Create calendar event from inside my application - iphone

I know that there already are lots of questions and even useful answers concerning this question on the web. I tried to add a calendar event to the iPhone calendar from inside my application. I used this code, which actually worked:
EKEventStore *es = [[EKEventStore alloc] init];
EKEventEditViewController *controller = [[EKEventEditViewController alloc] init];
controller.eventStore = es;
controller.editViewDelegate = self;
[self presentModalViewController:controller animated:YES];
The only thing was that I could not release the calendar controller, which is because I should have said:
[Controller release]
or something
But my main.m is set to autorelease:
int main(int argc, char *argv[])
{
#autoreleasepool {
return UIApplicationMain(argc, argv, nil, NSStringFromClass([...AppDelegate class]));
}
}
and if I manually release I get an error, do I have to change something in the main.m?

In your target's build settings, if you see Objective-C Automatic Reference Counting then you are using ARC:
And if you are using ARC then you are not responsible to release object by your self.
I strongly recommend to read more about ARC, you can start from here, this is the most important thing you should consider if you want to build a real application.

As I understand from the comments, it might be you are using ARC. In order to check that, go on your project tab, select Build Settings and type in the search bar
Automatic Reference Counting
If it's set to you YES, you don't need to release the object.
EDIT
It looks like there have been a misunderstanding regarding the word release. Release as you mentioned it (calling release on an object) means to decrease the object reference counter.
Dismissing a modal view controller is a complete different thing. In order to do that,
on the cancel button delegate method, you have to invoke:
[yourViewControllerInstance dismissModalViewControllerAnimated:YES];
That's the method you are searching for.

Related

UIImagePickerController Memory Leak

I am seeing a huge memory leak when using UIImagePickerController in my iPhone app. I am using standard code from the apple documents to implement the control:
UIImagePickerController* imagePickerController = [[UIImagePickerController alloc] init];
imagePickerController.delegate = self;
if ([UIImagePickerController isSourceTypeAvailable:UIImagePickerControllerSourceTypeCamera]) {
switch (buttonIndex) {
case 0:
imagePickerController.sourceType = UIImagePickerControllerSourceTypeCamera;
[self presentModalViewController:imagePickerController animated:YES];
break;
case 1:
imagePickerController.sourceType = UIImagePickerControllerSourceTypePhotoLibrary;
[self presentModalViewController:imagePickerController animated:YES];
break;
default:
break;
}
}
And for the cancel:
-(void) imagePickerControllerDidCancel:(UIImagePickerController *)picker
{
[[picker parentViewController] dismissModalViewControllerAnimated: YES];
[picker release];
}
The didFinishPickingMediaWithInfo callback is just as stanard, although I do not even have to pick anything to cause the leak.
Here is what I see in instruments when all I do is open the UIImagePickerController, pick photo library, and press cancel, repeatedly. As you can see the memory keeps growing, and eventually this causes my iPhone app to slow down tremendously.
As you can see I opened the image picker 24 times, and each time it malloc'd 128kb which was never released. Basically 3mb out of my total 6mb is never released.
This memory stays leaked no matter what I do. Even after navigating away from the current controller, is remains the same. I have also implemented the picker control as a singleton with the same results.
Here is what I see when I drill down into those two lines:
Any help here would be greatly appreciated! Again, I do not even have to choose an image. All I do is present the controller, and press cancel.
Update 1
I downloaded and ran apple's example of using the UIIMagePickerController and I see the same leak happening there when running instruments (both in simulator and on the phone).
http://developer.apple.com/library/ios/#samplecode/PhotoPicker/Introduction/Intro.html%23//apple_ref/doc/uid/DTS40010196
All you have to do is hit the photo library button and hit cancel over and over, you'll see the memory keep growing.
Any ideas?
Update 2
I only see this problem when viewing the photo library. I can choose take photo, and open and close that one over and over, without a leak.
It's a bug in the SDK. File a report with Apple. I have the samme isue. It is also documented here: http://www.cocoabuilder.com/archive/cocoa/285293-iphone-memory-leak-can-explain.html
and that was over a year ago and still no fix.
A few of our apps reuse the same UIImagePickerController due to a leak in 2.x (it makes me feel old...). I was under the impression that the leak was fixed, but I could be wrong.
It's a slightly horrible workaround, but sometimes that's the best you can do.
Try setting the UIImagePickerController.delegate to nil before releasing.
-(void) imagePickerControllerDidCancel:(UIImagePickerController *)picker
{
[[picker parentViewController] dismissModalViewControllerAnimated: YES];
picker.delegate = nil;
[picker release];
}
The "Mark Heap" button in Instruments has been, for me, the absolute best way of tracking down these sorts of issues.
This is an OK article on how to use it: http://www.friday.com/bbum/2010/10/17/when-is-a-leak-not-a-leak-using-heapshot-analysis-to-find-undesirable-memory-growth/
But it will tell you, for sure, which objects are surviving longer than you expect... and, ultimately, what the source of the issue is.
You can also see a complete retain/release trace for each individual object which survived - allowing you to pinpoint where your problem is.
EDIT: I use a UIImagePickerControllers as well, and I can promise it doesn't leak (at lesat for me) the way you're suggesting - so, whatever is going on, it's almost surely fixable.
I used UIImagePickerController and after 40 capture images my application received a DidMemoryWarning message and stop, hidden all my views.
In my application I create 40 objects of
UIImagePickerController( new UIImagePickerController() )
To work correctly I create a unique instance shared to all application and with this all work correctly.
I supusose that control lost memory too, but only one time. My application can capture images from camera correctly:
private static UIImagePickerController picker = new UIImagePickerController();

How to read key codes of USB Keyboard with Media Keys

Is it possible to read key codes of non-standard keys using an special iOS API or via the generic TextInput field? I have a multimedia keyboard with special buttons & like to make my iPad app aware of these key codes.
I know iOS can use some of them already (i.e. volume up/down, next/prev track).
You might want to try subclassing UIApplication and overriding sendEvent: to see what events pass through there. Given that UIEvent doesn't document keyboard event support on iOS (as opposed to NSEvent in AppKit), I'm skeptical that you'll see keyboard events... but it's worth a try. I don't have a BT keyboard to try it out myself.
To use a UIApplication subclass, edit main.m and pass your subclass as the third argument to UIApplicationMain:
int main(int argc, char *argv[]) {
NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init];
int retVal = UIApplicationMain(argc, argv, YourApplicationSubclass, nil);
[pool release];
return retVal;
}
This strategy isn't uncommon in desktop Cocoa apps and is also explained here:
http://cocoawithlove.com/2009/05/intercepting-status-bar-touches-on.html

How UIWindow#addSubview can make memory leak?

I started to learn using Instrument, but I cannot figure it out.
After I start my application, the UI shows up, I do nothing and after few seconds I can see memory leak detected:
When I have a look at the second leak I can see the following stack:
When I double click on the cell related to my code I can see that it is pointing to the following line of code:
[window addSubview:newPostUIViewController.view];
from the method:
- (void)applicationDidFinishLaunching:(UIApplication *)application {
//creating view controller
newPostUIViewController = [[NewPostUIViewController alloc] initWithNibName:#"NewPostView" bundle:nil];
newPostUIViewController.title = #"Post it!";
[window addSubview:newPostUIViewController.view];
// Override point for customization after application launch
[window makeKeyAndVisible];
}
I wonder, how this can be a reason of a leak? I release newPostUIViewController in the dealloc method of PostItAppDelegate class.
Any ideas how this could be explained?
You did not provide an autorelease or release to balance your init. Just in case you haven't read through it already, have a look at the memory management guide is a great help.
Looking at link text allows to say that this is Simulator problem, not the code problem.

IPhone SDK - Leaking Memory with performSelectorInBackground

Maybe someone can help me with this strange thing:
If a user clicks on a button, a new UITableView is pushed to the navigation controller. This new view is doing some database querying which takes some time. Therefore I wanted to do the loading in background.
What works WITHOUT leaking memory (but freezes the screen until everything is done):
WorkController *tmp=[[WorkController alloc] initWithStyle:UITableViewStyleGrouped];
self.workController=tmp;
[tmp release];
[self.workController loadList]; // Does the DB Query
[self.workController pushViewController:self.workController animated:YES];
Now I tried to do this:
// Show Wait indicator
....
WorkController *tmp=[[WorkController alloc] initWithStyle:UITableViewStyleGrouped];
self.workController=tmp;
[tmp release];
[self performSelectorInBackground:#selector(getController) withObject:nil];
}
-(void) getController {
[self.workController loadList]; // Does the DB Query
[self.navigationController pushViewController:self.workController animated:YES];
}
This also works but is leaking memory and I don't know why !
Can you help ?
By the way - is it possible for an App to get into AppStore with a small memory leak ? Or will this be checked first of all ?
Thanks in advance !
No, small memory leaks will not (most likely) you application to be rejected from appstore.
In your example as you run your method in separate thread you should create and dispose NSAutoreleasePool object for that thread to handle autoreleased objects. Following changes to getController method should do the trick:
-(void) getController {
NSAutoreleasedPool *pool = [[NSAutoreleasedPool alloc] init];
[self.workController loadList]; // Does the DB Query
[self.navigationController pushViewController:self.workController animated:YES];
[pool release];
}
For more details see Autorelease Pools section in memory management guide. Relevant quote from there:
If you spawn a secondary thread, you
must create your own autorelease pool
as soon as the thread begins
executing; otherwise, you will leak
objects. (See “Autorelease Pools and
Threads” for details.)
Btw, you're calling pushViewController: from a background thread. This is bad.
You should only do things to the UI - like pushing view controllers and changing UI items - from the main thread. If you don't, things break.
See the Cocoa Fundamentals Guide section titled "Are the Cocoa Frameworks Thread Safe?": it says "All UIKit objects should be used on the main thread only."

uiimagepickerview controller creating memory leaks in iphone - why?

uiimagepickerview controller creating memory leaks in iphone - why?
Try to implement ui image picker view controller in your application & debug it.
You will find memory leaks in your application.
Why ui image picker view controller creates memory leaks.
-(void)addPhotos:(id)sender
{
if(imagePickerController==nil){
imagePickerController=[[UIImagePickerController alloc]init];
imagePickerController.delegate=self;
imagePickerController.sourceType=UIImagePickerControllerSourceTypeSavedPhotosAlbum;
imagePickerController.allowsImageEditing=YES;
imagePickerController.navigationBar.barStyle=UIBarStyleBlackOpaque;
}
[self.navigationController presentModalViewController:imagePickerController animated:YES];
}
dealloc of my view controller.
- (void)dealloc {
if(PhotoDateArray!=nil)[PhotoDateArray release];
if(imagePickerController!=nil) [imagePickerController release];
if(objDetail!=nil) [objDetail release];
if(Picimage!=nil) [Picimage release];
if(mySavePhotoController!=nil) [mySavePhotoController release];
if(LoadingAlert!=nil);
[super dealloc];
}
Video link explaining how I am getting the memory leak in it..
http://www.yourfilelink.com/get.php?fid=508534
Even though you have the nil check, it's still possible to leak memory. I think what is happening here is that you are calling alloc / init multiple times, but only releasing once. My guess it that addPhoto: is wired up to some button click, dealloc would only be called once when the delegate is trying to destroy. This creates a situation like this:
button click
alloc / init
button click
alloc / init (memory leak on first alloc'd picker)
close window
dealloc (free second alloc'd picker)
A better way might be the way Apple does it in the PhotoLocations and iPhoneCoreDataRecipes examples:
UIImagePickerController *imagePicker = [[UIImagePickerController alloc] init];
imagePicker.delegate = self;
[self presentModalViewController:imagePicker animated:YES];
[imagePicker release];
Then listen for the didFinishPickingImage and imagePickerControllerDidCancel messages to your delegate and a call to [self dismissModalViewControllerAnimated:YES]; in both places should suffice.
I dont know about the rest of the code, but do you ever have a release?
[imagePickerController release]
UIImagePickerController loads and initializes PhotoLibrary.framework the first time it is shown. This memory won't be reclaimed until your application is closed.
(the code you posted doesn't appear to have leaks as-is, but that doesn't mean it won't interact with the rest of your application in a way that causes them)
I can explain this because I was having the same problem.
Don't test memory on the simulator!
If you test the apple code on a device the memory problem disappears.
I was having a memory alloc leak which I found in Instruments. All I was doing was opening and closing the image picker (open/cancel) and using Apple code, my code and other people's code, just like yours above.
All were showing the allocation going up and up each time, as if the picker was not being released. If you tried to release it, it would crash (over released).
Then I found a really helpful web page which basically stated:
"This doesn't happen when testing on the device"
So I switched from the simulator and ran the tests on the device. Lo & behold there was no allocation increase and it behaved normally.
This however is totally evil and now we can place no trust in the simulator to do a reliable job.
I want to add this to save people, the time, pain and bewilderment of wondering wtf is going on!