stop downloading when phone has low disk space - ios

I am downloading videos and pdfs from server. When my device memory is low say 50MB left , then while downloading my app crashes. How to check if the downloaded data will be more than memory space left in phone?
And if the data is more than space available , how to stop the downloading?
Is anyone aware of simple solution?

You can get the available disk space before you start the request:
NSError *error = nil;
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSDictionary *dictionary = [[NSFileManager defaultManager] attributesOfFileSystemForPath:[paths lastObject] error: &error];
NSNumber *freeFileSystemSizeInBytes = [dictionary objectForKey:NSFileSystemFreeSize];
When you get the NSURLResponse for the request you are making it should (hopefully) have a content size header so you know how much data to expect. If the amount of data is too high you can cancel the request (assuming you're using NSURLConnection with a delegate) and alert the user.

Related

NSKeyedArchiver not persisting data

So, my app queries an Amazon Dynamo DB database and retrieves a few kilobytes worth of data. What I want the app to do is download everything the first time, and then every time after, just download a timestamp to see if it has the most recent version of the data. So that I only have to download the data every once in a while, I'm trying to use NSKeyedArchiver to archive the array that I'm downloading. I have tried this three different ways, and none of them work on an iPhone, although two of them work on the simulator.
[NSKeyedArchiver archiveRootObject:self.dataArray toFile:#"dataArray.archive"];
This does not work on the simulator nor the actual iphone. The result of this method is NO.
The next thing I used was the full path:
[NSKeyedArchiver archiveRootObject:self.dataArray toFile:#"Users/Corey/Desktop/.../dataArray.archive"];
And this worked on the simulator, but not on the iPhone. My guess was that when compiled, the filesystem looks different (and obviously doesn't have the same path). So next I tried:
NSString *filePath = [[NSBundle mainBundle] pathForResource:#"dataArray" ofType:#".archive"];
[NSKeyedArchiver archiveRootObject:self.dataArray toFile:filePath];
Once again, this works on the simulator but fails on the iphone. I have confirmed that all of the data is in self.dataArray before writing to the archive, and confirmed that the array is nil after writing back to the archive (in the iphone version). Any ideas what's going on? Is there a better way to do the filepath?
This is what I tracked down:
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *filePath = [documentsDirectory stringByAppendingPathComponent: #"dataArray.archive"];
[NSKeyedArchiver archiveRootObject:your_object toFile:filePath];
and it worked perfectly on both the simulator and the iPhone!
[NSKeyedArchiver archiveRootObject:self.dataArray toFile:#"dataArray.archive"];
You have to provide a full path.
[NSKeyedArchiver archiveRootObject:self.dataArray toFile:#"Users/Corey/Desktop/.../dataArray.archive"];
That is not a full path. A full path begins with / and does not have /../ anywhere.
NSString *filePath = [[NSBundle mainBundle] pathForResource:#"dataArray" ofType:#".archive"];
You do not have permission to write inside the mainBundle, it is read only.
Also, in general you shouldn't use file paths, you should use URLs. Some APIs (including this one) requires a path but URLs are the recommended approach these days.
Here's the proper way to write the file to disk:
NSURL *applicationSupportUrl = [[NSFileManager defaultManager] URLsForDirectory:NSApplicationSupportDirectory inDomains:NSUserDomainMask][0];
applicationSupportUrl = [applicationSupportUrl URLByAppendingPathComponent:#"My App"]; // replace with your app name
if (![applicationSupportUrl checkResourceIsReachableAndReturnError:NULL]) {
[[NSFileManager defaultManager] createDirectoryAtURL:applicationSupportUrl withIntermediateDirectories:YES attributes:#{} error:NULL];
}
NSURL *archiveUrl = [applicationSupportUrl URLByAppendingPathComponent:#"foo.archive"];
[NSKeyedArchiver archiveRootObject:self.dataArray toFile:archiveUrl.path];

Most memory efficient way to save a photo to disk on iPhone?

From profiling with Instruments I have learned that the way I am saving images to disk is resulting in memory spikes to ~60MB. This results in the App emitting low memory warnings, which (inconsistently) leads crashes on the iPhone4S running iOS7.
I need the most efficient way to save an image to disk.
I am currently using this code
+ (void)saveImage:(UIImage *)image withName:(NSString *)name {
NSData *data = UIImageJPEGRepresentation(image, 1.0);
DLog(#"*** SIZE *** : Saving file of size %lu", (unsigned long)[data length]);
NSFileManager *fileManager = [NSFileManager defaultManager];
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *fullPath = [documentsDirectory stringByAppendingPathComponent:name];
[fileManager createFileAtPath:fullPath contents:data attributes:nil];
}
Notes:
Reducing the value of the compressionQuality argument in UIImageJPEGRepresentation does not reduce the memory spike significantly enough.
e.g.
compressionQuality = 0.8, reduced the memory spike by 3MB on average over 100 writes.
However, it does reduce the size of the data on disk (obviously)but this does not help me.
UIImagePNGRepresentation in place of UIImageJPEGRepresentation is worse for this. It is slower and results in higher spikes.
Is it possible that this approach with ImageIO would be more efficient? If so why?
If anyone has any suggestions it would be great. Thanks
Edit:
Notes on some of the points outlined in the questions below.
a) Although I was saving multiple images, I was not saving them in a loop. I did a bit of reading around and testing and found that an autorelease pool wouldn't help me.
b) The photos were not 60Mb in size each. They were photos taken on the iPhone 4S.
With this in mind I went back to trying to overcome what I thought the problem was; the line NSData *data = UIImageJPEGRepresentation(image, 1.0);.
The memory spikes that were causing the crash can be seen in the screenshot below. They corresponded to when UIImageJPEGRepresentation was called. I also ran Time Profiler and System Usage which pointed me in the same direction.
Long story short, I moved over to AVFoundation and took the photo image data using
photoData = [AVCaptureStillImageOutput jpegStillImageNSDataRepresentation:imageSampleBuffer];
Which returns an object of type NSData, I then used this as the data to write using NSFileManager.
This removes the spikes in memory completely.
i.e
[self saveImageWithData:photoData];
where
+ (void)saveImageWithData:(NSData *)imageData withName:(NSString *)name {
NSData *data = imageData;
DLog(#"*** SIZE *** : Saving file of size %lu", (unsigned long)[data length]);
NSFileManager *fileManager = [NSFileManager defaultManager];
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *fullPath = [documentsDirectory stringByAppendingPathComponent:name];
[fileManager createFileAtPath:fullPath contents:data attributes:nil];
}
PS: I have not put this as an answer to the question incase people feel it does not answer the Title "Most memory efficient way to save a photo to disk on iPhone?". However, if the consensus is that it should be I can update it.
Thanks.
Using UIImageJPEGRepresentation requires that you have the original and final image in memory at the same time. It may also cache the fully rendered image for a while, which would use a lot of memory.
You could try using a CGImageDestination. I do not know how memory efficient it is, but it has the potential to stream the image directly to disk.
+(void) writeImage:(UIImage *)inImage toURL:(NSURL *)inURL withQuality:(double)inQuality {
CGImageDestinationRef destination = CGImageDestinationCreateWithURL( (CFURLRef)inURL , kUTTypeJPEG , 1 , NULL );
CFDictionaryRef properties = (CFDictionaryRef)[NSDictionary dictionaryWithObject:[NSNumber numberWithDouble:inQuality] forKey:kCGImageDestinationLossyCompressionQuality];
CGImageDestinationAddImage( destination , [inImage CGImage] , properties );
CGImageDestinationFinalize( destination );
CFRelease( destination );
}
Are your images actually 60MB compressed, each? If they are, there's not a lot you can do if you want to save them as a single JPEG file. You can try rendering them down to smaller images, or tile them and save them to separate files.
I don't expect your ImageIO code snippet to improve anything. If there were a two-line fix, then UIImageJPEGRepresentation would be using it internally.
But I'm betting that you don't get 60MB from a single image. I'm betting you get 60MB from multiple images saved in a loop. And if that's the case, then there is likely something you can do. Put an #autoreleasepool{} inside your loop. It is quite possible that you're accumulating autoreleased objects, and that's leading to the spike. Adding a pool inside your loop allows it to drain.
Try to use NSAutoReleasePool and drain the pool once u finish writing the data.

Restrict file Size when using freopen()

In my project, I am redirecting the NSlog Data to file by using code
freopen([FilePath cStringUsingEncoding:NSUTF8StringEncoding],"a+",stderr);
We got a issue that if we keep on writing the data file size may be increased hugely, We want to restrict the data. Lets say after the file size reached 2MB i want to clear the old data and write the new data. How can we do it, How can we check the file size in run time.
For this you can use the attributesOfItemAtPath: method of NSFileManager
NSError *err;
NSDictionary *fileAttributes = [[NSFileManager defaultManager] attributesOfItemAtPath:filePath error:&err];
NSNumber *fileSize = [fileAttributes objectForKey:NSFileSize];
if(//Check whether the size is above 2 MB)
{
//Remove old content by either removing file or clearing it
[[NSFileManager defaultManager] removeItemAtPath:filePath error:&err];
}
else
{
//Add data
freopen([filePath cStringUsingEncoding:NSUTF8StringEncoding],"a+",stderr);
}

Prevent an app crash due to a slow connection when retrieving a remote file

I am currently using a function in my app's didFinishLaunchingWithOptions that retrieves a file, saves it to the application directory.
I have found that when there is a weak connection the app will crash when this is happening. I read that there is a 20 second time limit Apple allows before crashing the app. Is this correct? If so, I believe this is causing my issue as the app works flawlessly with the exception of being on a very weak connection.
How could I modify my logic below to try and compensate for this?
- (void)writeJsonToFile
{
//applications Documents dirctory path
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
//live json data url
NSString *stringURL = #"http://link-to-my-data.json";
NSURL *url = [NSURL URLWithString:stringURL];
NSData *urlData = [NSData dataWithContentsOfURL:url];
//attempt to download live data
if (urlData)
{
NSString *filePath = [NSString stringWithFormat:#"%#/%#", documentsDirectory,#"data.json"];
[urlData writeToFile:filePath atomically:YES];
}
//copy data from initial package into the applications Documents folder
else
{
//file to write to
NSString *filePath = [NSString stringWithFormat:#"%#/%#", documentsDirectory,#"data.json"];
//file to copy from
NSString *json = [ [NSBundle mainBundle] pathForResource:#"data" ofType:#"json" inDirectory:#"html/data" ];
NSData *jsonData = [NSData dataWithContentsOfFile:json options:kNilOptions error:nil];
//write file to device
[jsonData writeToFile:filePath atomically:YES];
}
}
It's a very bad idea to run this sort of thing on the main thread: I assume you are - basically, you'll block the entire UI while you wait for the network operation to complete.
dataWithContentsOfURL is not a good idea for this sort of thing. It will be much better to use NSURLConnection or one of the wrapper libraries like AFNetworking, because you can handle cases like when the connection times out gracefully.
These libraries also have built-in methods to asynchronously download the data, which prevents the main UI thread from being locked.
When is this downloaded data needed?
Depending on the answer, maybe you can call the method inside a thread. This will prevent the main thread from blocking.
Even if the data is needed from the beginning, you can just create a loader and download the file in the background, then make the app active after the file is downloaded.
I think to be more independent from internal implementation of NSData *urlData = [NSData dataWithContentsOfURL:url]; you should implement you own download class based on NSURLConnection.
The links to read:
URL Loading System Programming Guide
NSURLConnection Class Reference
NSURLConnectionDelegate Protocol Reference
So you can catch all connection errors by your code and implement right behavior in this case.

Check on app resume for server file changes?

I have a Data plist (conveniently named Data.plist) that is updated on launch of the app:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
// Determile cache file path
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *filePath = [NSString stringWithFormat:#"%#/%#", [paths objectAtIndex:0],#"Data.plist"];
NSString *dataURLString = #"http://link/to/Data.plist";
NSURL *dataURL = [[NSURL alloc] initWithString:dataURLString];
NSData *plistData = [NSData dataWithContentsOfURL:dataURL];
[plistData writeToFile:filePath atomically:YES];
NSDictionary *dict = [NSDictionary dictionaryWithContentsOfFile:filePath];
NSLog(#"The bundle is %#", filePath);
self.data = dict;
// Configure and show the window
[window addSubview:[navigationController view]];
[window makeKeyAndVisible];
return YES;
}
I'd like to be able to have some way of checking the saved plist against the server plist - I've seen some implementations that use external libraries but there has to be something in the original iOS SDK. Any ideas? I've read whatever code I do end up using needs to be implemented in viewWillAppear but I'm not sure what that code is exactly.
Two things... first, dataWithContentsOfURL: and generally any of Apple's (temptingly convenient) <anything>WithContentsOfURL: methods are extremely unsafe in the real world. It's blocking which means that no other code will execute until your request succeeds or fails. That means that if the server isn't available or your device doesn't have internet or for some other reason cannot retrieve your data, your phone will sit there until either the iOS watchdog process kills your app for freezing for too long, or it just fails. Then the rest of your app that is expecting data will freak out because suddenly you have no data when your code assumes you should. This is one of many problems with synchronous requests.
I won't go into how to implement asynchronous requests, but head over to Apple's documentation or you can use a wrapper framework like http://allseeing-i.com/ASIHTTPRequest/ that does it for you. Also have a look at http://www.cocoabyss.com/foundation/nsurlconnection-synchronous-asynchronous/
To answer your actual question, you could have a tiny text file on your server with a version number or time stamp and download that along with your plist. on subsequent launches, you can pull down the time stamp/version number and compare it against the one you've got stored, and if the version on the server is more recent, then you pull it and save the new time stamp/version number.

Resources