I've noticed that when I load a UIImagePickerController and I take a picture with it, didReceiveMemoryWarning is called. Also, in Instruments, there is a significant memory leak (not by me, I swear!). I've heard that this is a problem with UIImagePickerController but, I'm not sure how to fix it. Here is my implementation of UIImagePickerController.
UIImagePickerController *imagePicker = [[UIImagePickerController alloc] init]; // Create the imagePicker
imagePicker.delegate = self;
imagePicker.allowsEditing = YES; // Allow editing of the images
imagePicker.sourceType = UIImagePickerControllerSourceTypeCamera;
[self presentModalViewController:imagePicker animated:YES];
[imagePicker release];
Any ideas? I really don't want to sacrifice such a useful feature.
Do you have the same leak with the SDK 3.2?
I had a similar leak when using the UIImagePickerController to take a video.
When I found that the leak was fixed in 3.2, I decided to set the minimum OS version of my application to 3.2.
About the memory warning, it's to be expected. The camera needs a lot of memory to do its job, and is simply requesting as much memory as possible from your app by sending a didReceiveMemoryWarning message.
You need to rescale the image to a smaller size, say 320x460. Then it will run successfully.
Related
I am getting a memory warning and the app is crashing during the time when a photo is taken with the iPhone. Not sure how to address this because the code that opens the camera works - and the code after a picture is captured works, but the error is somewhere in the camera taking a picture section of the app...
I'm starting the camera like this:
imagePicker = [[UIImagePickerController alloc] init];
if([UIImagePickerController isSourceTypeAvailable:UIImagePickerControllerSourceTypeCamera])
{
[imagePicker setSourceType:UIImagePickerControllerSourceTypeCamera];
}
else
{
[imagePicker setSourceType:UIImagePickerControllerSourceTypePhotoLibrary];
}
if ([UIImagePickerController isCameraDeviceAvailable:UIImagePickerControllerCameraDeviceRear]) {
imagePicker.cameraDevice = UIImagePickerControllerCameraDeviceRear;
} else if ([UIImagePickerController isCameraDeviceAvailable:UIImagePickerControllerCameraDeviceFront]) {
imagePicker.cameraDevice = UIImagePickerControllerCameraDeviceFront;
}
imagePicker.delegate = self;
[self presentModalViewController:imagePicker animated:YES];
I am getting "Received memory warning." right before Recorder_SourceStarted and AVCaptureDeviceDidStartRunningNotification.
I then get Recorder_DidStartPreviewing, Recorder_FlashStateChanged, Recorder_DidStartFocusOperation, Recorder_DidCompleteFocusOperation, Recorder_FlashStateChanged, Recorder_WillCapturePhoto, Recorder_DidCapturePhoto, and Recorder_PhotoStillImageSampleBufferReady before the app crashes.
Recorder_PhotoStillImageSampleBufferReady is the last notification I am getting before the app crashes. It doesn't make it to _UIImagePickerControllerUserDidCaptureItem at which point the app starts running code I wrote again.
Sometimes it doesn't crash... I get the memory warning and the app continues working as it should, but the potential is there for a crash because of this memory warning and I'm getting crashes in testing so I'd like to figure out what is causing this and fix it.
Any help would be great! Thanks!
I was alloc'ing tableViews in the app (not dealloc'ing because it's using ARC) and apparently after the calls to alloc tableViews had been made, trying to capture a picture would cause a memory crash. I changed it to set the .hidden property on the tableviews on and off when users needed to see the table instead of alloc'ing each time a tableview was requested and now the app never crashes when a picture is taken. Sometimes there is still a memory warning, but never a crash, and often no memory warning at all when I take a picture.
I saw this thing on using instruments for my app. When I profile my app, the initial memory occupied is 563 KB which is before UIImagePickerController pops up. There is one button on the first viewController which makes the UIImagePickerController appear.
As soon as UIImagePickerController appears, memory occupied goes upto 1.6 - 1.7 MB. If I select any image or cancel the UIImagePickerController, the memory occupied is still 1.6 - 1.7 MB which I believe should be 563 KB(or may be few KB's more).
Please see the below code I have used :
- (IBAction)chooseButtonPressed:(id)sender
{
UIImagePickerController *pickerController = [[UIImagePickerController new]autorelease];
[pickerController setSourceType:UIImagePickerControllerSourceTypePhotoLibrary];
[pickerController setDelegate:self];
}
Why is the memory not being released?
We can't add images to comments so i'm putting this as an answer. The Live Bytes are always less than the Overall Bytes except till the first time a memory is deallocated. This can be seen from the image below.
I don't think there's anything wrong with your deallocation. I think you're just looking at the wrong values!
EDIT- I Think the problem might be somewhere else. To see the values I was seeing, you need to make a little change. As shown in the image below, you need to uncheck the option Only track active allocations to see the values you're looking for. If you still see 7.41 MB in Active allocations, then the problem is something else.
Since you have given it autorelease option it will get added to the autorelease pool ... see what the documentation say..
The Application Kit creates an autorelease pool on the main thread at
the beginning of every cycle of the event loop, and drains it at the
end, thereby releasing any autoreleased objects generated while
processing an event.
you can always release the picker in the delegate call like this..
- (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info{
...
...
[picker release];
}
- (void)imagePickerControllerDidCancel:(UIImagePickerController *)picker{
....
....
[picker release];
}
try this
UIImagePickerController *picker = [[UIImagePickerController alloc] init];
picker.delegate = self;
picker.sourceType = UIImagePickerControllerSourceTypePhotoLibrary;
[self presentModalViewController:picker animated:YES];
[picker release];
Did you set delegate to nil?
For more information you can refer to UIImagePickerConrtoller class reference
[picker release];
picker.delegate = nil ;
Hope this helps you.
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();
I'm trying to present a UIImagePickerController from a UITableViewController subclass using the following code:
UIImagePickerController *picker = [[UIImagePickerController alloc] init];
if(library)
picker.sourceType = UIImagePickerControllerSourceTypePhotoLibrary;
else
picker.sourceType = UIImagePickerControllerSourceTypeCamera;
picker.delegate = self;
picker.allowsEditing = YES;
[self presentModalViewController:picker animated:YES];
[picker release];
If I create a brand new project and throw this code in, it works absolutely fine. However, in this project, for some reason, the UIImagePickerController's view appears as a blank white screen if I try to show the Photo Library, or shows the camera view but with no camera controls if I try to show the Camera.
Is there anything in a UITableViewController subclass that would be causing this? I get complaints about two-stage animations as well, but from what I've been able to find, this is an issue with Apple's code.
For some reason, changing the PRODUCT_NAME in the Info.plist (something which I was going to do anyway but hadn't gotten around to until just now) fixed this issue. I have absolutely no idea why, but I'm going to assume it was some obscure bug in the iPhone SDK.
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!