iOS : ARC, not freeing memory - ios

I've kind of a weird issue with my iOS app.
after a while my app goes low in memory so memory warning, everything seems to be fine, but when I check the memory usage I noticed that all the calls to viewDidUnload didn't free up lot of memory, so after a few click in my app, it goes again in memory warning, everything seems to be fine again, but not a lot a memory have been released, so it goes again in memory warning faster, and then it crash (after the third memory warning most of the time). this crash is random : app freeze, app leaves, my debugger says app paused, but no bad access or sigbort, no zombies.
my guess is that memory warning can't free up enough memory has it should.
(I checked all my viewDidUnload and make nil every objects that are allocated in viewDidLoad)
Any help will be usefull !
thanks a lot.

So I managed to work with my issue.
I wrote "-(void) dealloc" methode in all my controllers and check if I enter in it as I should. (on pop controller, dissmiss etc..)
Every time it didn't, I do step by step in the controller to see what was retaining my controller from beeing dealloc.
most of the time it was some property that was not in "unsafe_unretained"
delegate that was in "ASSIGN" (and should not be in assign but in unsafe_unretained)
(heritage from non-ARC project...)
I also had some strange controller with XIB that was not deallocated even if empty.
I rebuild new one step by step with copy/paste and finaly with exactly the same code, the new controller was released, with no visible difference between then !!! gnneee
at least I know how to debug that kind issues now...

I don't think there's any way to give a specific answer without more data so the best I can do is suggest that you stop guessing what might be happening with your app and learn how to measure what is actually going on. Run your app under Instruments and you'll be able to check for leaks and also actually see what classes are responsible for the most of your application's memory footprint.
You should make sure you know how to use both the Leaks instrument to identify leaked object but also the Allocations instrument to identify orphaned (but not leaked) sets of objects which should have been released or just cases where your app is not responding to memory warnings as you expected.
https://developer.apple.com/library/ios/#documentation/developertools/conceptual/InstrumentsUserGuide/AboutTracing/AboutTracing.html might be a good place to start and there are a number of tutorials available as well; http://www.raywenderlich.com/2696/how-to-debug-memory-leaks-with-xcode-and-instruments-tutorial and http://www.friday.com/bbum/2010/10/17/when-is-a-leak-not-a-leak-using-heapshot-analysis-to-find-undesirable-memory-growth/ are among the first results I saw.

Vassily,
First, if you aren't yourself releasing extra memory, the the -didReceiveMemory warning does you no good and the OS will keep asking for memory until you are killed. This sounds like it is your problem.
Second, if that isn't the problem then you are probably getting terminated due to the size of your resident memory partitions. Make sure you look at your VM allocation in Instruments. I expect the MALLOC_TINY or MALLOC_SMALL both have greater than 5 MB resident and dirty footprints. Due to the nature of small allocations these VM regions will never shrink. The only option you really have is to not create a lot of small items in the first place. This is really only something you can address by changing you code's algorithms to use less memory.
Andrew

Related

Xcode/Swift - Cannot resolve memory issues with Instruments

My application has memory issues where after a certain threshold, the application will crash.
I've been instructed to use Instruments and select the Allocation option.
However, I can never seem to get a "direct" answer to my issue, I have attached screenshots below to help describe the issue better.
The memory issues are not linked to any ViewControllers or files that I have created. Rather other libraries/frameworks which I had no idea were being used. I have been battling this issue for a few weeks, I have altered my code/implemented a variety of methods which I believed may have resolved the issue. However, no luck.
Could someone please tell me how I can combat this issue? As I cannot seem to force the memory to be released which in turn means I have this giant memory bug within my application.
Thank you.
Edit - Added a screenshot of the memory usage when viewing an image at full resolution and returning to the home screen.
A couple of thoughts:
See this answer which talks about using “Debug Memory Graph” tool featured in WWDC 2016 video Visual Debugging with Xcode. That tool is often easier to find issues than Instruments. It organizes the reference counting types by target/framework, making it much easier to sift through the results.
But if you’re dealing with non-reference counted malloced data, then Instruments is the way to go, with all the complexity that entails. But “Debug Memory Graph” is often a better first line of defense.
You said:
The memory issues are not linked to any ViewControllers or files that I have created.
Make absolutely sure that your classes aren’t any buried down there lower in the list. There will be far fewer and the sizes are smaller, so they won’t appear up at the top and they’ll be buried in the list even tho they’re likely to be the root of the problem. Frankly, if your app is running, some of your classes have to be in there somewhere. Lol.
Again, the “Debug Memory Graph” approach helps identify your own objects much more easily than Instruments.
If possible, I’d suggest running the app, returning back to some home screen where you expect stuff to have been released, and repeat that process a few times. The first time you return to a quiescent state is not very illuminating, because there’s going to be a lot of internal caching going on. But the subsequent times you exercise the app and return to that home screen, you’ll have a better example of what’s getting allocated and not released without all of this noise of stuff the OS did on the first iteration:
(Taken from WWDC 2013 Fixing Memory Issues.)
Hopefully, the “warmup” memory isn’t too dramatic, but the red area is what we often focus on, as this is what is “wasted” as we continue to use the app (resulting in eventual crashes).
Unfortunately, your allocations curve isn’t showing it drop at all, which is worrying. Now, maybe you don’t have a “home screen” to which you can return, so maybe this isn’t relevant. But even in that scenario, you should have some state in your app that you can see memory being recovered. It’s hard to say on the basis of the information provided.
You haven’t mentioned it, but confirm what debugging options you have. For example, if you have zombies turned on, you might not see memory drop back as much as it should. Often when we first encounter these sorts of issues, we start flipping on all of these debugging options, but they have an impact on the memory profile of the app. So if you’ve been turning on things like zombies or what have you, you might want to make sure you turn them back off to make sure they’re not part of the behavior you’re seeing.
I’d suggest simulating memory warnings and see if you can see memory being recovered. Make sure your code is observing and responding to memory warnings, purging memory where it can.
This is all general advice and we can’t offer specific counsel without seeing what your code is doing. I’d suggest you create a copy of your project, prune out unrelated stuff, and keep doing that until you have the smallest possible reproducible example of this unbridled memory growth. Often that process will be enough for you to diagnose the problem on your own. But we can’t pour through tons of code. We need a minimal, complete, and verifiable example of the issue.
Bottom line, “Debug Memory Graph” is often our first level of analysis. Run the app, identify what objects you expected to be released but weren’t, and go from there. Also keep an eye on how many of these objects are out there (e.g. if you see the same view controller multiple times, that’s a sign of a strong reference cycle or some circular invocation of view controllers).
Instrument just shows you overview of how your app handling memory/CPU etc. When you find something in instrument, you have to make changes in code.
Refer this: For that you should understand how stong and weak works in iOS.
Once you understand ARC in iOS. You will understand your memory leaks in your code.
Trick is :
Try to check number of objects are not getting removed from memory in instrument.
Then check code for strong reference of object and try to remove unnecessary strong references.
Hope this will help you.
I fixed the issues which I had. Just in case anyone in future experiences the same issues this is what I did:
If declared my outlets/delegates as weak
Wherever I used the keyword self in a block where XCode demanded I use self, I added either [weak self] in or [unowned self] in
Remove any instances of the word self which were not required
Added a deinit and included a print statement
Added a breakpoint where the deinit method is called
Commented out functions in my viewDidLoad method and go through each one to see which one/if one caused the issue.

Xcode fix memory problems

It's the first time I have to fix a memory problem from one of my iOS apps, so I'm not really sure how to track it, I've been reading some post from different blogs and I've found that my memory is constantly increasing:
The problem is that I don't know how to track and fix the problems in my code, and I also don't know what should be the best "Growth" in memory. Thank you.
First, I'd recommend watching WWDC 2013 Fixing Memory Problems and WWDC 2012 iOS App Performance: Memory videos. They are dated, yet still relevant, demonstrating of taking the above screen snapshot down to the next level in order to identify the underlying source of the memory issue.
That having been said, I have a couple of observations:
In my experience, nowadays, the problem is rarely "leaked memory" (i.e. memory that has been allocated, for which there are no more references, but you neglected to free it). It's rather hard to leak in Swift (and if you use the static analyzer on Objective-C code, the same it true there, too).
The more common problem is "abandoned memory" resulting from strong reference cycles, repeating timers not getting invalidated, circular references between view controller scenes, etc. These won't be identified by the Leaks tool. Only by digging into the Allocations tool.
First, I often like to see what accounts for the bulk of the abandoned memory. So I double click on a top level call tree and it will show me where the abandoned memory was allocated:
Note, this doesn't tell me why this was abandoned, but by knowing where the bulk of the abandoned memory was allocated, it gives me some clues (in this example, I'm starting to suspect the SecondViewController).
I then drill into the generations results and start by looking for my classes in the allocations (you can also do this by manually selecting a relevant portion of the allocations graph, as discussed here). I then filter the results, searching for my classes here. Sure, this won't always be the most significant allocation, but in my experience this sort of abandoned memory almost always stems from some misuse of my classes:
Again, this is pointing me to that SecondViewController class.
Note, when looking at generations, I generally ignore the first one or two generations because they may have false positives stemming from the app "warming up". I focus on the latter generations (and make sure that I only "mark" a generation when the app has been returned to some-steady, quiescent state.
For the sake of completion, it's worth pointing out that it's sometimes useful running Instruments with the "Record reference counts" feature on the unreleased allocation:
If you do that, you can sometimes drill into the list of retain and release calls and identify who still has the strong reference (focus on unpaired retain/release calls). In this case it's not very useful because there are just too many, but I mention in because sometimes this is useful to diagnose who still has the strong reference:
If you're using Xcode 8, it has a brilliant object graph debugger that cuts through much of this, graphically representing the strong references to the object in question, for example:
From this, the problem jumps out at me, that I not only have the navigation controller maintaining a reference to this view controller, but a timer. This happens to be a repeating timer for which I neglected to invalidate. In this case, that's why this object is not getting deallocated.
In the absence of Xcode 8's object graph debugger, you're left to pouring through the retain and release references (and you can look at where each of those strong references were established and determine if they were properly released) or just looking through my code for things that might be retaining that particular view controller (strong reference cycles, repeating timers, and circular view controller references are the most common problems I see).
Minimizing your app's Memory Footprint
For the benefit of both stability and performance, it's important to understand and heed the differing amounts of memory that are available to your app across the various devices your app supports. Minimizing the memory usage of your app is the best way to ensure it runs at full speed and avoids crashing due to memory depletion in customer instantiations. Furthermore, using the Allocations Instrument to assess large memory allocations within your app can sometimes be a quick exercise that can yield surprising performance gains.
Apple Official Document

Using Instruments to Work Through Low Memory Warnings

I am trying to work through some low memory conditions using instruments. I can watch memory consumption in the Physical Memory Free monitor drop down to a couple of MB, even though Allocations shows that All Allocations is about 3 MB and Overall Bytes is 34 MB.
I have started to experience crashing since I moved some operations to a separate thread with an NSOperationQueue. But I wasn't using instruments before the change. Nevertheless, I'm betting I did something that I can undo to stop the crashes.
By the way, it is much more stable without instruments or the debugger connected.
I have the leaks down to almost none (maybe a hundred bytes max before a crash).
When I look at Allocations, I only see very primitive objects. And the total memory reported by it is also very low. So I cant see how my app is causing these low memory warnings.
When I look at Heap Shots from the start up, I don't see more than about 3 MB there, between the baseline and the sum of all the heap growth values.
What should I be looking at to find where the problem is? Can I isolate it to one of my view controller instances, for example? Or to one of my other instances?
What I have done:
I powered the device off and back on, and this made a significant improvement. Instruments is not reporting a low memory warning. Also, I noticed that Physical Free Memory at start up was only about 7 MB before restarting, and its about 60 MB after restarting.
However, I am seeing a very regular (periodic) drop in Physical Free Memory, dropping from 43 MB to 6 MB (an then back up to 43 MB). I would like to knwo what it causing that. I don't have any timers running in this app. (I do have some performSelector:afterDelay:, but those aren't active during these tests.)
I am not using ARC.
The allocations and the leaks instruments only show what the objects actually take, but not what their underlaying non-object structures (the backing stores) are taking. For example, for UIImages it will show you have a few allocated bytes. This is because a UIImage object only takes those bytes, but the CGImageRef that actually contains the image data is not an object, and it is not taken into account in these instruments.
If you are not doing it already, try running the VM Tracker at the same time you run the allocations instrument. It will give you an idea of the type memory that is being allocated. For iOS the "Dirty Memory", shown by this instrument, is what normally triggers the memory warnings. Dirty memory is memory that cannot be automatically discarded by the VM system. If you see lots of CGImages, images might be your problem.
Another important concept is abandoned memory. This is memory that was allocated, it is still referenced somewhere (and as such not a leak), but not used. An example of this type of memory is a cache of some sort, which is not freeing up upon memory warning. A way to find this out is to use the heap shot analysis. Press the "Mark Heap" button of the allocations instrument, do some operation, return to the previous point in the app and press "Mark Heap" again. The second heap shot should show you what new objects have been allocated between those two moments, and might shed some light on the mystery. You could also repeat the operation simulating a memory warning to see if that behaviour changes.
Finally, I recommend you to read this article, which explains how all this works: http://liam.flookes.com/wp/2012/05/03/finding-ios-memory/.
The difference between physical memory from VM Tracker and allocated memory from "Allocations" is due to the major differences of how these instruments work:
Allocations traces what your app does by installing a tap in the functions that allocate memory (malloc, NSAllocateObject, ...). This method yields very precise information about each allocation, like position in code (stack), amount, time, type. The downside is that if you don't trace every function (like vm_allocate) that somehow allocates memory, you lose this information.
VM Tracker samples the state of the system's virtual memory in regular intervals. This is a much less precise method, as it just gives you an overall view of the current state. It operates at a low frequency (usually something like every three seconds) and you get no idea of how this state was reached.
A known culprit of invisible allocations is CoreGraphics: It uses a lot of memory when decompressing images, drawing bitmap contexts and the like. This memory is usually invisible in the Allocations instrument. So if your app handles a lot of images it is likely that you see a big difference between the amount of physical memory and the overall allocated size.
Spikes in physical memory might result from big images being decompressed, downsized and then only used in screen resolution in some view's or layer's contents. All this might happen automatically in UIKit without your code being involved.
I have the leaks down to almost none (maybe a hundred bytes max before a crash).
In my experience, also very small leaks are "dangerous" sign. In fact, I have never seen a leak larger than 4K, and leaks I usually see are a couple hundreds of bytes. Still, they usually "hide" behind themselves a much larger memory which is lost.
So, my first suggestion is: get rid of those leaks, even though they seem small and insignificant -- they are not.
I have started to experience crashing since I moved some operations to a separate thread with an NSOperationQueue.
Is there a chance that the operation you moved to the thread is the responsible for the pulsing peak? Could it be spawned more than once at a time?
As to the peaks, I see two ways you can go about them:
use the Time Profiler in Instruments and try to understand what code is executing while you see the peak rising;
selectively comment out portions of your code (I mean: entire parts of your app -- e.g., replace a "real" controller with a basic/empty UIViewController, etc) and see if you can identify the culprit this way.
I have never seen such a pulsating behaviour, so I assume it depends on your app or on your device. Have you tried with a different device? What happens in the simulator (do you see the peak)?
When I'm reading your text, I have the impression that you might have some hidden leaks. I could be wrong but, are you 100% sure that you have check all leaks?
I remember one particular project I was doing few month ago, I had the same kind of issue, and no leaks in Instruments. My memory kept growing up and I get memory warnings... I start to log on some important dealloc method. And I've seen that some objects, subviews (UIView) were "leaking". But they were not seen by Instruments because they were still attached to a main view.
Hope this was helpful.
In the Allocations Instrument make sure you have "Only Track Active Allocations" checked. See Image Below. I think this makes it easier to see what is actually happening.
Have you run Analyze on the project? If there's any analyze warnings, fix them first.
Are you using any CoreFoundation stuff? Some of the CF methods have ... strange ... interactions with the ObjC runtime and mem management (they shouldn't do, AFAICS, but I've seen some odd behaviour with the low-level image and AV manipulations where it seems like mem is being used outside the core app process - maybe the OS calls being used by Apple?)
... NB: there have also, in previous versions of iOS, been a few mem-leaks inside Apple's CF methods. IIRC the last of those was fixed in iOS 5.0.
(StackOVerflow's parser sucks: I typed "3" not "1") Are you doing something with a large number of / large-sized CALayer instances (or UIView's with CG* methods, e.g. a custom drawRect method in a UIView?)
... NB: I have seen the exact behaviour you describe caused by 2 and 3 above, either in the CF libraries, or in the Apple windowing system when it tries to work with image data that was originally generated inside CF libraries - or which found its way into CALayers.
It seems that Instruments DOES NOT CORRECTLY TRACK memory usage inside the CA / CG system; this area is a bit complex since Apple is shuffling back and forth between CPU and GPU ram, but it's disappointing that the mem usage seems to simply "disappear" when it clearly is still being used!
Final thought (4. -- but SO won't let me type that) - are you using the invisible RHS of Instruments?
Apple hardcoded Instruments to always disable itself everytime you run it (so you have to keep manually opening it). This is stupid, since some of the core information only exists in the RHS bar. But I've worked with several people who didn't even know it existed :)

Corona SDK Memory Leak

I'm writing a game using Corona for a game design class and though I'm still learning, I've got most of the basics down. Right now, I have a situation where the program slows down after about two minutes or so of playing, and I'm not entirely sure why. I've already implemented code to remove all bodies which have served their purpose and I even have it set up to print a notification when each one is removed.
http://www.mediafire.com/?5fz7ru0c6euwq1k
This is the download link. Any help is greatly appreciated. Thanks!
First off, have you checked the memory usage? If the problem gradually slows down that certainly sounds like a memory leak, but you need to check the memory usage to be sure. Print out memory usage to the console like so:
print("mem "..collectgarbage("count"))
Put that in an enterFrame listener so that you can watch the memory usage continuously while your app is running.
Now once you are seeing the memory consumed by your app, the most crucial step in any sort of debugging is isolating the problem. That is, zero in on the spot in the code that causes the problem. For some problems you can rely on techniques like printing debug messages to the console, but for a memory leak your best bet is often to selectively comment out sections of the code to see what affect that has on memory.
For example, first comment out the event listeners on one screen and then check the memory usage. If the leak is gone, then you know the problem was something to do with those event listeners. If the leak is unaffected, then restore those event listeners and comment out the next possible cause of a memory leak. rinse and repeat
Once you know the exact section of code that is causing the leak, you will probably be able to see what you need to fix. If not, ask about that specific code.

How to detect stuff that has not been released properly

Writing a program for the iphone. Realized that I forgot to release an object, but there was really no indication that the object was not released everything just worked.
What is the best way to track something like this down? Is there a way to see what objects still exist in memory when the program exits out?
Take a look at the Leaks tool in Instruments.
Strictly speaking, when the program exits, it doesn’t matter what you’ve left in memory: the system frees everything that your application allocated throughout its lifetime. Since iOS 4, though, apps usually just get frozen in the background and don’t exit until the system kills them to free up memory. To avoid that—and to reduce your app’s memory footprint, which is important while it’s running—you should, as highlycaffeinated and Daniel suggested, use Instruments’s Leaks tool to check for objects that aren’t getting deallocated properly.
When the app exits, anything in memory is destroyed by the system (not deallocated-- but just outright destroyed when the address space is given back to the system).
While others have suggested using the Leaks tool to find leaks in your app, Leaks won't find many many kinds of memory accretion. If an object is allocated, shoved in a cache somewhere, then the key to that object in the cache is lost, the object is effectively leaked (can never be used again) but won't be find by Leaks because it is still connected to your viable object graph.
A better bet is to use Heapshot analysis to see how your app's object graph grows over time. I wrote up a tutorial on using Heapshot analysis that you might find useful.
If you want to grab a snapshot just before your app exits, then put a sleep(1000); into your code in either an application termination handler or somewhere else that is executed just before the app exits.
Just remember to remove it before shipping a production build. :)
Once an application quits - you don't have access to that. But Instruments (an XCode tool) can look for memory leaks.
Nothing exists in memory when pprogram exits. But you can start with analyzing your code (Product -> Analyze) and running it with (Product -> Profile) Allocations or Leaks in Instruments to find memory management issues.

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