I am using UIImagePickerController to take a photo from the camera. However, the I find that randomly my calling controller (the one that is shown before the UIImagePickercontroller is shown) gets unloaded. I logged the viewDidUnload, and indeed it does get called. When the camera is done and dismissed, my controller's viewDidLoad will be called, unfortunately all the state is now gone. Things like text entered or things selected will be gone.
Obviously this is something to do with running out of memory. But is this behavior normal? Should I be handling it? This is NOT typically how modalViewController works. Usually you show it and dismiss it, everything should be intact.
What is a good way to avoid data lost in this case? Should I have to write a bunch of code to save the full state?
what's happening is that your view controller's didReceiveMemoryWarning is being called, and then since your view isn't visible, it's being unloaded.
the solution is that any data that wants to be persistent should be stored in your view controller rather than in your view.
you can prevent this from happening by providing an implementation of didReceiveMemoryWarning in your UIViewController class that doesn't call [super didReceiveMemoryWarning] which is where the unloading of the view happens, but it's still a good thing to try to understand what's going on.
It's really not advisable to override -didReceiveMemoryWarning so that UIViewController can't deallocate the view because then you may run into a "real" problem of low memory and your app will be forced to quit by the system.
What you really should do is store the text and other bits of entered data from the view in your -didReceiveMemoryWarning method (making sure to call super). Then in -viewDidLoad you can put the text and other bits back into the UI.
This will lighten the memory usage and reduce the likelihood of your app being forced to quit because there's no more memory left. All the while, the user won't know it ever disappeared!
My solution to the same issue described above was to declare an instance variable in my view controller which stores the contents of the UITextView should the view get unloaded. Thus in my viewWillDissapear method I save the contents of UITextView.text into my instance variable and in my viewWillAppear method I restore the contents.
- (void)viewWillAppear:(BOOL)animated
{
if (messageTextString != nil)
{
textEdit.text = messageTextString;
}
[super viewWillAppear:animated];
}
(void)viewWillDisappear:(BOOL)animated
{
self.messageTextString = textEdit.text;
[super viewWillDisappear:animated];
}
Related
Is there a BOOL or some other way of knowing if viewDidLoad: has been called?
I need to change a view property every time my view has entered active, but if the view hasn't ever been loaded, I don't want to prematurely trigger viewDidLoad:. If there isn't way of easily telling if viewDidLoad: has been called, I'll simply add a BOOL called loaded set to NO in the view controller init, then change the view properties after entered active if loaded is YES or in viewWillAppear: if loaded is NO then set loaded to YES.
Use isViewLoaded. Other than that it does exactly what you want, there's not that much to say about it. The documentation is as simple as:
Calling this method reports whether the view is loaded. Unlike the
view property, it does not attempt to load the view if it is not
already in memory.
Perhaps you should init your UIView in viewDidLoad, and then change it in whichever way you need to inside viewWillLayoutSubviews.
Here's the pedantic answer to this question. If you want to know when viewDidLoad has been triggered, you have to implement viewDidLoad in your view controller
- (void)viewDidLoad
{
[super viewDidLoad];
viewDidLoadCalled = YES; // Not actually the best way to do this...
// Set up more view properties
}
But as Tommy says, you actually need to use isViewLoaded. This gets around the problem of doing a check like
if (!self.view) {
// do something
}
which inadvertently loads the view by virtue of asking about it.
Be aware that by the time viewWillAppear: is called, the view will always have loaded. Also, on older (pre-iOS 6 I think) releases, the view can unload and be reloaded many times over a view controller's lifetime. Refer to the very nice Big Nerd Ranch view lifecycle diagram for the old behavior. It's almost the same in iOS 6+, except that the view doesn't unload under low memory conditions and viewDidUnload doesn't get called:
I have been developing iphone applications for around 3months now and theres a few things that stump me and i don't really have an idea how to work round them.
I have a navigation controller controlling the views in my application however every screen that is loaded, used then pushed back loses all the information as it seems to be reinstantiated... I believe this is a possible memory management issue?
But how to i create an app that navigates and retains all information in its views until the application is closed.
Thanks :)
Possible you didn't keep a reference to the view controller, the issue is for UIVIewController not to be released.
Make the view controller an ivar you will instanciate only one time when you push it on stack.
// in .h
MyViewController *mVC;
// in .m
// maybe when the user selects a row in a tableview
if(mVC == nil) {
// first time use, alloc/init
mVC = [[MyViewController ....];
}
// then push on the stack
[self.navigationController ....];
Of course don't forget to release it later.
In this part:
MyViewController *myViewController=[MyViewController alloc] initWithNibName:#"myView" bundle:nil];
[[self navigationController] pushViewController:myViewController animated:YES];
[myViewController release];
You will probably have something like this... Instead, make your myViewController a class's property so you have a reference to it. And drop the [myViewController release]; statement.
Possibly your app is receiving a didReceiveMemoryWarning.
In such cases, when the super class is called, the framework does memory cleaning by unloading all the views that are not currently displayed. This could explain the behavior you are seeing.
To check it further, override didReceiveMemoryWarning in one of your view controllers or applicationDidReceiveMemoryWarning in your app delegate, and put a breakpoint in it. Don't forget to call [super...] appropriately, otherwise pretty soon your app will be killed. What you should see in this way is that the views do not disappear before hitting the breakpoint, and do disappear after that.
If the hypothesis is correct, you should find a way to save the state of your view in viewDidUnload and restore it in viewDidLoad. Look also at didReceiveMemoryWarning reference.
Try to save data in NSUserDefaults it its small or use plist or it its too small like 5-10 objects save in in some variable in appDelegate, and if its too large use sqlite and for saving something like images of files like xml use Document directory
The UINavigationController works like a stack: you push and pop UIViewControllers on it. That means when a UIViewController get popped, it will have its retain count decremented by 1, and if no other object holds a reference to it, it will be deallocated. You can avoid the UIViewControllers getting dealloced by keeping a reference to them yourself by calling -retain on the objects, for instance in your appDelegate.
You can use NSUserDefaults to save the states of the UIControls in the view.
So whenever u r loading a view, set the values to the controls so that it looks like it resume from the place where we left.
I put an NSlog in my dealloc method of my view controller. It does not get consistently called. I do notice that ViewWillDisappear does get called always. Would it be ok to move all my tidy upcode here? Setting stuff to Nil and release calls.
Anybody got some advice on why dealloc is not getting called? I know it says in docs it may not get called, but if you have a very simple App it gets called always. So something i do must be affecting the dealloc.
This is the code that calls my ViewController than isnt always calling my dealloc.
-(IBAction) playComputerTapped:(id)sender
{
PlayGameViewController *pgvc = [[PlayGameViewController alloc]
initWithNibName:#"PlayGameViewController" bundle:[NSBundle mainBundle]];
pgvc.gameMode = 1;
[self presentModalViewController:pgvc animated:YES];
[pgvc release];
}
The above code takes me from the mailmenu ViewController into the game.
Below is the code to leave the gameViewController and take me back to the menu.
[self.parentViewController dismissModalViewControllerAnimated:YES];
Thanks
-Code
Don't you mean viewDidUnload instead of viewWillDisappear ?
viewWillDisappear is called when the view controller is disappearing. This usually happens when the view controller is being popped out, or other view controller is pushed to the stack. Purpose of viewWillDisappear is to stop active actions - for example stop animations, hide some elements or similar.
viewDidUnload is probably what you meant as this one is called when view controller's view is unloaded. This should never happen for a view controller that is currently visible, only for controllers that are somewhere in the navigation stack (part of UITabBarController or UINavigationController), but not currently visible. Purpose of viewDidUnload is to release any UI elements that are part of the view and that the view controller retained as well.
To understand it's important to realize the reasons why a view for such controller would want to be unloaded. Reason is memory consumption. Views consume considerable amount of memory, even when they are not currently visible. Views are usually very easy to reconstruct - simply by calling the code that constructed them in the first place. That's especially very easy if you are using Interface Builder. So these views are best candidates to be freed to gain more memory.
When system doesn't have enough memory it starts calling didReceiveMemoryWarning method of view controllers which are not currently visible. If you have created your controllers from template in Xcode, this method simply calls super's (UIViewControllers's) implementation [super didReceiveMemoryWarning]. That default implementation will release self.view, which in turn should deallocate it together with all its subviews.
Now let's say that your view-controller needs access to some of the subviews to manipulate it in some way. For example you can have a UILabel element there and you want to change its content accordingly. To access this element you create a member variable (IBOutlet) and connect it to the element. Now your view-controller owns that label, so its retain-count is increased. When controller's view is released, so is the label, but because your view-controller still retains the label, it will not be deallocated. Therefore you should release the label in viewDidUnload method.
I've seen applications that were creating views programmatically (in loadView method), but loading was done in such dirty way that it was not possible to reconstruct the view after it was once deallocated. Therefore each time system was out of memory, it had called didReceiveMemoryWarning which in turn deallocated the view, but after navigating back to that view-controller application had crashed. A fast "bugfix" was to remove calling [super didReceiveMemoryWarning] in view-controllers. Well, system didn't get the memory and some strange effects occurred, but at least the application didn't crash immediately.
Now the third one - dealloc. This is called when object is not owned by anyone and its memory is going to be freed. Here you need to release all objects that you have retained. For view-controllers those are usually references to model classes.
I want to describe one more possible scenario. Let's say you have a view-controller displaying a chat with another person. Let's say it's very fancy chat, with emoticons and buddy-icons being animated. Let's say that each chat-entry is displayed as a cell of UITableView.
When your buddy sends you a message, you want to append a new cell into table-view by reloading it. Therefore your view-controller has an outlet to the table-view.
In viewWillDisappear you should stop the animations of emoticons and icons.
In viewDidUnload you should release the table-view.
In dealloc you want to release chat's history (probably NSArray of all messages sent and received during this conversation).
Now if you navigate away from your chat, viewWillDisappear gets called and you stop the animations.
When system is low on memory, and your view-controller is not visible, didReceiveMemoryWarning gets called and the view is released. Your viewDidUnload gets called and you release UITableView so that it can be really deallocated.
When you navigate back to the chat, loadView gets called again and your view is constructed again, viewDidLoad is called after that. Your model (representation of chat conversation) is still there, so the table-view's datasource has all the data as before, so table-view will display exactly the same thing as before the view was deallocated. After all viewWill/DidAppear is called where you start the animations.
When you finish chatting with your friend, you release the view controller, and it gets deallocated - dealloc is called, you release an array containing the chat messages, and cleanup everything else.
I hope it make things a little clearer.
Well that depends.
If you need to reduce the memory footprint of your app, unloading stuff while the view is not visible via viewWillDisappear is a good way to go. However you'll need to re-initalize everything once the view will be shown again, depending on its content this may produce considerable overhead - maybe even without the need.
For a small app (in terms of memory usage), using dealloc to unload your stuff is fine. It will be called only if the objects retain count drops to zero and is the last method that will be run before the object is destroyed. When using autorelease, that may not be the case right away and of course the object could be retained by some object other than the parentviewcontroller, preventing it from being destroyed and thus dealloc from being called.
You might want to check out the Memory Management Programming Guide, it'll explain things more detailed.
I have a view controller managed in a UINavigationController. My view controller puts up a "loading" screen, and uses ASIHTTP to asynchronously load table data. Then it renders its table, and in each cell there's an image that it uses ASIHTTP to asynchronously load. When it lands each image, it uses [self.tableView reloadRowsAtIndexPaths] to reload that row, inside which the image is fed to the UIImageView in each row.
Works great. But if I back out of the view before it's done loading, it crashes.
Where it crashes is in my -tableView:numberOfRowsInSection method, and NSZombies tells me it dies because it's asking for the -count of an NSArray called self.offers that has been deallocated.
That method looks like this:
-(NSInteger)tableView:(UITableView *)table numberOfRowsInSection:(NSInteger)section
{
return [self.offers count];
}
Wrapping that return in if (self.offers) made no difference.
My -dealloc releases and sets-to-nil every one of these properties, including both self.offers and self.tableView itself. I even tried setting up a BOOL disappearing property, hitting it with YES in -viewWillDisappear, and hanging conditional behavior off that, but it doesn't work because viewWillDisappear doesn't seem to get called! Far as I can tell we're not getting ANY method called when the navigation bar pops us off.
What do I do about this?
EDIT:
Thanks to #cduhn (who's bucking for a check!), I did a bunch more looking at this. The problem has been, my -dealloc just isn't getting called when I pop this viewcontroller (nor my -viewWillDisappear nor -viewDidUnload or anything else I could use to unhook the delegation structure that's at the root of this problem).
Then I realized: THIS viewController isn't the one on the NavController stack! What's at the top of the stack right here is a shell view, just a segmented controller and a big empty UIView. I toggle the contents of that UIView between two other UIViewController subclasses depending on the state of my segmented controller. So when my view with the table on it's PARENT view gets popped from the nav stack, this CHILD I'm working on doesn't seem to get any notice about it. Which is odd, because I'm definitely releaseing it.
I can call its -dealloc from my shell controller. I could call its -viewWillDisappear too, for that matter. Is that how I should be handling this? Probably I should put something into my shell controller's viewWillDisappear like:
[[self.mainView subviews] makeObjectsPerformSelector:#selector(viewWillDisappear)];
...so that message propagates down to my child views.
Am I on the right track here, you think??
(Oh man... and that also explains why actions from inside this child table view can't get to self.navigationController! I've been puzzled about that for weeks!)
Bugs like this, where a method gets called on an object after it's been deallocated, often happen when a method gets called on a delegate after that delegate has been deallocated. The recommended practice to avoid bugs like these is to set any delegate (or delegate-like) properties of an object to nil before you release that object in the delegate's dealloc method. I know that's a confusing sentence, so I'll explain it in the context of your bug.
You have an asynchronous image download that finishes after you've backed out of your table view controller. When this happens, you're calling reloadRowsAtIndexPaths:withRowAnimation:, which results in a call to tableView:numberOfRowsInSection: on the table view's dataSource. This call is failing because that dataSource no longer exists.
The problem is that the table view object still has your controller set as its dataSource and delegate properties, even after your controller has been deallocated. The solution is to simply set these properties to nil in your controller's dealloc, like this:
- (void)dealloc {
self.tableView.dataSource = nil;
self.tableView.delegate = nil;
self.tableView = nil; // Releases as a side-effect due to #property (retain)
[super dealloc];
}
Now when your table view tries to call tableView:numberOfRowsInSection: on its dataSource, it will send the message to the nil object, which swallows all messages silently in Objective C.
You should also do the same thing with your ASIHTTPRequest's delegate, by the way.
Any time you have an asynchronous operation that calls delegate methods upon completion, it's particularly important that you set that delegate to nil. When using UITableViewController under normal circumstances you can typically get away without setting the dataSource and delegate to nil, but in this case it was necessary because you're calling methods on the tableView after its controller has gone away.
As far as I can tell, the user cannot actually "back out" of a view while the UITableView is loading it's data. The methods are not run on a thread and block the main one, also blocking UI interaction. I cannot replicate your results. Even, scrolling the table view quickly and then pressing the back button.
I suggest that the stack popping is not the problem here.
Background:
I have a tab bar application. Each tab contains navigation controller allowing the user to transition from one view to the other showing a drill down information of the data (each view is being handled by a view controller and each view controller class has didReceiveMemoryWarning method). Lists are populated by pulling the data from web services.
Problem:
When i use "Hardware > Simulate Memory Warning" option of iPhone Simulator, the didReceiveMemoryWarning method is called for ALL my view controllers - even the one which the user is viewing. I don't want to clear any content which is being used by the active view controller. How can I achieve that?
Which method should have the implementation to reload the data after the data was released because of memory warning? (I see that the view controller classes that contain a table view call viewDidLoad method when user comes back to that view, but if the view contains (say UIWebView) then viewDidLoad method is not called. Why is that?)
Edited (Friday 30 January 2009 - 03:10 PM)
(Note: I'm using Interface builder for creating views, and loadView method is commented out.)
So, when a view controller receives a memory warning message, these are the steps that are carried out:
Following method is called:
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
}
As a result of call to [super didReceiveMemoryWarning], [self setView:nil] gets automatically called?
If any resources should be cleared, then setView method should be overwritten to clear local resources.
[self setView:nil] is not called if the view is currently active (By default). Right? - I'm really curious which method takes this decision and how?
Can you please confirm. Plus, I was getting an error following this approach but adding myObject = nil after releasing myObject in dealloc method of controller class fixed the issue. Thanks.
This is an old question, but I don't see a proper answer, so here goes:
When a memory warning is received, -didReceiveMemoryWarning gets called in ALL view controllers, whether they are the "current" one or not. The view controllers are simply listening for the memory warning event broadcast.
If the view controller's view isn't being used at the time of the memory warning, the controller will unload it by setting the property to nil. How does it know if the the view is used? By the view's -superview property. If view.superview is nil, the view isn't part of any tree and can be unloaded safely.
Once that happens, the controller's -viewDidUnload gets called. This is the correct place to unload any outlets, and anything that will get re-created in -viewDidLoad.
So what is -didReceiveMemoryWarning for? Your controller might have objects that don't get instanced until accessed. For example, you could have a controller that sometimes needs a big chunk of data from a file, but not always. You could have a property set for it like this:
- (NSData*)bigChunkOfData {
// Get data from our instance variable _data, read from disk if necessary
if (_data == nil) {
_data = [[NSData alloc] initWithContentsOfFile:#"/path/to/data"];
}
return _data;
}
This will read the data from disk this first time, then keep it in an instance variable. Since the _data variable is created on demand, it's safe for us to unloaded it in low-memory situations: it'll just get created again next time we need it.
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
[_data release];
_data = nil; // <-- Very important: don't leave strong references dangling.
}
I do my clean up like this:
-(void)setView:(UIView*)view
{
[super setView:view];
if(view == nil)
{
// Our view has been cleared, therefore we should clean up everything
// we are not currently using
....
setView:nil is called by UIViewController in response to a memory warning, if that view is not currently visible - which is basically what you want to know.
EDITED
In answer to the follow ups:
Correct.
That's what I do, and it works for me.
Correct. The implementation of didReceiveMemoryWarning in UIViewController is what does this. If you don't override didReceiveMemoryWarning, then the base class implementation in UIViewController will be called - if you do override it, obviously you should call:
[super didReceiveMemoryWarning]
To ensure that I dont have to handle this for every single viewcontroller I write.. I have just made a Xcode ViewController template which provides guidelines on which objects to release and when..
more explanation here http://iphone2020.wordpress.com/2010/05/30/efficient-memory-handling-in-uiviewcontroller-part-1/
Hope it finds useful.
In regard to the view management and memory warnings:
UIKit doesn’t only allow navigation back from a view controller, but also allows navigation to other view controllers from existing ones.
In such a case, a new UIViewController will be allocated, and then loaded into view.
The old view controller will go off-screen and becomes inactive, but still owns many objects – some in custom properties and variables and others in the view property/hierarchy.
And so does the new visible view controller, in regard to its view objects.
Due to the limited amount of memory of mobile devices, owning the two sets of objects – one in the off-screen view controller and another in the on-screen view controller – might be too much to handle.
If UIKit deems it necessary, it can reclaim some of the off-screen view controller’s memory, which is not shown anyway; UIKit knows which view controller is on-screen and which is off-screen, as after all, it is the one managing them (when you call presentModalViewController:animated: or dismissModalViewControllerAnimated:).
So, every time it feels pressured, UIKit generates a memory warning, which unloads and releases your off-screen view from the view hierarchy, then call your custom viewDidUnload method for you to do the same for your properties and variables.
UIKit releases self.view automatically, allowing us then to manually release our variables and properties in our viewDidUnload code.
It does so for all off-screen view controllers.
When the system is running out of memory, it fires a didReceiveMemoryWarning.
Off-screen views will be reclaimed and released upon memory warning, but your on-screen view will not get released – it is visible and needed.
In case your class owns a lot of memory, such as caches, images, or the like, didReceiveMemoryWarning is where you should purge them, even if they are on-screen; otherwise, your app might be terminated for glutting system resources.
You need to override this method to make sure you clean up your memory; just remember you call [super didReceiveMemoryWarning];.
An even more elaborate explanation is available here: http://myok12.wordpress.com/2010/11/30/custom-uiviewcontrollers-their-views-and-their-memory-management/
Fortunately, the simulator has a handy function that allows you to put low-memory situations to the test. Put some NSLog() statements in both viewDidLoad and didReceiveMemoryWarning, like this:

- (void)viewDidLoad {
NSLog(#"viewDidLoad");
...
}
- (void)didReceiveMemoryWarning {
NSLog(#"didReceiveMemoryWarning");
}