Core Data Saves and UI Performance - iphone

I'm wondering if there are any best practices for improving UI responsiveness while doing Core Data saves (not fetches) with large collections of managed objects.
The app I'm working on needs to download fairly large amounts of data on set intervals from a web service until complete. On each interval, a batch of data is downloaded, formatted into managed objects, and saved to Core Data. Because this process can sometimes take as long as 5 minutes until fully complete, simply adding a loading screen until everything finishes is not really an option, it takes too long. I'm also interested in doing frequent writes to Core Data, rather than one big write at the end, to keep my memory footprint low. Ideally, I'd like the user to be able to keep using the rest of the application normally, while simultaneously downloading and writing these large data sets to Core Data.
Unfortunately, what seems to be happening is that when I try to save my inserts that I put into the managed object context for each batch, that save operation blocks the user from interacting with the rest of the app (swiping tables, touching buttons, etc) until complete. For those short periods of time where a Core Data save is taking place, the app is very unresponsive.
Naturally, I've tried making those saves smaller by reducing the size of the individual batches that get downloaded per interval, but besides the inconvenience of making the whole process take longer, there will still be instances when a user's swipe is not captured, because at that particular time a core data save was happening. Reducing the size simply makes it less likely that a missed swipe or a missed touch will happen, but they still seem to happen often enough to be inconvenient.
For the inserts themselves, I've tried using two different implementations: insertNewObjectForEntityForName:inManagedObjectContext as well as setValuesForKeysWithDictionary. Both exhibit the problem I described above.
I tried prototyping a much simpler test to see performance in both the simulator and on the device, I've provided the important elements here. This example doesn't actually download anything from the web, but just writes a whole bunch of stuff to core data on set intervals from within a TableViewController. I'd love to know if anyone has any suggestions to improve responsiveness.
- (void)viewDidAppear:(BOOL)animated
{
[super viewDidAppear:animated];
timer = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(doTimerWork:) userInfo:nil repeats:YES];
}
-(void) doTimerWork:(id)sender
{
for (int i = 0; i < 1000; i++)
{
Misc * m = (Misc*)[NSEntityDescription insertNewObjectForEntityForName:#"Misc" inManagedObjectContext:managedObjectContext];
m.someDate = [NSDate date];
m.someString = #"ASDASDASD";
m.someOtherString = #"BLAH BLAH BLAH";
m.someNumber = [NSNumber numberWithInt:5];
m.someOtherNumber = [NSNumber numberWithInt:99];
m.someOtherDate = [NSDate date];
}
NSError *error;
if (![managedObjectContext save:&error]) {
NSLog(#"Experienced an error while saving to CoreData");
}
}

Typically you would download your data on a background thread and insert/update managed objects into its managed object context.
On the main thread you would register and receive the NSManagedObjectContextWillSaveNotification and use mergeChangesFromContextDidSaveNotification: to update the main managed object context.
Is this what you are doing?
Also, read Multi Threading with Core-Data.

It sounds like you need to throw your data intensive stuff with Core Data onto a separate thread, which is fortunately pretty easy in Cocoa. You can just do:
[obj performSelectorInBackground: #selector(method:) withObject: arg];
And then design things so that once that data intensive operation is finished, call:
[otherObject performSelectorOnMainThread: #selector(dataStuffIsDone:) withObject: arg waitUntilDone: NO];
At which point you can update your UI.
The main thing to remember is to always keep your UI logic on the main thread, for both proper design, and because very odd things can happen if you do anything with UIKit from a different thread, since it isn't designed to be thread safe.

Related

EXC_BAD_ACCESS when using SQLite (FMDB) and threads on iOS 4.0

I am using FMDB to deal with my database which works fine. The app uses a background thread which is doing some work and needs to access the database. At the same time the main thread needs to run some queries on the same database. FMDB itself has a little locking system, however, I added another to my classes.
Every query is only performed if my class indicates that the database is not in use. After performing the actions the database gets unlocked. This works as expected as long as the load is not too high. When I access a lot of data with the thread running on the main thread an EXC_BAD_ACCESS error occurs.
Here is the looking:
- (BOOL)isDatabaseLocked {
return isDatabaseLocked;
}
- (Pile *)lockDatabase {
isDatabaseLocked = YES;
return self;
}
- (FMDatabase *)lockedDatabase {
#synchronized(self) {
while ([self isDatabaseLocked]) {
usleep(20);
//NSLog(#"Waiting until database gets unlocked...");
}
isDatabaseLocked = YES;
return self.database;
}
}
- (Pile *)unlockDatabase {
isDatabaseLocked = NO;
return self;
}
The debugger says that the error occurs at [FMResultSet next] at the line
rc = sqlite3_step(statement.statement);
I double checked all retain counts and all objects do exist at this time. Again, it only occurs when the main thread starts a lot of queries while the background thread is running (which itself always produce heavy load). The error is always produced by the main thread, never by the background thread.
My last idea would be that both threads run lockedDatabase at the same time so they could get a database object. That's why I added the mutex locking via "#synchronized(self)". However, this did not help.
Does anybody have a clue?
SQLite provides a much simpler serialization. By just setting the sqlite_config() option SQLITE_CONFIG_SERIALIZED you will probably avoid most of these kinds of headaches. I discovered this the hard way after fighting with threading issues for a long while.
Here's how you use it, you can put it in the init method of FMDatabase...
if (sqlite3_config(SQLITE_CONFIG_SERIALIZED) == SQLITE_ERROR) {
NSLog(#"couldn't set serialized mode");
}
See the SQLite docs on threadsafety and serialized mode for more info.
You should add the synchronized wrapper around your functions unlockDatabase and lockDatabase, as well as isDatabaseLocked - it's not always guaranteed that a store or retrieval of a variable is atomic. Of course, if you do you'll want to move your sleep outside of the synchronized block, otherwise you'll deadlock. This is essentially a spin lock - it's not the most efficient method.
- (FMDatabase *)lockedDatabase {
do
{
#synchronized(self) {
if (![self isDatabaseLocked]) {
isDatabaseLocked = YES;
return self.database;
}
}
usleep(20);
}while(true); // continue until we get a lock
}
Do you make sure that you don't use the FMDatabase object after having called unlockDatabase? You might want to consider a handle pattern - create an object that wraps the FMDatabase object, and as long as it exists, holds a lock on the database. In init you claim the lock, and in dealloc, you can release that lock. Then your client code doesn't need to worry about calling the various locking/unlocking functions, and you won't accidentally screw up. Try using NSMutex instead of the #synchronized blocks, see http://developer.apple.com/mac/library/documentation/Cocoa/Conceptual/Multithreading/ThreadSafety/ThreadSafety.html#//apple_ref/doc/uid/10000057i-CH8-SW16
You might also try FMDatabaseQueue - I created it specifically for situations like this. I haven't tried it, but I'm fairly sure it'll work for iOS 4.
I was having this problem and was able to eliminate the problem merely by turning on caching of prepared statements.
FMDatabase *myDatabase = [FMDatabase databaseWithPath: pathToDatabase];
myDatabase.shouldCacheStatements = YES;

Some stress tests on my Iphone app

I ran a few stress tests on my Iphone app. The results are below. I am wondering if I should be concerned and, if so, what I might do about it.
I set up a timer to fire once a second. Whenever the timer fired, the app requested some XML data from the server. When the data arrived, the app then parsed the data and redisplayed the affected table view.On several trials, the app averaged about 500 times through the loop before crashing.
I then removed the parsing and redisplay steps from the above loop. Now it could go about 800 times.
I set up a loop to repeatedly redisplay the table view, without downloading anything. As soon as one redisplay was completed, the next one began. After 2601 loops, the app crashed.
All of the above numbers are larger than what a user is likely to do.
Also, my app never lasts long at all when I try to run it on the device under instruments. So I can't get useful data that way. (But without instruments it lasts quite a while, as detailed above.)
I would say you need to be very concerned. The first rule of programming is that the user will never do what you expect.
Things to consider:
Accessor methods. Use them. Set up
properties for all attributes and
always access them with the
appropriate getter/setter methods:
.
object.property = some_other_object; -OR-
[object setProperty:some_other_object];
and
object = some_other_object.some_property;
object = [some_other_object some_property];
Resist the temptation to do things like:
property = some_other_object;
[property retain];
Do you get output from ObjectAlloc?
There are 4 tools from memory leaks,
performance and object allocations.
Are none of them loading?
What do you get when the app crashes?
EXEC_BAD_ACCESS or some other error?
Balanced retain (either alloc or
copy) and release. It is a good idea
to keep every alloc/copy balanced
with a release/autorelease in the
same method. If you use your
accessors ALL OF THE TIME, the need
for doing manual releases is seldom.
Autorelease will often hide a real
problem. It is possible Autorelease
can mask some tricky allocation
issues. Double check your use of
autorelease.
EDITED (Added based on your fault code)
Based on your above answer of "Program received signal: 0". This indicates that you have run out of memory. I would start by looking for instances that your code does something like:
myObject = [[MyClass alloc] init];
[someMutableArray addObject:myObject];
and you do not have the "release" when you put the new object into the array. If this array then gets released, the object, myObject, will become an orphan but hang around in memory anyway. The easy way to do this is to grep for all of your "alloc"/"copy" messages. Except under exceedingly rare conditions, there should be a paired "release""/autorelease" in the same function. More often than not, the above should be:
myObject = [[[MyClass alloc] init] autorelease];
[someMutableArray addObject:myObject];

CoreData performance about context saving

I finished converting my app to use the CoreData layer for a small datawarehouse I want to use. I have some concerns about the performance and how to best use it. In particular:
I have a lot of runs where I read from disk attributes within files: each attribute should generate a new object, unless an object of that type and that value already exists. So, for each file I read, I: execute a fetch to check if that managed object already exists; if yes finish, otherwise I create the object, assign value and save context.
Currently, I save the context once for each time I create a new object, so it happens more or less ten times (for the ten attributes) for each file read (which can be hundreds). Would be better to reduce the context saving points, maybe once for file instead of once for attribute? I do not know the overhead of this operation so I don't know if is ok to do this so often, or how to find out the time spent on this (maybe with the instruments? Don't really know how).
There isn't any need to save after setting each attribute.
Normally, you only save a managed object when the code is done with it as saving resets the undo. In the set up you describe, you could safely generate hundreds of managed objects before saving them to permanent store. You can have a large number (thousands) of lightweight (text attributes) objects in memory without putting any strain on the iPhone.
The only problem on the iPhone is that you never know when the app will be suspended or shut down. This makes saves more common than on other platforms. However, not to the extent you now use.
Core Data Performance section of the guide might help you plan. Instruments allows you to see the details of Core Data performance.
However, I wouldn't do anything until you've tested the app with a great deal of data and found it slow. Premature optimization is the source of all evil. Don't waste time trying to prevent a problem you may not have.
To prevent a "sudden application stop" problem you can implement something like that method:
- (void)saveContext {
NSError *error = nil;
NSManagedObjectContext *managedObjectContext = self.managedObjectContext;
if (managedObjectContext != nil) {
if ([managedObjectContext hasChanges] && ![managedObjectContext save:&error]) {
/*
Replace this implementation with code to handle the error appropriately.
abort() causes the application to generate a crash log and terminate. You should not use this function in a shipping application, although it may be useful during development. If it is not possible to recover from the error, display an alert panel that instructs the user to quit the application by pressing the Home button.
*/
LogError(#"Unresolved error %#, %#", error, [error userInfo]);
// abort();
}
}
}
and use it inside two methods of your app delegate:
- (void)applicationWillTerminate:(UIApplication *)application;
and
- (void)applicationDidEnterBackground:(UIApplication *)application;
Thought it may not be the 100% solution, but in most of the cases it will do the work...

Importing large datasets on iPhone using CoreData

I'm facing very annoying problem. My iPhone app is loading it's data from a network server. Data are sent as plist and when parsed, it neeeds to be stored to SQLite db using CoreData.
Issue is that in some cases those datasets are too big (5000+ records) and import takes way too long. More on that, when iPhone tries to suspend the screen, Watchdog kills the app because it's still processing the import and does not respond up to 5 seconds, so import is never finished.
I used all recommended techniques according to article "Efficiently Importing Data" http://developer.apple.com/mac/library/DOCUMENTATION/Cocoa/Conceptual/CoreData/Articles/cdImporting.html and other docs concerning this, but it's still awfully slow.
Solution I'm looking for is to let app suspend, but let import run in behind (better one) or to prevent attempts to suspend the app at all. Or any better idea is welcomed too.
Any tips on how to overcome these issues are highly appreciated!
Thanks
Instead of pushing plist files to the phone, you might want to send ready to use sqlite files. This has many advantages:
no need to import on the phone
more compact
If you always replace the whole content simply overwrite the persistent store in the device. Otherwise you may want to maintain an array as plist with all sqlites you have downloaded and then use this to add all stores to the persistentStoreCoordinator.
Bottom line: use several precompiled sqlite files and add them to the persistentStoreCoordinator.
You can use the iPhone Simulator to create those CoreData-SQLite-Stores or use a standalone Mac app. You will need to write both of those yourself.
First, if you can package the data with the app that would be ideal.
However, assuming you cannot do that then I would do then following:
Once the data is downloaded break it into multiple files before import.
Import on a background thread, one file at a time.
Once a file has been imported and saved, delete the import file.
On launch, look for those files waiting to be processed and pick up where you left off.
Ideally sending the data with the app would be far less work but the second solution will work and you can fine-tune the data break up during development.
I solved a similar problem by putting the insert processing in a background thread. But first I created a progress alert so the user couldn't manipulate the data store while it was inserting the entries.
This is basically the ViewControllers viewDidLoad
- (void)viewDidLoad
{
[super viewDidLoad];
NSError *error = nil;
if (![[self fetchedResultsController] performFetch:&error]) {
NSLog(#"Unresolved error %#, %#", error, [error userInfo]);
abort();
}
// Only insert those not imported, here I know it should be 2006 entries
if ([self tableView:nil numberOfRowsInSection:0] != 2006) {
// Put up an alert with a progress bar, need to implement
[self createProgressionAlertWithMessage:#"Initilizing database"];
// Spawn the insert thread making the app still "live" so it
// won't be killed by the OS
[NSThread detachNewThreadSelector:#selector(loadInitialDatabase:)
toTarget:self
withObject:[NSNumber numberWithInt:[self tableView:nil
numberOfRowsInSection:0]]];
}
}
The insert thread was done like this
- (void)loadInitialDatabase:(NSNumber*)number
{
NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init];
int done = [number intValue]+1; // How many done so far
// I load from a textfile (csv) but imagine you should be able to
// understand the process and make it work for your data
NSString *file = [NSString stringWithContentsOfFile:[[NSBundle mainBundle]
pathForResource:#"filename"
ofType:#"txt"]
encoding:NSUTF8StringEncoding
error:nil];
NSArray *lines = [file componentsSeparatedByString:#"\n"];
float num = [lines count];
float i = 0;
int perc = 0;
for (NSString *line in lines) {
i += 1.0;
if ((int)(i/(num*0.01)) != perc) {
// This part updates the alert with a progress bar
// setProgressValue: needs to be implemented
[self performSelectorOnMainThread:#selector(setProgressValue:)
withObject:[NSNumber numberWithFloat:i/num]
waitUntilDone:YES];
perc = (int)(i/(num*0.01));
}
if (done < i) // keep track of how much done previously
[self insertFromLine:line]; // Add to data storage...
}
progressView = nil;
[progressAlert dismissWithClickedButtonIndex:0 animated:YES];
[pool release];
}
It's a bit crude this way, it tries to init the data storage from where it left of if the user happend to stop it the previous times...
I had a similar problem importing many objects into CoreData. Initially i was doing a save on the managed object context after every object i wished to create & insert.
What you should do is create/initialize each object you want to save in CoreData, and after you have looped through all your remote data + created the objects, do a managed object context save.
I guess you could look at this as doing doing a transaction in a SQLite database: begin transaction, do lots of inserts/updates, end transaction.
if this still is too lengthy, just thread the darn task and prevent user interaction until complete
Is there any way you can pack the data ahead of time - say during development? And when you push the app to the store, some of the data is already there? That'll cut down on the amount of data you have to pull, thus helping to solve this issue?
If the data is time sensitive, or not ready, or for whatever reason you can't do that, could you compress the data using zlib compression before you ship it over the network?
Or is the problem that the phone dies doing 5K+ inserts?
I imagine you aren't showing all 5K records to the client? I'd recommend doing all of the aggregation you need on the server, and then only sending the necessary data to the phone. Even if this involves generating a few different data views, it'll still be orders of magnitude faster than sending (and then processing) all those rows in the iPhone.
Are you also processing the data in a separate (non event/ui) thread?
Any chance you can setup your server side to expose a RESTful web service for processing your data? I had a similar issue and was able to expose my information through a RESTful webservice. There are some libraries on the iphone that make reading from a webservice like that very easy. I chose to request JSON from the service and used the SBJSON library on the iphone to quickly take the results I got and convert them to dictionaries for easy use. I used the ASIHTTP library for making the web requests and queueing up follow up requests and making them run in the background.
The nice thing about REST is that it a built in way for you to grab batches of information so that you don't need to arbitrarily figure out how to break up your files you want to input. You just setup how many records you want to get back, and the next request you skip that many records. I don't know if that is even an option for you, so I'm not going into a lot of code examples right now, but if it is possible, it may be a smooth way to handle it.
Lets accept that Restful (lazy loading) is not an option... I understand you want to replicate. If the load problem is of the type 'less and less rows loading in more and more time) then in psuedo code...
[self sQLdropIndex(OffendingIndexName)]
[self breathInOverIP];
[self breathOutToSQLLite];
[self sQLAddIndex(OffendingIndexName)]
This should tell you lots.
I work on an app that regularly has to process 100K inserts, deletes, and updates with Core Data. If it is choking on 5K inserts, there is some optimization to be done.
Firstly, create some NSOperation subclass for processing the data. Override its -main method to do the processing. This method is, however, not guaranteed to run on the main thread. Indeed, its purpose is to avoid executing costly code on the main thread which would affect the user experience by making it freeze up grossly. So within the -main method, you need to create another managed object context which is the child of your main thread's managed object context.
- (void)main
{
NSManagedObjectContext *ctx = [[NSManagedObjectContext alloc] initWithConcurrencyType:NSPrivateQueueConcurrencyType];
[ctx setPersistentStoreCoordinator:mainManagedObjectContext.persistentStoreCoordinator];
[ctx setUndoManager:nil];
// Do your insertions here!
NSError *error = nil;
[ctx save:&error];
}
Given your circumstances, I don't believe you need an undo manager. Having one will incur a performance penalty because Core Data is tracking your changes.
Use THIS context to perform all of your CRUD actions in the -main method, then save that managed object context. Whatever owns your main thread's managed object context must register to respond to the NSNotification named NSManagedObjectContextDidSaveNotification. Register like so:
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(mocDidSaveNotification:) name:NSManagedObjectContextDidSaveNotification object:nil];
Then define that selector:
- (void)mocDidSaveNotification:(NSNotification *)notification
{
NSManagedObjectContext *ctx = [notification object];
if (ctx == mainManagedObjectContext) return;
[mainManagedObjectContext mergeChangesFromContextDidSaveNotification:notification];
}
When all of this comes together, it will allow you to perform long-running operations on background threads without blocking the UI thread. There are several variations of this architecture, but the central theme is this: processing on BG thread, merge on main thread, update your UI. Some other things to keep in mind: (1) keep an autorelease pool around during your processing and drain it every so often to keep your memory consumption down. In our case, we do it every 1000 objects. Adjust for your needs, but keep in mind that draining can be expensive depending on the amount of memory required per object, so you don't want to do it too often. (2) try to pare your data down to the absolute minimum that you need to have a functional app. By reducing the amount of data to parse, you reduce the amount of time required to save it. (3) by using this multithreaded approach, you can concurrently process your data. So create 3-4 instances of your NSOperation subclass, each of which processes only a portion of the data so that they all run concurrently, resulting in a smaller amount of real time consumed for parsing the data set.

Can't fix Severe Memory Leak from Open AL

I'm nearing the end of a big iPhone project and whilst checking for memory leaks stumbled on this huge one. I implemented the sound following this tutorial:
http://www.gehacktes.net/2009/03/iphone-programming-part-6-multiple-sounds-with-openal/
Works a charm, a lot of people use it but I get a huge leak a start of the project when sound is initially loaded in. Below are the lines of code that start of the leak:
[[Audio sharedMyOpenAL] loadSoundWithKey:#"music" File:#"Music" Ext:#"wav" Loop:true];
[[Audio sharedMyOpenAL] loadSoundWithKey:#"btnPress" File:#"BtnPress" Ext:#"wav" Loop:false];
[[Audio sharedMyOpenAL] loadSoundWithKey:#"ting1" File:#"GlassTing1" Ext:#"wav" Loop:false];
etc. etc. it loads in 20 sounds altogether. And more specifically in the Audio.m file this chunk of code:
+ (Audio*)sharedMyOpenAL {
#synchronized(self) {
if (sharedMyOpenAL == nil) {
sharedMyOpenAL = [[self alloc] init]; // assignment not done here
}
}
return sharedMyOpenAL;
}
I am unsure how to resolve this and any help on the matter would be greatly appreciated.
Thanks.
Isn’t the “leak” simply the Audio singleton? I am not sure how the leak detection works, but from a certain viewpoint most singletons are leaks, since they only release memory after your application exits.
If this really is the case, then it depends on whether you need to release the memory used by the sounds. The memory usage should not go up, so you don’t have to worry about the “traditional leak” scenario where your application takes more and more memory until it gets killed. The code you are using does not seem to support sound unloading, so that if you want to release the memory, you’ll have to add that code yourself.
And a personal viewpoint: Writing a sound effect engine using a singleton is not a good design. Managing the sounds becomes a pain (this is exactly the problem you are facing), the singleton adds a lot of unnecessary boilerplate code, etc. I see no reason the sounds should not be simple separate objects with their own lifecycle – this is the way I’ve done it in my attempt at an OpenAL SFX engine. Of course, I could be wrong.
Update: I suppose the magic ‘assignment not done here’ is the key. The singleton code is taken from the Apple documentation, but somebody inserted an extra assignment. The sharedFoo method should look like this:
+ (MyGizmoClass*)sharedManager
{
#synchronized(self) {
if (sharedGizmoManager == nil) {
[[self alloc] init]; // assignment not done here
}
}
return sharedGizmoManager;
}
When you perform the extra assignment to self, you create the leak you are looking for.