Am I putting too much in my NSMutableArray? Please help! - iphone

So I am making an app really quick, and even though it isn't the best solution, it appears to be working for the most part. So I have a simple image view that pulls an image out of an NSMutableArray arr. I create the array and populate it inside of ViewDidLoad in this manner:
arr = [[NSMutableArray alloc] init];
[arr addObject:[UIImage imageNamed:#"181940jpg"]];
[arr addObject:[UIImage imageNamed:#"168026.jpg"]];
[arr addObject:[UIImage imageNamed:#"168396.jpg"]];
[arr addObject:[UIImage imageNamed:#"168493_.jpg"]];
ANd I continue doing that for 130 images. Obviously this is a big array. I don't know if this is like a really bad way to do it, but if it is, I am open to suggestions! As I go through the array with some simple back and forward buttons pulling images out of the array based on a simple counter variable things work ok until image 45-ish. The app breaks down and the console says this:
* ERROR: ImageIO 'ImageProviderCopyImageBlockSetCallback' header is not a CFDictionary...
Would it help if I broke my images up into separate arrays? Am I just putting too much into the array? What am I missing here, trust me, I am all ears.
Thanks
EDIT: Here is some more information
This is how I am sifting through the array, using a UISegmentedControl set on the top of the screen:
-(void) pickedOne{
if(segmentedControl.selectedSegmentIndex == 1){
NSLog(#"hey");
if(position < [arr count]-1){
position++;//This is my global counter variable
UIImage * img = [arr objectAtIndex:position];
[imageView setImage:img];
[img release];
}
}else if(segmentedControl.selectedSegmentIndex ==0){
if(position >0){
position--;
UIImage * img = [arr objectAtIndex:position];
[imageView setImage:img];
[img release];
}
}
}
It doesn't appear to be a problem with memory management, but then again, I don't consider myself a pro at that by any means...

In terms of the mutable array, what you put into it is just a pointer to some other object. It is those other objects you have to worry about and, yes, you have too many of them (more likely than not).
ERROR: ImageIO 'ImageProviderCopyImageBlockSetCallback'
header is not a CFDictionary...
Would it help if I broke my images up
into separate arrays? Am I just
putting too much into the array? What
am I missing here, trust me, I am all
ears.
That sounds more like you have an over-release problem and are passing something bogus to the ImageIO APIs.
And, in fact, that is exactly what you have:
UIImage * img = [arr objectAtIndex:position];
[imageView setImage:img];
[img release];
That release is spurious; it does not balance a retain anywhere in your code. objectAtIndex: does not return a retained object and the UIView will take care of retaining/releasing the image internally.
Remove that release (and the other one, too)!
You still need to worry about memory consumption. At a size of 42K each (not an unreasonable size, but entirely made up), 130 images will weigh in at ~6MB or so, prior to any decompression or other expansion that occurs as a part of storage.
The devices are quite memory constrained.

Related

Memory management UIImage ImageNamed

I m loading lots of rather large images in my viewcontroller, using
NSUInteger nimages = 0;
for (; ; nimages++) {
NSString *nameOfImage_ = #"someName";
NSString *imageName = [NSString stringWithFormat:#"%#%d.jpg", nameOfImage_, (nimages + 1)];
image = [UIImage imageNamed:imageName];
if (image == nil) {
break;
}
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
//some other stuff....
[imageView release];
}
the usual unloading occurs in - (void)viewDidUnload and - (void)dealloc
with self.image = nil; and [image release];
It seems after a few "loading" and "unloading" the cache still grows to the point of no return!!
:)
and the app crashes...
any ideas??? how do i empty my cache? and where?
thanks
EDIT:
ok this is what i was doing wrong.
Apparently this piece of code fixes the whole caching problem:
image = [[UIImage imageNamed:imageName] autorelease];
with autorelease being the key here.
thanks for the replies...
Thank you all for your suggestions.
Solution:
Used ARC and imageWithContentsOffFile to initialize the Images.
image = [UIImage imageWithContentsOfFile: [[NSBundle mainBundle] pathForResource:imageName ofType:nil]];
And Yes, imageNamed is only good for... well for nothing big...
image = [[UIImage imageNamed:imageName] autorelease];
This is incorrect. In keeping with the memory management rules, you shouldn't be releasing (or autoreleasing) the image because you didn't allocate or retain it. "imageNamed" doesn't contain "alloc", "new", "copy", or "retain".
As some of the other answers explain, you should load your images with a different method if you want more control over the memory they use.
imageNamed is an awful way to load images in reality, it never releases loaded images unless forced and keeps them in the cache forever. You should implement your own, more intelligent cache. A simple NSMutableDictionary gives the same functionality but with more flexibility.
For a more in-depth discussion you can read this: http://www.alexcurylo.com/blog/2009/01/13/imagenamed-is-evil/
Use another method to initialize you image. imageNamed caches.
Instead of using using imageNamed you can use imageWithContentsOfFile:
Or check this article
link 0
link 1

UIScrollView with UIImageView, UIImage

I've read a lot of UIScrollView with UIImageView threads here or other googled pages. But I still cannot get the problem I'm confronting. I'm having a cold right now. Hope I can still make it clear, lol. Here is the problem:
I'm building one app which mainly uses UIScrollView to display a few images. Here the amount counts, not the size, which is averagely 100KB(I even converted PNG to jpg, not sure whether it helps or not). With no more than 10 images, my app crashes with memory warning. This is the first time I encounter memory issue, which surprised me as the compiled app is less than 10MB.
At the very beginning, I load all the images on launch, looping all names of image files and do
UIImageView *imageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:imgName]];
[scrollview addSubview:imageView];
[imageView release];
If I'm right, I think after launch, all the images are in memory, right? But the funny thing here is, the app could launch without any problem(at most a level 1 memory warning). After I scroll a few images, it crashed. I checked leaks for sure and also allocations. No leak and allocation almost had no change during scrolling.
So, is there something special done by imageNamed rather than cache?
And then, yes, I turned to lazy load.
For fear of checking page and loading images on demand might jerk the scrolling(which was proved true), I used a thread which runs a loop to check offset of the scroll view and load/unload images.
I subclassed UIImageView by remembering the image name. It also contains loadImage and unloadImage which will be executed on that thread.
- (void)loadImage {
/if ([self.subviews count] == 0) {
UIImageView iv = [[UIImageView alloc] initWithImage:[UIImage imageNamed:self.imageName]];
[self performSelectorOnMainThread:#selector(renderImage:) withObject:iv waitUntilDone:NO];
//[self addSubview:iv];
[iv release];
}*/
if (self.image == nil) {
//UIImage *img = [UIImage imageNamed:self.imageName];
UIImage *img = [[UIImage alloc] initWithContentsOfFile:[[NSBundle mainBundle] pathForResource:[self.imageName stringByDeletingPathExtension] ofType:[self.imageName pathExtension]]];
// image must be set on main thread as UI rendering is main thread's responsibility
[self performSelectorOnMainThread:#selector(renderImage:) withObject:img waitUntilDone:NO];
[img release];
}
}
// render image on main thread
- (void)renderImage:(UIImage*)iv {
//[self addSubview:iv];
self.image = iv;
}
(void)unloadImage {
self.image = nil;
//[(UIView*)[self.subviews lastObject] removeFromSuperview];
}
You can see the commented code that I've played with.
In unloadImage, if I write [self.image release], then I get EXC_BAD_ACCESS, which is unexpected, as I think alloc and release are matched here.
The app still crashes with no leak. The initWithContentsOfFile version even crashed earlier than imageNamed version, and made the scrolling not that smooth.
I run the app on device. By checking allocations, I found imageNamed version used much less memory than initWithContentsOfFile version, though they both crash. Instruments also showed that the allocated images were 2,3 or 4, which indicated the lazy load did do his job.
I checked PhotoScroller of WWDC2010, but I don't think it solvs my problem. There is no zooming or huge picture involved.
Anybody helps! Thank you in advance.
The crash log says nothing. The app crashes mostly after memory warning level = 2. And if run on simulator, there will be no problem.
It doesn't matter which format do you use for your images. They're converted to bitmaps when you display them.
I'd suggest to use the technique similar to that one which is used by UITableView (hide the image and free the memory it uses when it disappears from the screen and instantiate the image only when you need to show it).
As an alternate way – if you need to show these images in a grid – you might take a look to a CATiledLayer.
Anyhow, loading all the images to the memory is not the best idea :)
You can load all the images to an array. And you can design a view having one image view and try the below code:
array name: examplearray and view name :exampleview
-(void)updateImagesInScrollView
{
int cnt = [examplearray count];
for(int j=0; j< cnt; ++j)
{
NSArray *nibContents = [[NSBundle mainBundle] loadNibNamed:#"exampleview"
owner:self
options:nil];
UIView *myView = [nibContents objectAtIndex:0];
exampleview * rview= (exampleview *)myView;
/* you can get your iamge from the array and set the image*/
rview.imageview.image = yourimage;
/*adding the view to your scrollview*/
[self.ScrollView addSubview:rview];
}
/* you need to set the content size of the scroll view */
self.ScrollView.contentSize = CGSizeMake(X, self.mHorizontalScrollView.contentSize.height);
}

releasing problems

Yes, I know that my problem is not the unique, but I have analysed many source codes but nothing works well.
I am creating an array of 100 images which will be used for UIImageView animation and after finishing animation I want to free the memory.
.h
IBOutlet UIImageView* 1mage;
.m
NSMutableArray* 1mageArray = [[NSMutableArray alloc]initWithCapacity:99];
for (int i=1; i<=100; i++) {
[1mageArray addObject:[UIImage imageNamed:[NSString stringWithFormat:#"1mage_%.4d.png",i]]];
}
1mage.animationImages = 1mageArray;
1mage.animationDuration = 8.0;
1mage.animationRepeatCount = 0;
[1mage startAnimating];
[1mageArray release];
I have read Memory Management Guide, and seems, like I am doing everything okay, but debugger does not agree with me, and after playing the animation I still have 60 MB used.
Thanks in advance!
copy/paste , and I shorted variables by replacing the long text with 1. do not pay attention on this!
Your image will retain the data when you you set the animationImages. After all, it needs those images, doesn't it?
If you release it or set its animationImages property to nil, they might be released...

ImageIO initImageJPEG instances getting allocated and never released

Im developing an app for an iPhone and I found that the following code is causing the memory allocation to increment.
-(UIImage *)createRecipeCardImage:(Process *)objectTBD atIndex:(int)indx
{
[objectTBD retain];
// bringing the image for the background
UIImage *rCard = [UIImage imageNamed:#"card_bg.png"];
CGRect frame = CGRectMake(00.0f, 80.0f, 330.0f, 330.0f);
// creating he UIImage view to contain the recipe's data
UIImageView *imageView = [[UIImageView alloc] initWithFrame:frame];
imageView.image = rCard;
[rCard release];
imageView.userInteractionEnabled = YES;
float titleLabelWidth = 150.0;
float leftGutter = 5.0;
float titleYPos = 25.0;
float space = 3.0;
float leftYPos = 0;
// locating Title label
float currentHeight = [self calculateHeightOfTextFromWidth:objectTBD.Title :titleFont :titleLabelWidth :UILineBreakModeWordWrap];
UILabel *cardTitle = [[UILabel alloc]initWithFrame:CGRectMake(leftGutter, titleYPos, titleLabelWidth, currentHeight)];
cardTitle.lineBreakMode = UILineBreakModeWordWrap;
cardTitle.numberOfLines = 0;
cardTitle.font = titleFont;
cardTitle.text = objectTBD.Title;
cardTitle.backgroundColor = [UIColor clearColor];
[imageView addSubview:cardTitle];
[cardTitle release];
leftYPos = titleYPos + currentHeight + space;
// locating brown line
UIView *brownLine = [[UIView alloc] initWithFrame:CGRectMake(5.0, leftYPos, 150.0, 2.0)];
brownLine.backgroundColor = [UIColor colorWithRed:0.647 green:0.341 blue:0.122 alpha:1.0];
[imageView addSubview:brownLine];
[brownLine release];
leftYPos = leftYPos + 2 + space + space + space;
// creating the imageView to place the image
UIImageView *processPhoto = [[UIImageView alloc] initWithFrame:CGRectMake(leftGutter, leftYPos, 150, 150)];
if((uniqueIndex == indx) && (uniqueImg.imageData != nil))
{
if([uniqueImg.rcpIden isEqualToString:objectTBD.iden])
{
objectTBD.imageData = [NSString stringWithFormat:#"%#", uniqueImg.imageData];
[recipesFound replaceObjectAtIndex:indx withObject:objectTBD];
NSData * imageData = [NSData dataFromBase64String:objectTBD.imageData];
UIImage *rcpImage = [[UIImage alloc] initWithData:imageData];
[imageData release];
processPhoto.image = rcpImage;
[rcpImage release];
}
}
else if(objectTBD.imageData != nil)
{
NSData * imageData = [NSData dataFromBase64String:objectTBD.imageData];
UIImage *rcpImage = [[UIImage alloc] initWithData:imageData];
processPhoto.image = rcpImage;
[rcpImage release];
[decodedBigImageDataPointers addObject:imageData];
}
else
{
UIImage * rcpImage = [UIImage imageNamed:#"default_recipe_img.png"];
processPhoto.image = rcpImage;
[rcpImage release];
}
NSlog(#" Process Photo Retain Count %i", [processPhoto retainCount]); // this prints a 1
[imageView addSubview:processPhoto];
NSlog(#" Process Photo Retain Count %i", [processPhoto retainCount]); // this prints a 2!!!!
//[processPhoto release]; // this line causes an error :(
// converting the UIImageView into a UIImage
UIGraphicsBeginImageContext(imageView.bounds.size);
[imageView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
[objectTBD release];
for(UIView *eachSubview in imageView.subviews)
{
[eachSubview removeFromSuperview];
NSLog(#"each subview retainCount %i despues", [eachSubview retainCount]);
// here I find that the processPhoto view has a retain count of 2 (all other views have their retain count in 1)
}
return viewImage;
}
When I checked at the instruments object allocation I found that the "GeneralBlock-9216" growing up.
Breaking down the row I found that every time I call this code, one instance of:
2 0x5083800 00:18.534 ImageIO initImageJPEG
is being allocated. Checking the call stack, the following line is highlighted:
UIImage * objImage = [UIImage imageWithData:imageData];
Any help to find what the error is?
As TechZen said, the imageWithXXX: methods cache the image inside of them while you run the program (though you release the instances after using). I recommend initWithXXX: and release API sets instead of imageWithXXX:.
Well, if you embed several debug log on your source code, check how many times is it called, and check the retain count of the instances.
As far as I can explain, that is all.
I hope you will solve the problem.
Does anyone have an answer for this? It's tearing me apart trying to figure out why this image information keeps lingering. I've tried every solution.
The situation:
Images get downloaded and stored to the device, then loaded with imageWithContentsOfFile (or even initWithContentsOfFile, which doesn't help either). When the view goes away, the images don't, but they don't show up as leaks, they're just this initImageJPEG Malloc 9.00 KB that never goes away and keeps ramping up.
UPDATE: I believe I've figured this out: Check to make sure everything is actually getting dealloc'd when you're releasing whatever the parents (and/or grandparents) and etc of the images are. If the parents don't get deallocated, they never let go of their children images, and whatever data was in those images sticks around. So check retain counts of parent objects and make sure that everything's going away all the way up whenever you release the view at the top.
A good way to check for this is to put NSLogs into custom classes' dealloc methods. If they never show up, that object isn't going away, even though the reference to it might, and it (and whatever its subviews and properties are) will never ever disappear. In the case of images, this means a pretty sizable allocation every time that object is generated and never deallocated. It might not show up in leaks, especially if the parent of the topmost object you're thinking you're releasing but actually aren't persists and doesn't itself ever deallocate.
I hope this helps. It'll be useful to take some time to read through your code with a fine-toothed comb to make sure you're allocating and releasing things properly. (Search for "alloc]", start at the top of the file, and work your way down to make sure you're releasing and that the release isn't inside of some if() or something.)
Also, running "Build and Analyze" might lock up your machine for a bit, but its results can be really helpful.
Good luck!
I think you're seeing UIImage cacheing images. There used there used to be a method something like initWithData:cache that let you turn the cacheing off. Now I think the system always caches the images automatically behind the scenes even after you've deallocted the specific instances.
I don't think its an error on your part. I think it's the system keeping data around in the OpenGl subsystem. Unless it causes a major leak, I don't think it is a problem.

Application crashing on iPhone

I am developing an game in which i have to load images on finger swipe. For this i loaded all image 22 of size (788x525) at loading of the view itself. Then on finger swipe i just added image on view.
This works fine on iTouch but on iPhone game crashes after showing near about 12 images.
This is how i added images, graphicsArray is NSMUTableArray.
for ( int i=0; i<=totalNoofPages;i++){
NSString * graphicsFileName = #"Page";
graphicsFileName =
[graphicsFileName
stringByAppendingString:[NSString stringWithFormat:#"%d", i]];
UIImage *image =
[[UIImage alloc] initWithContentsOfFile:
[[NSBundle mainBundle] pathForResource:graphicsFileName
ofType:#"jpg"]];
GraphicsImages =
[[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 480,320 )];
GraphicsImages.image = image;
[image release];
[GraphicsImages setCenter:center];
GraphicsImages.transform = CGAffineTransformMakeRotation(M_PI/2);
[graphicsArray insertObject:GraphicsImages atIndex:i];
}
and on finger swipe i write,pageNo is number of page that will be displayed.
GraphicsImages = [graphicsArray objectAtIndex:pageNo];
[self addSubview:GraphicsImages];
Is there any way to release the previous loaded image from sub view as it might be kept on stack or is it due to large image size????
Please help me in this situation.
Thanks in advance.
Regards,
Vishal.
Are you crashing due to lack of memory?
You might try pre-loading the previous, current & next images only, and release them as soon as possible. Loading 22 images in memory takes up quite a lot of space.
Can you provide the error that you're getting when the app crashes? Knowing what exception is being triggered will help a lot in figuring out exactly what's going on.
I can tell you that you aren't releasing the GraphicsImages variable in your for loop, so that's causing memory leaks. I imagine that that's not enough to cause a crash, however. In any case, do this:
[ graphicsArray insertObject:GraphicsImages ];
[ GraphicsImages release ];
Note that you don't need to specify the insertion index in your case because the items will be added sequentially. Also, when you insert an object into an array, it is retained, so you can safely release it afterwards.