NSData and UIImage not released in iOS7 - ios

I have a big table in SQLite where photos are stored with good resolution so they have a big size… so I am trying to resize these images and updating the DB table in the same process. I am using FMDB wrapper for working with SQLite DB.
Well, with instruments I can see NSData and UIImage is not being released and memory grows quickly so it makes my app close.
What could I do?
Here it is the code:
FMResultSet *aFMResultSet = [database executeQuery:#"SELECT id, image FROM Images WHERE LENGTH(image)> 1000000;" ];
while([aFMResultSet next]){
int aId = [aFMResultSet intForColumn:#"id"];
NSData *aDataImage = [aFMResultSet dataForColumn:#"image"];
UIImage* aImage = [UIImage imageWithData:aDataImage];
UIImage *aResizedImage = [Utils resizedImage:aImage withRect:CGRectMake(0, 0, 324, 242)]; //(2592x1936)/16
NSData *aDataResizedThumbnail = UIImageJPEGRepresentation(aResizedImage,0.5f);
[database executeUpdate:#"UPDATE Images SET image = ? WHERE id = ?;", aDataResizedThumbnail, [NSNumber numberWithInt:aId],nil];
}

Due to the loop, the system might never get a chance to free the memory not needed anymore.
To force the system to do so, wrap the inside of your loop in an autoreleasepool, like this:
FMResultSet *aFMResultSet = [database executeQuery:#"SELECT id, image FROM Images WHERE LENGTH(image)> 1000000;" ];
while([aFMResultSet next]){
int aId = [aFMResultSet intForColumn:#"id"];
#autoreleasepool {
NSData *aDataImage = [aFMResultSet dataForColumn:#"image"];
UIImage* aImage = [UIImage imageWithData:aDataImage];
UIImage *aResizedImage = [Utils resizedImage:aImage withRect:CGRectMake(0, 0, 324, 242)]; //(2592x1936)/16
NSData *aDataResizedThumbnail = UIImageJPEGRepresentation(aResizedImage,0.5f);
[database executeUpdate:#"UPDATE Images SET image = ? WHERE id = ?;", aDataResizedThumbnail, [NSNumber numberWithInt:aId],nil];
}
}

Related

Receiveing array of Images from CoreData

I've created NSManagedObject* imagesArrayData that stores strings (paths) to images stored in the documents directory:
- (void)setImagesArray:(NSMutableArray *)imagesArray {
NSMutableArray* newImagesArray = [NSMutableArray new];
int i = 1;
for (UIImage* image in imagesArray) {
//generate path to createdFile
NSString* fileName = [NSString stringWithFormat:#"%#_%d", self.name, i];
NSString* filePath = [self documentsPathForFileName:fileName];
//save image to disk
NSData *imageData = UIImagePNGRepresentation(image);
[imageData writeToFile:filePath atomically:YES];
//add image path to CoreData
[newImagesArray addObject:filePath];
i++;
}
//set new value of imagesArray
imagesArrayData = [NSKeyedArchiver archivedDataWithRootObject:newImagesArray];
I am now not showing pathsToImages in header file, but property imagesArray:
-(NSMutableArray*) imagesArray {
NSMutableArray* images = [NSMutableArray new];
NSArray* imagePaths = [NSKeyedUnarchiver unarchiveObjectWithData:imagesArrayData];
for (NSString* imagePath in imagePaths) {
UIImage *image = [[UIImage alloc] initWithContentsOfFile: imagePath];
[images addObject:image];
}
return images;
The problem is, that whenever I want to get to [imagesArray objectatIndex:xxx], the imagesArray getter is called, and it takes time to recreate the full array. When trying to switch fast between images, the UI slows down.
What would be the elegant way to overcome this problem? Maybe creating another array full of images and updating it from time to time? Maybe something else? Please, help.
One thing you could do is refactor your getter to lazily load the array. If it is already defined, simply return it. If not, build it:
-(NSMutableArray*) imagesArray
{
if (!_imagesArray)
{
NSMutableArray* _imagesArray = [NSMutableArray new];
NSArray* imagePaths =
[NSKeyedUnarchiver unarchiveObjectWithData: imagesArrayData];
for (NSString* imagePath in imagePaths)
{
UIImage *image = [[UIImage alloc] initWithContentsOfFile: imagePath];
[_imagesArray addObject:image];
}
return _imagesArray;
}
I'm not sure what you mean about updating an array of images from time to time.
If your array of image names changes you will need some method to respond to those changes.

iOS : When saving photos to the folder memory overflow

I use instruments to detect my program, the following code detects memory leaks。
Looking forward to your help, thank you!
int count=(int)array.count;
for (int i=0; i<count; i++) {
set=(ALAsset *)[array objectAtIndex:i];
CGImageRef ref1= [set thumbnail];
CGImageRef ref=[[set defaultRepresentation] fullResolutionImage];
NSData * imagedata2=[[NSData alloc]init];
imagedata2=UIImageJPEGRepresentation([[UIImage alloc]initWithCGImage:ref],1);
// CGImageRelease(ref);
NSString * photoNmaeOgiginal=[NSString stringWithFormat:#"%#_origianl.jpg",uuid];
NSString *PhtotoOriginalPath=[AlbumFolderPath stringByAppendingPathComponent:photoNmaeOgiginal ];
BOOL resultOriginal= [NSData writeToFile:PhtotoOriginalPath atomically:YES];
}
There is one obvious issue with the code you posted, the line NSData * imagedata2=[[NSData alloc]init]; is totally not need since the next line just replaces the object.
Which would trigger memory leak
So replace:
NSData * imagedata2=[[NSData alloc]init];
imagedata2=UIImageJPEGRepresentation([[UIImage alloc]initWithCGImage:ref],1);
With
NSDate *imagedata2=UIImageJPEGRepresentation([[UIImage alloc]initWithCGImage:ref],1);

NSDictionary constant looping

SO I have a program which calls the FlickR API, gets the URL's puts them into a dictionary and then assigns them into a table view, using an image view.
NSArray *photos = [self.flickr photosForUser:#"James Kinvig"];
int countAttempts = 0;
[[self.flickr photosForUser:#"James Kinvig"]count];
for (int i = 0; i < [[self.flickr photosForUser:#"James Kinvig"]count]; i++) {
for(NSDictionary *dictionary in photos) {
countAttempts++;
NSString *farmId = [dictionary objectForKey:#"farm"];
NSString *serverId = [dictionary objectForKey:#"server"];
NSString *photoId = [dictionary objectForKey:#"id"];
NSString *secret = [dictionary objectForKey:#"secret"];
self.url= [NSURL URLWithString:[NSString stringWithFormat:#"http://farm%#.staticflickr.com/%#/%#_%#.jpg", farmId, serverId, photoId, secret]];
//NSLog(#"self.url = %#", self.url);
NSLog(#"count = %d", countAttempts);
dispatch_queue_t queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_HIGH, 0ul);
dispatch_async(queue, ^{
NSData *imgData = [NSData dataWithContentsOfURL:self.url];
dispatch_sync(dispatch_get_main_queue(), ^{
UIImage *img = [UIImage imageWithData:imgData];
cell.imageView.image = img;
[cell setNeedsLayout];
});
});
}
}
return cell;
}
This is the method it calls, photosForUser:
- (NSMutableArray *) photosForUser: (NSString *) friendUserName
{
NSString *request = [NSString stringWithFormat: #"https://api.flickr.com/services/rest/?method=flickr.people.findByUsername&username=%#", friendUserName];
NSDictionary *result = [self fetch: request];
NSString *nsid = [result valueForKeyPath: #"user.nsid"];
request = [NSString stringWithFormat: #"https://api.flickr.com/services/rest/?method=flickr.photos.search&per_page=%ld&has_geo=1&user_id=%#&extras=original_format,tags,description,geo,date_upload,owner_name,place_url", (long) self.maximumResults, nsid];
result = [self fetch: request];
return [result valueForKeyPath: #"photos.photo"];
}
Which does a fetch to the flickr API.
What is happening though is that is stuck in an eternal loop. Even with the for statement being less than the count, it still eternal loops. I have NSLog'd the count of the FlickR photos and it = 11.
This may have something to do with it, but whenever I press the button to take me to the table view controller, I get a HUGE lag, close to a minute, and nothing is being calculated (photo-wise) as I've done a count++
Thanks
let me understand this.. By the last line of your first block of code, I conclude that that is the uitableview dataSource method, cellForRowAtIndexPath.. what doesn't really makes sense.. you you have a fetch there, you have A loop inside a loop, that is setting many images (by download them) in one single imageView, and this is happening for all your visible cells at the same time. This will never work!
The solution is:
1 - remove this method from the cellForRow, this is not the place to request the images
2 - create another method that will fetch the content
3 - create a method that will do your loops and store the images on the array so you don't need to do that many times, only one..
4 - reload the tableview after you finish the step 3
5 - use the array of images that is already done to set your images by indexPath.row in your cell..
6 - I recommend you to use a Library for imageCache (i.e https://github.com/rs/SDWebImage)
NSArray *photos = [self.flickr photosForUser:#"James Kinvig"];
for (int i = 0; i < [[self.flickr photosForUser:#"James Kinvig"] count]; i++)
{
for (NSDictionary *dictionary in photos)
{
You have two nested loops iterating over the same collection. This turns what should be an O(n) operation into O(n^2) and explains why your process is taking a very long time.
Since the loop bodies never use i, I would fix it by getting rid of the outer loop:
NSArray *photos = [self.flickr photosForUser:#"James Kinvig"];
for (NSDictionary *dictionary in photos)
{

Save and load image from SQL database

I'm trying to display an image from my Database.
This part works nicely.
I save the image in the DB like this :
UIImage *resizedImg = [Generics scaleImage:self.photo.image toResolution:self.photo.frame.size.width and:self.photo.frame.size.height];
NSData *imgData = UIImageJPEGRepresentation(resizedImg, 0.9);
NSString *stringDataImage = [NSString stringWithFormat:#"%#",imgData];
[dict setObject:stringDataImage for key#"image"];
// POST Request to save the image in DB ...
Now when I try to load the image and set it into my UIImageView I do this way :
NSData *data = [[[MyUser sharedUser] picture] dataUsingEncoding:NSASCIIStringEncoding allowLossyConversion:NO];
self.imageView = [[UIImageView alloc] initWithImage:[UIImage imageWithData:data]];
Or
NSData *data = [[[MyUser sharedUser] picture] dataUsingEncoding:NSUTF8StringEncoding allowLossyConversion:NO];
self.imageView.image = [UIImage withData:data];
But this doesn't work.
data is not equal to imgData, I think it's the encoding but I can find the good one.
And [UIImage withData:data] return nil;
Can you help me?
EDIT :
Convert and save
UIImage *resizedImg = [Generics scaleImage:self.photo.image toResolution:self.photo.frame.size.width and:self.photo.frame.size.height];
NSData *imgData = UIImageJPEGRepresentation(resizedImg, 0.9);
[dict setObject:[imgData base64EncodedStringWithOptions:NSDataBase64Encoding76CharacterLineLength] forKey:#"image"];
Load the image
NSData *data = [[NSData alloc] initWithBase64EncodedData:[[MyUser sharedUser] picture] options:kNilOptions];
NSLog(#"%#", data);
self.image.image = [UIImage imageWithData:data];
You are converting the NSData to a string and saving that to your database. Two issues:
Your choice of using the stringWithFormat construct is an inefficient string representation of your data (resulting in string representation that is roughly twice the size). You probably want to use base64 (for which the string representation is only 33% larger).
You are saving your string representation, but never converting it back to binary format after retrieving it. You could write a routine to do this, but it's better to just use established base64 formats.
If you want to save the image as a string in your database, you should use base64. Historically we would have directed you to one of the many third party libraries (see How do I do base64 encoding on iphone-sdk?) for converting from binary data to base64 string (and back), or, iOS 7 now has native base 64 encoding (and exposes the private iOS 4 method, in case you need to support earlier versions of iOS).
Thus to convert NSData to NSString base64 representation:
NSString *string;
if ([data respondsToSelector:#selector(base64EncodedStringWithOptions:)]) {
string = [data base64EncodedStringWithOptions:kNilOptions]; // iOS 7+
} else {
string = [data base64Encoding]; // pre iOS7
}
And to convert base64 string back to NSData:
NSData *data;
if ([NSData instancesRespondToSelector:#selector(initWithBase64EncodedString:options:)]) {
data = [[NSData alloc] initWithBase64EncodedString:string options:kNilOptions]; // iOS 7+
} else {
data = [[NSData alloc] initWithBase64Encoding:string]; // pre iOS7
}
If you really want to turn binary data into a string you should be using base64 encoding. Luckily for you, NSData now supports Base64 natively
So you could get your string from data with:
NSString *stringDataImage = [imgData base64EncodedStringWithOptions:NSDataBase64Encoding76CharacterLineLength];
And you could turn this back into NSData with:
NSData *imgData = [[NSData alloc] initWithBase64EncodedString:stringDataImage options:kNilOptions];

Does Core Image load image data immediately?

Let's say I want to find out the size of an image, so if a user tries to load a 10,000x10,000 pixel image in my iPad app I can present them with a dialog and not crash. If I do [UIImage imageNamed:] or [UIImage imageWithContentsOfFile:] that will load my potentially large image into memory immediately.
If I use Core Image instead, say like this:
CIImage *ciImage = [CIImage imageWithContentsOfURL:[NSURL fileURLWithPath:imgPath]];
Then ask my new CIImage for its size:
CGSize imgSize = ciImage.extent.size;
Will that load the entire image into memory to tell me this, or will it just look at the metadata of the file to discover the size of the image?
The imageWithContentsOfURL function loads the image into memory, yes.
Fortunately Apple implemented CGImageSource for reading image metadata without loading the actual pixel data into memory in iOS4, you can read about how to use it in this blog post (conveniently it provides a code sample on how to get image dimensions).
EDIT: Pasted code sample here to protect against link rot:
#import <ImageIO/ImageIO.h>
NSURL *imageFileURL = [NSURL fileURLWithPath:...];
CGImageSourceRef imageSource = CGImageSourceCreateWithURL((CFURLRef)imageFileURL, NULL);
if (imageSource == NULL) {
// Error loading image
...
return;
}
NSDictionary *options = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:NO], (NSString *)kCGImageSourceShouldCache,nil];
CFDictionaryRef imageProperties = CGImageSourceCopyPropertiesAtIndex(imageSource, 0, (CFDictionaryRef)options);
if (imageProperties) {
NSNumber *width = (NSNumber *)CFDictionaryGetValue(imageProperties, kCGImagePropertyPixelWidth);
NSNumber *height = (NSNumber *)CFDictionaryGetValue(imageProperties, kCGImagePropertyPixelHeight);
NSLog(#"Image dimensions: %# x %# px", width, height);
CFRelease(imageProperties);
}
The full API reference is also available here.

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