This question is NOT about retain/release things in iphone memory management. I understand the routine quite well and there is no memory leak things in my app.
I pop up the question shown in the title, when I use Activity Instruments to monitor the overall memory activity of my app.
The instrument always shows that the amount of "real memory", which my app is using, keeps being between 21 MB and 30MB, never higher. I think this amount is relatively not big. However, sometimes, my app will give level 1 or 2 memory warning (never crash and I don't do anything for this warning in my code).
so I am wondering what's really behind iphone memory thing. I mean, does real memory the only things that triggers warnings? or there is anything else (such as virtual memory, as shown in the Instruments) inside the whole memory I should take care of?
Although my app never crash due to memory issues, this warning thing (especially level 2 warning) really annoys me and makes me fear of crashing once I release it to public in the future.
Any help?
Thanks
Memory warnings exist to tell your app you're nearing your limit. They are not necessarily a 'bad' thing - plenty of applications simply ignore them.
The actual implementation details about when a memory warning is triggered are not important, and in fact will vary considerably from device to device. An iPhone 4 might have 512MB of RAM to play with, but a 3GS will have half that.
That said, there are some things worth knowing about memory warnings:
A memory warning is triggered when the overall amount of available free memory reaches a certain level
These levels are undocumented. So you don't know what the difference is between a level 1 warning and a level 2 warning, other than the fact 2 is worse (more urgent) than 1
Memory warnings are not application specific. A memory warning is delivered to all applications currently running and not suspended. So you may not be directly responsible for triggering one.
When memory warnings are received the system will try and free up memory on your behalf
Again, the exact implementation details are undocumented, and you shouldn't need to care about them. A memory warning is an opportunity for you to help the system by freeing up any objects you don't need.
Related
From using the Allocations instrument to track my app's memory usage I've noticed that throughout the runtime of the app the memory usage keeps going up. Looking through the heapshots I can see that the largest chunks of memory are being allocated by a method called CJPEGCreateImageDataWithData in the library GMM. I can't find anything online about this happening, but it certainly looks like this is responsible for my app's memory-hogging. Here's a screenshot of the pertinent part of the Allocations output:
What might be the reason for this, and how would I avoid it?
The simulator and the device use a different amount of memory due to several factors.
MKMapView should behave well enough on iOS 4.2 or higher. Even when you see a steep memory increase, note that it is cache memory, and all that is not required by MKMapView to work. The only problem is that it may bring your application closer to a low memory warning. You can emulate this warning and see if your app survives. Other than that, you can't control the map cache directly. If you don't have enough memory for your app to work, try using the normal map instead the satellite one.
I have a quite a big iPad app and when I run the app in xcode debug mode, it shows about 50 MB in the Activity Monitor and memory grows slowly. (About 0.1 MB per 30 seconds approximately.) But when I run the app directly from the simulator(which is already installed in the simulator) , it shows about 10 MB in the activity monitor and memory is not growing.(its constant). I have checked the performance though the instruments and no leaks showing there.
Does anyone know for reason to showing different memory details for above 2 scenarios and which one is correct?
Also is there a way to programatically print the consumed memory by the app in the console?
Activity Monitor is a generally useless way to track memory growth. There are about a zillion different contributors to RPRVT, some of which are entirely non-intuitive. Activity Monitor can certainly be used to figure out "uh, oh, it is growing", but not much beyond that.
Use Instruments to track memory growth.
When you say "run in Debug mode", do you have anything configured like zombie tracking or allocation information tracking? That'll contribute to memory growth.
Beyond that, the Allocation Instrument will generally show you what is contributing to growth.
Also is there a way to programatically print the consumed memory by the app in the console?
An absolute number like this isn't very useful. That an app is growing is bad, but a raw number won't tell you why any more usefully than Activity Monitor.
Use Instruments. :)
I have an app that stacks quite a nice amount of views on top of each other.
At some point I receive a Memory warning level2 (which is kind of expected).
The thing is, when I run Instruments, I don't have any memory leaks and the app takes up something like 9-10MBs... which is not that much, I'd say?
Question is: how much memory can an app consume, a.k.a. how much RAM does the iPhone have?
I know that I can respond the the receivedMemoryWarning and free up some memory - but this would mean that I'd have to get rid of some of the views, which is not the solution I'm looking for...
The app didn't crash so far - but I'm concerned that it might crash on other user's iPhones...
An application can use 30-40 MB of real memory or greater then this and there will not be a problem. When you are getting a memory warning level-1, till then there is not a problem, but if you get memory warning level-2, then the app might or will crash after some time.
solution is, when you get memory warning level-2, inside your delegate method, release some memory which you are not using currently.
You app won't crash anyone's iPhone. The system will just kill your app. Anyway 3GS is rumored to have 256Mb while iPhone 4 has 512Mb. It still won't matter because when you receive a warning you better comply.
Try reducing the amount of views you have or unload the ones which the user can't see.
When I run my iPhone app with "Leaks" (which has a section for Object Alloc), my app seems to be fine for memory allocation. However, when I run it with just the ObjectAlloc tool, the memory increases steadily as the app runs its main timer. (It is a timer based app). I'm not sure what to trust. I was just wondering if there are any issues with the ObjectAlloc tool that might pertain to me. Maybe something related to NSTImer? I'm running this on the device (not the simulator). Thanks.
Yes -- trust the tools. They are really quite accurate these days.
Leaks means an object or allocation for which the address of said object/allocation isn't stored anywhere else in your app. The memory is no longer accessible.
However, eliminating all leaks does not mean your app cannot grow without bound.
Unbounded growth can happen for a number of reasons. You might have a cache that keeps adding entries without pruning the least recently used entries. Or maybe a transaction log that is never truncated or flushed to the filesystem. Or you might keep loading new images into your application without throwing out the old.
Once you have eliminated all leaks, look at the output of ObjectAlloc and figure out where all that memory allocation is coming from. In particular, you'll want to figure out what your app is doing to trigger the allocations. The system frameworks won't spuriously cause continual growth without your application directly or indirectly asking for the resources to be consumed.
If an application produces a lot of memory leaks, are they "just" an in-app problem or are they also in RAM after the termination of the application? So does the iPhone OS release the memory allocated for the sandboxed application?
Thank you
Memory leaks are blocks of memory allocated by the OS for your program to use while it is running, but not correctly returned as not in use when the program has finished with them. So this memory is 'lost'. Your program isn't using it, but the system doesn't yet know that it is free for other use.
When your application finishes running, all of the memory allocated to it by the OS, will be returned for re-use. Which answers your question.
However, memory leaks are a significant bug. On a low-memory device, like an iPhone, the less memory you consume the better, you don't want to be leaking memory as you run. If the device runs low on memory, your application may be terminated or crash, unexpectedly.
Memory leaks occur when you allocate any object and miss out to release that objects while running application , so do analyse in xcode which will help in checking memory leaks, and run profile mode in xcode will help to check leaks possible in application.
and use NSAutoReleasePool to release the autorelease objects which will be created when you just assign objects wothout allocating
hope it helps .
Memory leaks are an in-app problem, but can have side effects on the total available RAM.
They are blocks of memory that are marked in use when they actually are no more used. So they are lost to the app. If you have leaks, this will increase memory consuption. And bad memory usage will be noted by the system and the app might be jettisoned (killed) by the watchdog, jetsam.
So keep your memory leaks to a minimum ;-)
It has an effect on the overall OS, but negligible in consequences. Because your app is not killed when you tap the hole button, but rather "backgrounded", all the memory that's used by your app is still live and unavalaible to the system. Jetsam will first tell you that the memory is low and ask you to get rid of stuff you don't need. Of course you cannot free your leaks.
If you still use too much memory for the system, and it needs to allocate more memory for another process, your app will get killed. All the memory it used will be freed, leaks included.
Leaks are bad, use the static CLang analyzer in Build and analyze.