I currently have this code:
UIImage *image = [[UIImage alloc] initWithContentsOfFile:[imagesPath stringByAppendingPathComponent:[NSString stringWithFormat:#"/%#.png", [postsArrayID objectAtIndex:indexPath.row]]]];
It's loading in an image to set in a UITableViewCell. This obviously leaks a lot of memory (I do release it, two lines down after setting the cells image to be that image), and I'm not sure if it caches the image at all.
Is there another way, that doesen't leak so much, I can use to load in images multiple times, like in a tableView, from the Documents-directory of my app? Thanks.
The leaks tool or Instruments should tell you what exactly is leaking. However, the image and imageView properties retain their images, so you may need to ensure you're properly releasing them in the dealloc method for the UITableViewCell. But like AngeDeLaMort said, we really need more information to give you a precise answer.
What is leaking exactly?
If you alloc an image and release it after, I don't see the leak your are talking about? Maybe more code or more precision would help.
Related
UIImageView *mooshinLogo = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"mooshin.png"]];
I'm not sure if im instantiating my image correctly because i've been reading that imageNamed will not be emptied from the cache and should only be used for buttons and small icons. What about background images, and image galleries?
How do I implement UIImageView the right way?
imageNamed: method caches images that you load. In case of low memory conditions or memory warning that cache will be emptied.
If you want to show images in gallery it is better to use imageWithContentsOfFile: method as it doesn't cache the data.
In case of very big images you should use CATiledLayer to display your image using tiles.
No worries! The method imageNamed returns an autoreleased object, and it will do what you call "be emptied from cache" (i.e. its memory will be released) when it is not needed any more.
[UIImage imageNamed:(NSString *)imageName] is an autorelease convenience constructor. This means that it's retain count is increased when you initialize it and decreased at the end of the runloop. You could make 100 of them and they'd vanish from memory a few seconds later, unless they're retained by something else. By passing it to the UIImageView, the UIImageView will retain it and it will stay in memory only until the UIImageView is done with it, so you're doing that correctly, unless you're referring to the OS caching the image in "inactive" RAM. It may do that behind the scenes (and will know when to get rid of it), but you're certainly handling the object's lifecycle correctly. Since you're using the [[Class alloc] init...] way to construct your UIImageView, make sure you later call [mooshinLogo release] or [mooshinLogo autorelease].
(Please just ignore this if you already know.) Objective-C (at least, for iOS development) is a reference counted language. All objects start out with a reference count, or retain count, of 1, from the time they are alloc'd. From there, they can be retained ( [id retain] ), released ( [id release] ), or marked to be released at the end of the runloop ([id autorelease] ). Once the count is zero, they will be dealloc'd, but you should never concern yourself with it's actual retain count and only use objects you own (or are retaining).
When in doubt, you can check with Clang's Static Analyzer. It's finds probably 75% of the your leaks, and I've only had a handful of false positives. Either Build & Analyze, or Cmd+Shift+B.
Others above are right about imageNamed keeps a cache of these images. This is especially true when using NIB files. Releasing a Viewcontroller with ImageViews on them doesn't directly release the associated images.
I had an app that had lots of images with lots of pages in a navigation controller. Eventually it would crash when only using imageNamed method. So, I now use (found here on SO) and over:
+ (UIImage *)imageNamed:(NSString *)name {
//NSLog(#"ImageNamed: %#", name);
return [UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:name ofType:nil]];
}
Now I can control when I want to remove an image and and make it actually clear from memory. The aforementioned app, I would actually load the images on viewDidLoad and remove them on viewDidDisappear. So, when I was 10-15 pages deep in the NavController, I could keep memory down.
I am loading images into a UIImage with the values of a slider (these are pages or slides, if you like). This UIImage switches them very fast with the use of a slider. Problem is, at some point, the app crashes on the device with an error of:
2011-04-02 17:39:01.836 Book1[2123:307] Received memory warning. Level=1
Here's the code:
- (IBAction)slidePages:(id)sender{
int sliderValue = pageSlider.value;
NSString *slideToPage = [NSString stringWithFormat:#"P%i.jpg", sliderValue];
imagePlaceholder.image = [UIImage imageNamed:slideToPage];
pageDisplay.text = [NSString stringWithFormat:#"Page %i", sliderValue];
currentPage = sliderValue;
}
Is there anything I could do to make it more efficient? Maybe the error is somewhere else but I'm guessing it has to do with the fast loading of images.
Still, I don't know how iOS deals with this. Every time I load a new image into the UIImage what happens with the "unloaded" one?
Thanks in advance.
One imortant aspect of [UIImage imageNamed] is that it caches all images loaded in that way and they never get unloaded, even if you dealloc the UIImage that was created! This is good in some circumstances (e.g. smallish images in UITableView cells), but bad in others (e.g. large images).
The solution is to use [UIImage imageWithData] which does not do this caching and which unloads the data when the UIImage is dealloc'd.
More info and discussion here:
Difference between [UIImage imageNamed...] and [UIImage imageWithData...]?
Update
This question has some good info on the question of [UIImage imageNamed:] not emptying its cache when a memory warning occurs.
[UIImage imageNamed:] caches images, so every image thus loaded effectively leaks. I don't know what the canonical solution is, but one option might be to load the image with CGImageCreateWithJPEGDataProvider() and initialise it with [UIImage imageWithCGImage:].
The original (wrong) answer:
You may need to release the previous image before loading the current one.
Loading a bunch of large images in iOS has always been a memory issue. As Marcelo mentioned, you should only keep around images are you currently viewing. All other images should be released so they can be garbage collected and the memory freed up. In my experience, even loading 2 fairly large images (500k-2mb each) will cause memory issues, especially on older devices with less RAM.
i´ve created a little game in which images are loaded when the user is touching the screen while moving. It depends on the screen position to load different images immediately.
I´ve got an UIImageView and because within the "touchesMoved" function, i´m loading the different images like this:
imageView.image = [UIImage imageNamed: [photos objectAtIndex: newImage ] ] ;
Now i want to improve my memory management using Instruments with "Allocations" & "Memory Monitor". Here´s i´m setting different snapshots with "Mark Heap" points and look for leaks. The line above is highlighted and now i want to know what´s wrong with it.. How can i improve that image-loading (without caching)?
Read this Dispelling the UIImage imageNamed: FUD
and also read the links in the question as well. Should answer everything you need.
First of all: imageNamed: does cache images.
If you're getting this line highlighted then there are 2 possible reasons (or both):
you're not properly releasing imageView
you're not properly releasing the photos array
+imageNamed returns an autoreleased object, yet the #property image in UIImageView retains it through its use until overwritten. -objectAtIndex: must return an object with a retain count of 1 which is not released.
If that indeed is the problem then the fix is
imageView.image = [UIImage imageNamed: [[photos objectAtIndex: newImage ] autorelease]];
However I doubt that is the real issue here.
I've got a fairly simple app that has the following in the view the program is mostly in:
int currentPageIndex;
NSArray *images;
NSString *nextImage;
IBOutlet UIImageView *firstPage;
IBOutlet UIButton *bigButton;
In the implementation viewDidLoad, I load the array with a bunch of image file names:
images = [NSArray arrayWithObjects:#"image1.jpg", #"image2.jpg", etc, nil];
[images retain];
Each time the bigButton is tapped, the image changes:
- (IBAction)bigButtonTapped:(id)sender {
currentPageIndex++;
nextImage = [images objectAtIndex:currentPageIndex];
firstPage.image = [UIImage imageNamed:nextImage];
}
Everything works as I want it to, except that I am getting a "Received memory warning. Level=1" in the console with my device plugged in. This warning comes up after every 12 images or so, and eventually it crashes with "EXC_BAD_ACCESS"
I thought this would actually be a good way not to put anything in memory, as there is only one UIImageView on the screen and its image is changed as I need it to be.
It is a very simple app so I'm sure the fix is very simple... any ideas what I might be overlooking? Thanks so much!!
Since you get a memory warning, the problem must be that the images aren't released. However, in the code you show, you're handling the images correctly. So the problem is most likely in a part of the code you're not showing us.
The only minor problem is see, which has been mentioned before, is that the currentPageIndex will eventually point outside of the range of the array. But this will cause a different error.
To avoid going over the size of the Array,
currentPageIndex= 0;
for(currentPageIndex in images){
doStuff;
}
OH!!!!! I THINK I spotted the your problem. Whenever you use UIImage imageNamed to load images all the images stay in memmory even though release reference to it. use the other UIImage method:contentOfFile.
One other thing, make sure your images are optimize for iOS. Use .png when posibible.
dibu2z
I assume Image is a retained property.
Try to release it at the beginning of your bigButtonTapped.
Hope it helps.
Could be that you've reached the end of the array and you're trying to access past the end of the array. You could do a
currentPageIndex++;
if ( currentPageIndex < [images count]) {
nextImage = [images objectAtIndex:currentPageIndex];
firstPage.image = [UIImage imageNamed:nextImage];
}
Also could be that the image you listed doesn't exist in the bundle.
There isn't really enough information here to say for sure what your problem is. EXC_BAD_ACCESS generally happens when you try to access an objects that has already been deallocated.
The quickest way to track down the real cause of EXC_BAD_ACCESS is by using the NSZombieEnabled executable argument, and then setting a breakpoint on objc_exception_throw. This will get you a stack trace, and allow you to determine specifically which object you are trying to access.
http://www.cocoadev.com/index.pl?NSZombieEnabled
Using Malloc to debug
I'm developing an app for iPhone using a coverFlow view, when the app is building the cards it is using a UIView in order to add labels and other stuff. Then I convert the UIView into UIImage using the following code:
UIGraphicsBeginImageContext(imageView.bounds.size);
[imageView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
// returning the UIImage
return viewImage;
Every Time I redraw the coverflow I have a huge memory allocation increment, that never decreases even if I dealloc my coverFlow view.
I think the memory leak is in the code that I added, what do you think?
There is no memory leak apparent in the code snippet you provided. That operation could not be performed on a background thread because of UIGraphicsBeginImageContext(), so you should have an NSAutoreleasePool in place (the return value of UIGraphicsGetImageFromCurrentContext() is autoreleased). Without further information, its impossible to tell where the memory leak could be - I suggest you look at whatever objects eventually own the viewImage object and make sure you are properly releasing the UIImage if you retain it.
Use drawViewHierarchyInRect:afterScreenUpdates: instead of renderInContext: it is 15x faster.
You can see the comparison on this article.
Also, I have created a Swift extension for doing this: https://stackoverflow.com/a/32042439/517707