then, I'm changing the solution to remove all binary data properties from Core Data and replacing them with strings to hold asset URLs on disk. I am also leveraging the built in functionality from Assets Library and PHAsset to grab and store all related asset URLs. When or if I need to copy any assets I will use standard API methods (export methods on PHAsset/Asset Library) with completion handlers to notify user of finished state on the main thread.
(Really useful snippets from the Core Data Performance article)
Reducing Memory Overhead
It is sometimes the case that you want to use managed objects on a
temporary basis, for example to calculate an average value for a
particular attribute. This causes your object graph, and memory
consumption, to grow. You can reduce the memory overhead by
re-faulting individual managed objects that you no longer need, or you
can reset a managed object context to clear an entire object graph.
You can also use patterns that apply to Cocoa programming in general.
You can re-fault an individual managed object using
NSManagedObjectContext’s refreshObject:mergeChanges: method. This has
the effect of clearing its in-memory property values thereby reducing
its memory overhead. (Note that this is not the same as setting the
property values to nil—the values will be retrieved on demand if the
fault is fired—see Faulting and Uniquing.)
When you create a fetch request you can set includesPropertyValues to NO > to reduce memory overhead by avoiding creation of objects to represent the property values. You should typically only do so, however, if you are sure that either you will not need the actual property data or you already have the information in the row cache, otherwise you will incur multiple
trips to the persistent store.
You can use the reset method of NSManagedObjectContext to remove all managed objects associated with a context and "start over" as if you'd just created it. Note that any managed object associated with that context will be invalidated, and so you will need to discard any references to and re-fetch any objects associated with that context in which you are still interested. If you iterate over a lot of objects, you may need to use local autorelease pool blocks to ensure temporary objects are deallocated as soon as possible.
If you do not intend to use Core Data’s undo functionality,
you can reduce your application's resource requirements by setting the
context’s undo manager to nil. This may be especially beneficial for
background worker threads, as well as for large import or batch
operations.
Finally, Core Data does not by default keep strong
references to managed objects (unless they have unsaved changes). If
you have lots of objects in memory, you should determine the owning
references. Managed objects maintain strong references to each other
through relationships, which can easily create strong reference
cycles. You can break cycles by re-faulting objects (again by using
the refreshObject:mergeChanges: method of NSManagedObjectContext).
Large Data Objects (BLOBs)
If your application uses large BLOBs ("Binary Large OBjects" such as
image and sound data), you need to take care to minimize overheads.
The exact definition of “small”, “modest”, and “large” is fluid and
depends on an application’s usage. A loose rule of thumb is that
objects in the order of kilobytes in size are of a “modest” sized and
those in the order of megabytes in size are “large” sized. Some
developers have achieved good performance with 10MB BLOBs in a
database. On the other hand, if an application has millions of rows in
a table, even 128 bytes might be a "modest" sized CLOB (Character
Large OBject) that needs to be normalized into a separate table.
In general, if you need to store BLOBs in a persistent store, you
should use an SQLite store. The XML and binary stores require that the
whole object graph reside in memory, and store writes are atomic (see
Persistent Store Features) which means that they do not efficiently
deal with large data objects. SQLite can scale to handle extremely
large databases. Properly used, SQLite provides good performance for
databases up to 100GB, and a single row can hold up to 1GB (although
of course reading 1GB of data into memory is an expensive operation no
matter how efficient the repository).
A BLOB often represents an attribute of an entity—for example, a
photograph might be an attribute of an Employee entity. For small to
modest sized BLOBs (and CLOBs), you should create a separate entity
for the data and create a to-one relationship in place of the
attribute. For example, you might create Employee and Photograph
entities with a one-to-one relationship between them, where the
relationship from Employee to Photograph replaces the Employee's
photograph attribute. This pattern maximizes the benefits of object
faulting (see Faulting and Uniquing). Any given photograph is only
retrieved if it is actually needed (if the relationship is traversed).
It is better, however, if you are able to store BLOBs as resources on
the filesystem, and to maintain links (such as URLs or paths) to those
resources. You can then load a BLOB as and when necessary.
Note:
I've moved the logic below into the completion handler (see the code
above) and I no longer see any error. As mentioned before this
question is about whether or not there is a more performant way to
process large files in iOS using Swift.
When attempting to process the resulting items array to pass to a UIActvityViewController, using the following logic:
if items.count > 0 {
let sharedActivityView = UIActivityViewController(activityItems: items, applicationActivities: nil)
self.presentViewController(sharedActivityView, animated: true) { () -> Void in
//finished}
}
I am seeing the following error: Communications error: { count = 1,
contents = "XPCErrorDescription" => { length =
22, contents = "Connection interrupted" } }> (please note, I am looking for a better design, not an answer to this error message)
Performance depends wether or not the data fits in RAM. If it does, then you should use NSData writeToURL with the atomically feature turned on, which is what you're doing.
Apple's notes about this being dangerous when "writing to a public directory" are completely irrelevant on iOS because there are no public directories. That section only applies to OS X. And frankly it's not really important there either.
So, the code you've written is as efficient as possible as long as the video fits in RAM (about 100MB would be a safe limit).
For files that don't fit in RAM, you need to use a stream or your app will crash while holding the video in memory. To download a large video from a server and write it to disk, you should use NSURLSessionDownloadTask.
In general, streaming (including NSURLSessionDownloadTask) will be orders of magnitude slower than NSData.writeToURL(). So don't use a stream unless you need to. All operations on NSData are extremely fast, it is perfectly capable of dealing with files that are multiple terabytes in size with excellent performance on OS X (iOS obviously can't have files that large, but it's the same class with the same performance).
There are a few issues in your code.
This is wrong:
let filePath = NSTemporaryDirectory() + named
Instead always do:
let filePath = NSTemporaryDirectory().stringByAppendingPathComponent(named)
But that's not ideal either, you should avoid using paths (they are buggy and slow). Instead use a URL like this:
let tmpDir = NSURL(fileURLWithPath: NSTemporaryDirectory())!
let fileURL = tmpDir.URLByAppendingPathComponent(named)
Also, you're using a path to check if the file exists... don't do this:
if NSFileManager.defaultManager().fileExistsAtPath( filePath ) {
Instead use NSURL to check if it exists:
if fileURL.checkResourceIsReachableAndReturnError(nil) {
Latest Solution (2018)
Another useful possibility might include the use of a closure whenever the buffer is filled (or if you've used a timed length of recording) to append the data and also to announce the end of the stream of data. In combination with some of the Photo APIs this could lead to good outcomes. So some declarative code like below could be fired during processing:
var dataSpoolingFinished: ((URL?, Error?) -> Void)?
var dataSpooling: ((Data?, Error?) -> Void)?
Handling these closures in your management object may allow you to succinctly handle data of any size while keeping the memory under control.
Couple that idea with the use of a recursive method that aggregates pieces of work into a single dispatch_group and there could be some exciting possibilities.
Apple docs state:
DispatchGroup allows for aggregate synchronization of work. You can
use them to submit multiple different work items and track when they
all complete, even though they might run on different queues. This
behavior can be helpful when progress can’t be made until all of the
specified tasks are complete.
Other Noteworthy Solutions (~2016)
I have no doubt that I will refine this some more but the topic is complex enough to warrant a separate self-answer. I decided to take some advice from the other answers and leverage the NSStream subclasses. This solution is based on an Obj-C sample (NSInputStream inputStreamWithURL example ios, 2013, May 12) posted over on the SampleCodeBank blog.
Apple documentation notes that with an NSStream subclass you do NOT have to load all data into memory at once. That is the key to being able to manage multimedia files of any size (not exceeding available disk or RAM space).
NSStream is an abstract class for objects representing streams. Its
interface is common to all Cocoa stream classes, including its
concrete subclasses NSInputStream and NSOutputStream.
NSStream objects provide an easy way to read and write data to and
from a variety of media in a device-independent way. You can create
stream objects for data located in memory, in a file, or on a network
(using sockets), and you can use stream objects without loading all of
the data into memory at once.
File System Programming Guide
Apple's Processing an Entire File Linearly Using Streams article in the FSPG also provided the notion that NSInputStream and NSOutputStream should be inherently thread safe.
Further Refinements
This object doesn't use stream delegation methods. Plenty of room for other refinements as well but this is the basic approach I will take. The main focus on the iPhone is enabling the large file management while constraining the memory via a buffer (TBD - Leverage the outputStream in-memory buffer). To be clear, Apple does mention that their convenience functions that writeToURL are only for smaller file sizes (but makes me wonder why they don't take care of the larger files - These are not edge cases, note - will file question as a bug).
Conclusion
I will have to test further for integrating on a background thread as I don't want to interfere with any NSStream internal queuing. I have some other objects that use similar ideas to manage extremely large data files over the wire. The best method is to keep file sizes as small as possible in iOS to conserve memory and prevent app crashes. The APIs are built with these constraints in mind (which is why attempting unlimited video is not a good idea), so I will have to adapt expectations overall.
(Gist Source, Check gist for latest changes)
import Foundation
import Darwin.Mach.mach_time
class MNGStreamReaderWriter:NSObject {
var copyOutput:NSOutputStream?
var fileInput:NSInputStream?
var outputStream:NSOutputStream? = NSOutputStream(toMemory: ())
var urlInput:NSURL?
convenience init(srcURL:NSURL, targetURL:NSURL) {
self.init()
self.fileInput = NSInputStream(URL: srcURL)
self.copyOutput = NSOutputStream(URL: targetURL, append: false)
self.urlInput = srcURL
}
func copyFileURLToURL(destURL:NSURL, withProgressBlock block: (fileSize:Double,percent:Double,estimatedTimeRemaining:Double) -> ()){
guard let copyOutput = self.copyOutput, let fileInput = self.fileInput, let urlInput = self.urlInput else { return }
let fileSize = sizeOfInputFile(urlInput)
let bufferSize = 4096
let buffer = UnsafeMutablePointer<UInt8>.alloc(bufferSize)
var bytesToWrite = 0
var bytesWritten = 0
var counter = 0
var copySize = 0
fileInput.open()
copyOutput.open()
//start time
let time0 = mach_absolute_time()
while fileInput.hasBytesAvailable {
repeat {
bytesToWrite = fileInput.read(buffer, maxLength: bufferSize)
bytesWritten = copyOutput.write(buffer, maxLength: bufferSize)
//check for errors
if bytesToWrite < 0 {
print(fileInput.streamStatus.rawValue)
}
if bytesWritten == -1 {
print(copyOutput.streamStatus.rawValue)
}
//move read pointer to next section
bytesToWrite -= bytesWritten
copySize += bytesWritten
if bytesToWrite > 0 {
//move block of memory
memmove(buffer, buffer + bytesWritten, bytesToWrite)
}
} while bytesToWrite > 0
if fileSize != nil && (++counter % 10 == 0) {
//passback a progress tuple
let percent = Double(copySize/fileSize!)
let time1 = mach_absolute_time()
let elapsed = Double (time1 - time0)/Double(NSEC_PER_SEC)
let estTimeLeft = ((1 - percent) / percent) * elapsed
block(fileSize: Double(copySize), percent: percent, estimatedTimeRemaining: estTimeLeft)
}
}
//send final progress tuple
block(fileSize: Double(copySize), percent: 1, estimatedTimeRemaining: 0)
//close streams
if fileInput.streamStatus == .AtEnd {
fileInput.close()
}
if copyOutput.streamStatus != .Writing && copyOutput.streamStatus != .Error {
copyOutput.close()
}
}
func sizeOfInputFile(src:NSURL) -> Int? {
do {
let fileSize = try NSFileManager.defaultManager().attributesOfItemAtPath(src.path!)
return fileSize["fileSize"] as? Int
} catch let inputFileError as NSError {
print(inputFileError.localizedDescription,inputFileError.localizedRecoverySuggestion)
}
return nil
}
}
Delegation
Here's a similar object that I rewrote from an article on Advanced File I/O in the background, Eidhof,C., ObjC.io). With just a few tweaks this could be made to emulate the behavior above. Simply redirect the data to an NSOutputStream in the processDataChunk method.
(Gist Source - Check gist for latest changes)
import Foundation
class MNGStreamReader: NSObject, NSStreamDelegate {
var callback: ((lineNumber: UInt , stringValue: String) -> ())?
var completion: ((Int) -> Void)?
var fileURL:NSURL?
var inputData:NSData?
var inputStream: NSInputStream?
var lineNumber:UInt = 0
var queue:NSOperationQueue?
var remainder:NSMutableData?
var delimiter:NSData?
//var reader:NSInputStreamReader?
func enumerateLinesWithBlock(block: (UInt, String)->() , completionHandler completion:(numberOfLines:Int) -> Void ) {
if self.queue == nil {
self.queue = NSOperationQueue()
self.queue!.maxConcurrentOperationCount = 1
}
assert(self.queue!.maxConcurrentOperationCount == 1, "Queue can't be concurrent.")
assert(self.inputStream == nil, "Cannot process multiple input streams in parallel")
self.callback = block
self.completion = completion
if self.fileURL != nil {
self.inputStream = NSInputStream(URL: self.fileURL!)
} else if self.inputData != nil {
self.inputStream = NSInputStream(data: self.inputData!)
}
self.inputStream!.delegate = self
self.inputStream!.scheduleInRunLoop(NSRunLoop.currentRunLoop(), forMode: NSDefaultRunLoopMode)
self.inputStream!.open()
}
convenience init? (withData inbound:NSData) {
self.init()
self.inputData = inbound
self.delimiter = "\n".dataUsingEncoding(NSUTF8StringEncoding)
}
convenience init? (withFileAtURL fileURL: NSURL) {
guard !fileURL.fileURL else { return nil }
self.init()
self.fileURL = fileURL
self.delimiter = "\n".dataUsingEncoding(NSUTF8StringEncoding)
}
#objc func stream(aStream: NSStream, handleEvent eventCode: NSStreamEvent){
switch eventCode {
case NSStreamEvent.OpenCompleted:
fallthrough
case NSStreamEvent.EndEncountered:
self.emitLineWithData(self.remainder!)
self.remainder = nil
self.inputStream!.close()
self.inputStream = nil
self.queue!.addOperationWithBlock({ () -> Void in
self.completion!(Int(self.lineNumber) + 1)
})
break
case NSStreamEvent.ErrorOccurred:
NSLog("error")
break
case NSStreamEvent.HasSpaceAvailable:
NSLog("HasSpaceAvailable")
break
case NSStreamEvent.HasBytesAvailable:
NSLog("HasBytesAvaible")
if let buffer = NSMutableData(capacity: 4096) {
let length = self.inputStream!.read(UnsafeMutablePointer<UInt8>(buffer.mutableBytes), maxLength: buffer.length)
if 0 < length {
buffer.length = length
self.queue!.addOperationWithBlock({ [weak self] () -> Void in
self!.processDataChunk(buffer)
})
}
}
break
default:
break
}
}
func processDataChunk(buffer: NSMutableData) {
if self.remainder != nil {
self.remainder!.appendData(buffer)
} else {
self.remainder = buffer
}
self.remainder!.mng_enumerateComponentsSeparatedBy(self.delimiter!, block: {( component: NSData, last: Bool) in
if !last {
self.emitLineWithData(component)
}
else {
if 0 < component.length {
self.remainder = (component.mutableCopy() as! NSMutableData)
}
else {
self.remainder = nil
}
}
})
}
func emitLineWithData(data: NSData) {
let lineNumber = self.lineNumber
self.lineNumber = lineNumber + 1
if 0 < data.length {
if let line = NSString(data: data, encoding: NSUTF8StringEncoding) {
callback!(lineNumber: lineNumber, stringValue: line as String)
}
}
}
}
You should consider using NSStream (NSOutputStream/NSInputStream). If you are going to choose this approach, keep in mind that background thread run loop will need to be started (run) explicitly.
NSOutputStream has a method called outputStreamToFileAtPath:append: which is what you might be looking for.
Similar question :
Writing a String to an NSOutputStream in Swift

why not EXC_BAD_ACCESS?

I've written the following code:
NSString *string = [[NSString alloc] initWithFormat:#"test"];
[string release];
NSLog(#"string lenght = %d", [string length]);
//Why I don't get EXC_BAD_ACCESS at this point?
I should, it should be released. The retainCount should be 0 after last release, so why is it not?
P.S.
I am using latest XCode.
Update:
NSString *string = [[NSString alloc] initWithFormat:#"test"];
NSLog(#"retainCount before = %d", [string retainCount]);// => 1
[string release];
NSLog(#"retainCount after = %d", [string retainCount]);// => 1 Why!?
In this case, the frameworks are likely returning the literal #"test" from NSString *string = [[NSString alloc] initWithFormat:#"test"];. That is, it determines the literal may be reused, and reuses it in this context. After all, the input matches the output.
However, you should not rely on these internal optimizations in your programs -- just stick with the reference counting rules and well-defined behavior.
Update
David's comment caused me to look into this. On the system I tested, NSString *string = [[NSString alloc] initWithFormat:#"test"]; returns a new object. Your program messages an object which should have been released, and is not eligible for the immortal string status.
Your program still falls into undefined territory, and happens to appear to give the correct results in some cases only as an artifact of implementation details -- or just purely coincidence. As David pointed out, adding 'stuff' between the release and the log can cause string to really be destroyed and potentially reused. If you really want to know why this all works, you could read the objc runtime sources or crawl through the runtime's assembly as it executes. Some of it may have an explanation (runtime implementation details), and some of it is purely coincidence.
Doing things to a released object is an undefined behavior. Meaning - sometimes you get away with it, sometimes it crashes, sometimes it crashes a minute later in a completely different spot, sometimes a variable ten files away gets mysteriously modified.
To catch those issues, use the NSZombie technique. Look it up. That, and some coding discipline.
This time, you got away because the freed up memory hasn't been overwritten by anything yet. The memory that string points at still contains the bytes of a string object with the right length. Some time later, something else will be there, or the memory address won't be valid anymore. And there's no telling when this happens.
Sending messages to nil objects is, however, legitimate. That's a defined behavior in Objective C, in fact - nothing happens, 0 or nil is returned.
Update:
Ok. I'm tired and didn't read your question carefully enough.
The reason you are not crashing is pure luck. At first I though that you were using initWithString: in which case all the answers (including my original one (below)) about string literals would be valid.
What I mean by "pure luck"
The reason this works is just that the object is released but your pointer still points to where it used to be and the memory is not overwritten before you read it again. So when you access the variable you read from the untouched memory which means that you get a valid object back. Doing the above is VERY dangerous and will eventually cause a crash in the future!
If you start creating more object in between the release and the log then there is a chance that one of them will use the same memory as your string had and then you would crash when trying to read the old memory.
It is even so fragile that calling log twice in a row will cause a crash.
Original answer:
String literals never get released!
Take a look at my answer for this question for a description of why this is.
This answer also has a good explanation.
One possible explanation: You're superfluously dynamically allocating a string instead of just using the constant. Probably Cocoa already knows that's just a waste of memory (if you're not creating a mutable string), so it maybe releases the allocated object and returns the constant string instead. And on a constant string, release and retain have no effect.
To prove this, it's worth comparing the returned pointer to the constant string itself:
int main()
{
NSString *s = #"Hello World!";
NSString *t = [[NSString alloc] initWithFormat:s];
if (s == t)
NSLog(#"Strings are the same");
else
NSLog(#"Not the same; another instance was allocated");
return 0;
}

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