Memory management in iOS , Simulator vs idevice gives different result - ios

i am downloading images from a server, this is my code.
-(void) DownloadImages
{
NSLog(#"Images count to download %lu",(unsigned long)[productID count]); // about 3000
if ([productID count] > 0)
{
// Document Directory
NSString *myDirectory = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0];
for (i = 0; i < [productID count]; i++)
{
#autoreleasepool // is this right of use autoreleasepool???
{
#autoreleasepool
{
[self performSelectorInBackground:#selector(UpdateUI) withObject:nil];
}
NSLog(#"image no %d", i);
NSString *imageURL = [NSString stringWithFormat:#"http://serverPath/%#/OnlineSale/images/products/%#img.jpg",clientSite,[productID objectAtIndex:i]];
UIImage *image = [[UIImage alloc] initWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:imageURL]]];
// Reference path
NSString *imagePath = [NSString stringWithFormat:#"%#/%#img.jpg",myDirectory,[productID objectAtIndex:i]];
NSData *imageData = [NSData dataWithData:UIImageJPEGRepresentation(image, 1.0f)];
[imageData writeToFile:imagePath atomically:YES];
}
}
NSLog(#"Downloading images completed...");
}
}
EDIT: this is UpdateUI method
-(void) UpdateUI
{
spinner.hidden = NO;
[spinner startAnimating];
progressCounter.hidden = NO;
status.text = #"Synchronising Product Images...";
progressCounter.text = [NSString stringWithFormat:#"%d / %lu", i,(unsigned long)[productID count]];
}
while processing this, when i am in simulator the maximum memory used is:
on more than 1500 images download.
but testing on iPad, the maximum memory is reached to 106.9 MB and app crashed with this message, just after 500 images download:
and screen shows this message:
i am stuck on this point from last two days, after scratching my head don't find any solution. please help me on this issue..
Edit:
using autoreleasedpool way is right or not???

First of all, I would suggest enclosing the whole for loop block inside of #autoreleasepool. It would look like this:
for (i = 0; i < [productID count]; i++)
{
#autoreleasepool // is this right of use autoreleasepool???
{
[self performSelectorInBackground:#selector(UpdateUI) withObject:nil];
NSLog(#"image no %d", i);
NSString *imageURL = [NSString stringWithFormat:#"http://serverPath/%#/OnlineSale/images/products/%#img.jpg",clientSite,[productID objectAtIndex:i]];
UIImage *image = [[UIImage alloc] initWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:imageURL]]];
// Reference path
NSString *imagePath = [NSString stringWithFormat:#"%#/%#img.jpg",myDirectory,[productID objectAtIndex:i]];
NSData *imageData = [NSData dataWithData:UIImageJPEGRepresentation(image, 1.0f)];
[imageData writeToFile:imagePath atomically:YES];
}
}
If what you tried to accomplish with your #autoreleasepool block was handling memory allocated in updateUI, that is not the right approach. You should instead enclose updateUI body inside of #autoreleasepool.
I would also suggest to post the content of updateUI; you could even comment that call out and see whether the download-only is causing the memory issue.
More generally, it seems pretty suspicious to me that you are updating the UI on a background thread. UI should be only updated on the main thread, as a general practice. (But without seeing updateUI definition, I cannot really say if this is ok or not).
About the different results you get with a device or the simulator, this is "normal". The simulator is totally unreliable when it come to memory handling, you could also detect leaks with the simulator that are not there on a device.
EDIT:
As an easy patch, try with this approach:
for (i = 0; i < [productID count]; i++)
{
dispatch_async(dispatch_get_main_queue(), ^{
[self UpdateUI];
NSLog(#"image no %d", i);
NSString *imageURL = [NSString stringWithFormat:#"http://serverPath/%#/OnlineSale/images/products/%#img.jpg",clientSite,[productID objectAtIndex:i]];
UIImage *image = [[UIImage alloc] initWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:imageURL]]];
// Reference path
NSString *imagePath = [NSString stringWithFormat:#"%#/%#img.jpg",myDirectory,[productID objectAtIndex:i]];
NSData *imageData = [NSData dataWithData:UIImageJPEGRepresentation(image, 1.0f)];
[imageData writeToFile:imagePath atomically:YES];
});
}
As you'll notice, I am dispatching each step in the loop individually. In this way, the mail loop will be able to update the UI. Notice that this implementation is not optimal, since dataWithContentsOfURL will take a little to execute (since it entails a network access) and should not be executed on the main thread (but you were doing it already like this). That should be dispatched on a background queue.

You should use more appropriate method for fetching Image data.
I suggest you to try NSURLDownload class.
Alternatively you could use one of popular 3rd party networking framework like AFNetworking

Related

Multiple webservice Making UI unresponsive

The problem is that I am calling multiple webservices on my homepage and the webservice is returning me the images and text from the server. During this process the UI become fully unresponsive for say 1-2 minutes which is looking very bad as I cant do anything. I heard about dispatch and tried to implement it but I dont get any results.May be I am doing something wrong.
What I want now that I want to that I want to run this process in background So that a user can interact with the UI during the fetching operation from the server. I am implementing my code just tell me where to use dispatch.
-(void)WebserviceHomeSlider{
if([AppDelegate appDelegate].isCheckConnection){
//Internet connection not available. Please try again.
UIAlertView *alertView=[[UIAlertView alloc] initWithTitle:#"Internate error" message:#"Internet connection not available. Please try again." delegate:nil cancelButtonTitle:#"OK" otherButtonTitles:nil, nil];
[alertView show];
return;
}else {
AFHTTPRequestOperationManager *manager = [AFHTTPRequestOperationManager manager];
manager.responseSerializer.acceptableContentTypes = [manager.responseSerializer.acceptableContentTypes setByAddingObject:#"text/html"];
[manager GET:ServiceUrl#"fpMainBanner" parameters:nil success:^(AFHTTPRequestOperation *operation,id responseObject)
{
//NSLog(#"JSON: %#", responseObject);
arrSlider = [responseObject objectWithJSONSafeObjects];
[_slideshow setTransitionType:KASlideShowTransitionSlide];
_slideshow.gestureRecognizers = nil;
[_slideshow addGesture:KASlideShowGestureSwipe];
// [_slideshow addImagesFromResources:[self getImages]]; // Add
// [_slideshow addTextFromResources:[self getText]];
// [slideShow subtextWithImages:[self getsubText]];
[_slideshow addImagesFromResources:[self getImages] stringArray:[self getText] stringsubArray:[self getsubText]];
}
failure:^(AFHTTPRequestOperation *operation, NSError *error) {
NSLog(#"Error: %#", error);
}];
}
}
Just tell me where to use dispatch or edit my code using dispatch if possible. I have gone through some examples but still my concept is not clear. Which dispatch method id best (DEFAULT or BACKGROUND). I will be very thankful to You.
This is the code you are looking for . Just tell me where to edit it using dispatch
-(NSArray *)getText{
NSMutableArray *textArr = [[NSMutableArray alloc] init];
for(int i=0; i<[arrSlider count];i++)
{
texxt=[[arrSlider objectAtIndex:i ]valueForKey:#"title" ];
[textArr addObject:[texxt uppercaseString]];
}
return textArr;
}
-(NSArray *)getsubText{
NSMutableArray *subtext = [[NSMutableArray alloc] init];
for(int i=0; i<[arrSlider count];i++)
{
subbtext=[[arrSlider objectAtIndex:i ]valueForKey:#"tagline_value" ];
if(i==8)
{
subbtext=#"MAKE YOURSELF STAND OUT GET YOUR FREE CARDS!";
}
NSLog(#"subtext is,,.,.,,.,%#.%#",#"k",subbtext);
[subtext addObject:[subbtext uppercaseString]];
}
return subtext;
}
-(NSArray *)getImages
{
NSMutableArray *mArr = [[NSMutableArray alloc] init];
for(int i=0; i<[arrSlider count];i++)
{
pathh=[[arrSlider objectAtIndex:i ]valueForKey:#"filepath" ];
NSString *newString = [pathh stringByReplacingOccurrencesOfString:#" " withString:#"%20"];
NSURL *imageURL = [NSURL URLWithString:newString];
NSData *imageData = [NSData dataWithContentsOfURL:imageURL];
UIImage *originalImage = [UIImage imageWithData:imageData];
CGSize destinationSize = CGSizeMake(320, 158);
UIGraphicsBeginImageContext(destinationSize);
[originalImage drawInRect:CGRectMake(0,0,destinationSize.width,destinationSize.height)];
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
// [whotshotimgview setImage:image];
[mArr addObject: img];
}
return mArr;
}
[_slideshow addImagesFromResources:[self getImages] stringArray:[self getText] stringsubArray:[self getsubText]];
The problem here is that you didn't showed implementation of addImagesFromResources method. You probably have to implement GCD in this method because i guess you are fetching images and setting on UI by this your main thread is getting blocked.
You are trying to access the UIView from thread other than the main which causes the UI unresponsiveness.
Please use this:
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
[_slideshow setTransitionType:KASlideShowTransitionSlide];
_slideshow.gestureRecognizers = nil;
[_slideshow addGesture:KASlideShowGestureSwipe];
// [_slideshow addImagesFromResources:[self getImages]]; // Add
// [_slideshow addTextFromResources:[self getText]];
// [slideShow subtextWithImages:[self getsubText]];
[_slideshow addImagesFromResources:[self getImages] stringArray:[self getText] stringsubArray:[self getsubText]];
});
What I think is that your UI hangs due to downloading of image.
So you should use SDWebImage library that can help you to cache image and also prevent the UI getting hang. Using SDWebImage you can show the loader for the time the image is not loaded and it will cache the image. So from next time no image will be downloaded and also the UI will not hang. The link for complete reference to SDWebImage is :https://github.com/rs/SDWebImage
This block blocking your main UI to perform tasks so update this block as follow,
for(int i=0; i<[arrSlider count];i++)
{
pathh=[[arrSlider objectAtIndex:i ]valueForKey:#"filepath" ];
NSString *newString = [pathh stringByReplacingOccurrencesOfString:#" " withString:#"%20"];
dispatch_queue_t myQueue = dispatch_queue_create("My Queue",NULL);
dispatch_async(myQueue, ^{
NSURL *imageURL = [NSURL URLWithString:newString];
NSData *imageData = [NSData dataWithContentsOfURL:imageURL];
UIImage *originalImage = [UIImage imageWithData:imageData];
CGSize destinationSize = CGSizeMake(320, 158);
UIGraphicsBeginImageContext(destinationSize);
[originalImage drawInRect:CGRectMake(0,0,destinationSize.width,destinationSize.height)];
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
// [whotshotimgview setImage:image];
[mArr addObject: img];
dispatch_async(dispatch_get_main_queue(), ^{
// If you want to refresh your UI simultaniously, you can write statement for that i.e
// yourImageView.image = img;
// Otherwise remove this queue
});
});
}
The main thread should never be used for long processing. Its there for the UI.
AFNetworking provides asynchronous functionality for downloading files. You should also be careful of thrashing the network layer with too many simulatanous downloads. I think 4 or 5 is the max the last time I tested.
So the flow of execution should be as follows.
The controller sets up the slideshow, sends the downloading of the images to a background thread(automatically handled by AFNetworking), passing a completion block to it. In this completion block you need to dispatch the work back to the main thread using GCD, dispatch_async to dispatch_get_get_main_queue
Keep your main thread's run loop available for user interaction.
It is because the images are loading in another thread and you are populating your slider right after getting the data.
It is better to implement this protocol method of KASlidershow to use the slideshow in a more memory efficient way.
(UIImage *)slideShow:(KASlideShow *)slideShow imageForPosition:(KASlideShowPosition)position
{
pathh=[[arrSlider objectAtIndex:i ]valueForKey:#"filepath" ];
NSString *newString = [pathh stringByReplacingOccurrencesOfString:#" " withString:#"%20"];
dispatch_queue_t myQueue = dispatch_queue_create("My Queue",NULL);
dispatch_async(myQueue, ^{
NSURL *imageURL = [NSURL URLWithString:newString];
NSData *imageData = [NSData dataWithContentsOfURL:imageURL];
UIImage *originalImage = [UIImage imageWithData:imageData];
CGSize destinationSize = CGSizeMake(320, 158);
UIGraphicsBeginImageContext(destinationSize);
[originalImage drawInRect:CGRectMake(0,0,destinationSize.width,destinationSize.height)];
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
// [whotshotimgview setImage:image];
[mArr addObject: img];
return img;
});
}
i didn't try the code but i hope it will work with little changes in variable names. Good luck

Updating UI (labels) while downloading Images in iOS

This is the function to download images , in this function i have to update the UI, the UILabels that shows total images and counter value (downloaded images).
thats why i am calling a thread.
-(void) DownloadImages
{
NSLog(#"Images count to download %lu",(unsigned long)[productID count]);
if ([productID count] > 0)
{
// Document Directory
NSString *myDirectory = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0];
for (i = 0; i < [productID count]; i++)
{
[NSThread detachNewThreadSelector: #selector(UpdateLabels) toTarget:self withObject:nil];
// [self UpdateLabels]; this does not work….
NSLog(#"image no %d", i);
//[self Status];
NSString *imageURL = [NSString stringWithFormat:#"http://serverPath/%#/OnlineSale/images/products/%#img.jpg",clientSite,[productID objectAtIndex:i]];
UIImage *image = [[UIImage alloc] initWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:imageURL]]];
// Reference path
NSString *imagePath = [NSString stringWithFormat:#"%#/%#-1-lrg.jpg",myDirectory,[productID objectAtIndex:i]];
NSData *imageData = [NSData dataWithData:UIImageJPEGRepresentation(image, 1.0f)];
[imageData writeToFile:imagePath atomically:YES];
}
NSLog(#"Downloading images completed...");
}
}
Problem:
- here for every new image i have to call every time a new NSThread, there may be thousands of images and it looks bad that there will be thousands threads.
in simulator i have tested it for 3000 images, but in my iPad when testing it gives the error,,,
App is Exited and terminated due to memory pressure.
i guess the error is due to this calling approach of new thread every time.
what i am doing wrong here.?????????????
i have searched there are two different options but i don't know which one is right option,
Options are:
- [self performSelectorInBackground:#selector(UpdateLabels) withObject:nil];
- [NSThread detachNewThreadSelector: #selector(UpdateLabels) toTarget:self withObject:nil];
and i also want to know that if i use
[NSThread cancelPreviousPerformRequestsWithTarget:self];
just after the call of selector, is it right approach or not..???
My suggestion is to use NSOperationQueue . you could then set the maxConcurrentOperationCount property to whatever you like.
In addition in your case is the best approach.
Make some research on what are your maxConcurrentOperationCount with how many concurrent thread your iphone could run without any issue.
NSOperationQueue will manage this for you run new thread with this limitation.
It should look something like this:
NSOperationQueue *myQueue = [[NSOperationQueue alloc] init];
[myQueue setMaxConcurrentOperationCount:500];
for (i = 0; i < [productID count]; i++) {
[myQueue addOperationWithBlock:^{
// you image download here
}];
}
but check apple reference first.

Memory pressure downloading many images

I am trying to download thousands of pictures (Maximum 350 Kb each) from the server, but I go by over a thousand images I receive the alert "Memory Presure".
Basically I have an array with all the names of the images and do a loop to bring one to one like this:
for (int x=0; x<unique.count; x++) {
NSURL *ImageLink = [NSURL URLWithString:[NSString stringWithFormat:#"http://urltoimagesfolder.com/", [unique objectAtIndex:x]]];
NSData *data = [NSData dataWithContentsOfURL:ImageLink];
UIImage *img = [[UIImage alloc] initWithData:data];
if (data.length !=0) {
NSString *fullPath = [documentsDirectory stringByAppendingPathComponent:[unique objectAtIndex:x]]; //add our image to the path
[UIImageJPEGRepresentation(img, 1.0) writeToFile:fullPath atomically:YES];
//[self saveImage:img :NombreFoto];
//[self Miniatura:img :[NSString stringWithFormat:#"mini-%#", [unique objectAtIndex:x]]];
}
data = nil;
img = nil;
}
Question: How I can download all the images without the app crash with memory pressure?
UIImageJPEGRepresentation() may cause the memory overflow.
But you don't need to use that function, you can check if the received data is image and write its bytes directly to disk via sending message writeToFile: to data object.
You can fix you code like this:
for (int x=0; x<unique.count; x++) {
NSURL *ImageLink = [NSURL URLWithString:[NSString stringWithFormat:#"http://urltoimagesfolder.com/", [unique objectAtIndex:x]]];
NSData *data = [NSData dataWithContentsOfURL:ImageLink];
if (data.length !=0) {
UIImage *img = [[UIImage alloc] initWithData:data];
if (img) {
NSString *fullPath = [documentsDirectory stringByAppendingPathComponent:[unique objectAtIndex:x]]; //add our image to the path
[data writeToFile:fullPath atomically:YES];
}
img = nil;
}
data = nil;
}
However this is not the optimal solution. -dataWithContentsOfURL: is synchronous method and will stop execution of your main thread while downloading the file. As a consequence the UI will hang during the download. To make your UI not to hang you can use asynchronous url requests.
See -sendAsynchronousRequest:queue:completionHandler: method of the NSURLConnection class. Or if your app is only for iOS 7 see -dataTaskWithURL:completionHandler: as alternative.

IOS Application Loading Data From Web

I am trying to load data from web with few simple steps:
NSData *JSONData = [[NSData alloc] initWithContentsOfURL:[NSURL URLWithString:#"******"]];
NSObject *json = [JSONData objectFromJSONData];
NSArray *arrayOfStreams = [json valueForKeyPath:#"programs"];
NSDictionary *stream = [arrayOfStreams objectAtIndex:0];
NSString *str = [[NSString alloc]initWithString:[stream valueForKey:#"image"]];
NSURL *urlForImage1 = [NSURL URLWithString:str];
NSData *imageData1 = [NSData dataWithContentsOfURL:urlForImage1];
_screenForVideo1.image = [UIImage imageWithData:imageData1];
But the problem is I am doing 30 of this right after my application launches...
I want to load about 5 of them, and than load others. Because when I try to load all of them at the same time, my app is not launching all of them loaded...
Is there any way that I can load first few of them, and wait, and than load others?
As for loading them, you should probably display a spinner, start loading the image in background and then replace the spinner with the image once it’s ready.
- (void) viewDidLoad {
UIActivityIndicator *spinner = …;
[self.view addSubview:spinner];
[self performSelectorInBackground:#selector(startLoadingImage)
withObject:nil];
}
- (void) startLoadingImage {
// You need an autorelease pool since you are running
// in a different thread now.
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
UIImage *image = [UIImage imageNamed:#"foo"];
// All GUI updates have to be done from the main thread.
// We wait for the call to finish so that the pool won’t
// claim the image before imageDidFinishLoading: finishes.
[self performSelectorOnMainThread:#selector(imageDidFinishLoading:)
withObject:image waitUntilDone:YES];
[pool drain];
}
- (void) imageDidFinishLoading: (UIImage*) image {
// fade spinner out
// create UIImageView and fade in
}

xcode gdb pauses on ipad device

I'm try to create some images and store it inside the Documents folder. When I run it on the simulator it is fine. However when I run it through the ipad device, the gdb just pauses at a certain point and doesn't give me much information to work with. I used the analyser to check what items to release to check memory leaks. Im running 4.3 SDK.
I'm not sure what the actual issue is. Sometimes looping through 100 images and storing them is ok but then after a while it just pauses. Where can I look further for debug or clues on how to fix this. I have provided some code.
for(int i = 0; i < totalpages; i++)
{
NSString *imagePath = [NSString stringWithFormat:#"%#/%d.jpg",
imageFullPathFolder, i+1];
if(![manager fileExistsAtPath:imagePath])
{
NSString *urlParams = [NSString stringWithFormat:#"SOMEURL",
fileSourceId, i+1];
NSURL *imageUrl = [NSURL URLWithString:urlParams];
UIImage *image = [UIImage imageWithData:[NSData
dataWithContentsOfURL:imageUrl]];
NSData *imageData = UIImageJPEGRepresentation(image, 1.0);
[manager createFileAtPath:imagePath contents:imageData
attributes:nil];
[imageData release];
}
}
You don't need to release the image data returned by UIImageJPEGRepresentation (you don't own it; you're over-releasing it).

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