Does pdfbox version 2.0.17 have memory leak issue? - pdfbox

We are using the pdfbox 2.0.17 to process pdf files, and render each page to image files. We notice that for some large pdf files (about 3000 pages), the JVM crashed with OutOfMemory error after processing 2900 pages, but it's random, the page at which the JVM crashes varies in each run, and in some runs, the code can even complete processing. That leads us to think that there might be memory leak happening, and depends on the time of GC, the JVM could crash or survive.
I'm wondering, was there any known memory leak issues in the version pdfbox 2.0.17? If so, what are the conditions would trigger the leak? Are there any improvement in the area of memory usage in the version 2.0.19?
Any help will be very appreciated.

Related

Memory allocation fails when using Valgrind

I am trying to debug an embedded application with Valgrind.
Unfortunately, this application behaves differently than when I run it without Valgrind. At one point a driver allocates a data block of about 4 MB. This allocation fails even though there is still about 90 MB of memory available. Could it be that Valgrind fragments the memory so much that no contiguous block of that size is available anymore?
Does anyone have an idea how to remedy this?

Is it possible to set a baseline memory usage in valgrind for leak detection?

Is there a way to tell valgrind from inside my code when to start and when to stop checking for memory leaks?
I am using a legacy testing framework which must link with my testing program in order to run. The framework has memory leaks in it - valgrind shows about 50KB of memory that has not been released, but is reachable via heuristic. This is annoying, because I must keep this number in mind to see how much memory is leaked from my code. It would be a lot more convenient if I could tell valgrind to start collecting memory stats when my first test begins, and stop collecting when the last test is over. Is there an API for it?
valgrind memcheck allows to do a "differential" leak search. The differential leak search reports the delta between the previous leak search and the current situation.
You can do such a differential leak search using monitor commands with vgdb, either from the shell or from gdb. See https://www.valgrind.org/docs/manual/mc-manual.html#mc-manual.monitor-commands.
You can also use the client request VALGRIND_DO_CHANGED_LEAK_CHECK from your program, see https://www.valgrind.org/docs/manual/mc-manual.html#mc-manual.clientreqs.

IntelliJ uses more memory than allocated

My IntelliJ goes unbearably slow, so I was fiddling with memory settings. If you select Help -> Change Memory Settings, you can set the max heap size for IntelliJ. But even after restarting, then running Mac's Activity Monitor, I see it using 5.5GB even though I set the heap to 4092MB.
It's using 1.5GB more than allocated for heap. That's a lot of memory for permgen + stack, don't you think? Or, could it be that this memory setting actually doesn't have any effect on the program?
It's the virtual memory you see, it may also include memory mapped files and many other things occupied by the JVM internals, plus the native libraries for a dozen of Apple frameworks loaded into the process. There is nothing to worry about unless you get OOM or IDE becomes slow.
If it happens, refer to the KB documents and report the issues to YouTrack with the CPU/Memory snapshots.

App crashes on launch with < 256 RAM iOS Devices

The Info
I recently launched an app on the AppStore. After testing on the simulator thousands of times, and actual devices hundreds of times we finally released our app.
The Problem
Reviews started popping up about app crashes when the user launches the app. We figured that the app crashes on launch on iOS devices with less than (or equal to) 256 Mb of RAM. The following devices are devices our app supports with less than 256:
iPod Touch 4G
iPhone 3GS
iPad 1
The app doesn't always crash. Sometimes it launches fine and runs smoothly. Other times it crashes. The time from launch (when the user taps the icon) to crash is usually two seconds, which would mean that the system isn't shutting it down.
Findings
When using Instruments to test on certain devices, I find the following:
There are no memory leaks (I'm using ARC), but there are memory warnings
Items are being allocated like crazy. There are so many allocated items, and even though I'm using ARC it's as if ARC isn't doing what it's supposed to be doing
Because of what I see as "over-allocation", the result is:
This app takes (on average) 60 MB of Real Memory and 166 MB of Virtual. When the app launches the memory being used quickly increases until it reaches about 60 MB at which point the view has been loaded.
Here is a snapshot of the Activity Monitor in Instruments:
I know that those figures are WAYY to high (although the CPU % never really gets up there). I am worried that ARC is not working properly, or the more likely case: I'm not allocating objects correctly. What could possibly be happening?
The Code and Warnings
In Xcode, there are only a few warnings, none of which pertain to the app launch or any files associated with the launching of the app. I placed breakpoints in both the App Delegate and my viewDidLoad method to check and see if the crash occurred there - it didn't.
More Background Info
Also, Xcode never generates any errors or messages in the debugger. There are also no crash reports in iTunes Connect, it just says, "Too few reports have been submitted for a report to be shown." I've added crash reporting to my app, but I haven't released that version.
A Few Questions
I started using Obj-C just as ARC arrived, so I'm new to dealing with memory, allocation, etc. (that is probably obvious) but I'd like to know a few things:
How can I use #autoreleasepool to reduce my memory impact? What do I do with memory warnings, what do I write in the didRecieveMemoryWarning since I'm using ARC?
Would removing NSLog statements help speed things up?
And the most important question:
Why does my app take up so much memory and how can I reduce my whopping 60 MB footprint?
I'd really appreciate any help! Thanks in advance!
EDIT: After testing on the iPhone 4 (A4), we noticed that the app doesn't crash when run whereas on devices with less than 256 MB of RAM it does.
I finally solved the issue. I spent a few hours pondering why my application could possibly take up more RAM than Angry Birds or Doodle Jump. That just didn't make sense, because my app does no CALayer Drawing, or complex Open GL Graphics Rendering, or heavy web connection.
I found this slideshow while searching for answers and slide 17 listed the ways to reduce memory footprint. One thing that stuck out was PNGCrush (Graphics Compression).
My app contains a lot of custom graphics (PNG files), but I hadn't thought of them affecting my app in any way, apparently images (when not optimized properly) severely increase an applications memory footprint.
After installing PNGCrush and using it on a particularly large image (3.2 MB) and then deleting a few unused images I ended up reducing my apps memory footprint from 60+ MB and severe lag to 35 MB and no lag. That took a whopping five minutes.
I haven't finished "crushing" all my images, but when I do I'll update everyone on the final memory footprint.
For all those interested, here is a link to a blog that explains how to install PNGCrush (it's rather complicated).
UPDATE: Instead of using the PNGCrush process (which is very helpful, although time consuming with lots of images) I now use a program called ImageOptim that provides a GUI for multiple scripts like PNGCrush. Heres a short description:
ImageOptim seamlessly integrates various optimisation tools: PNGOUT, AdvPNG, PNGCrush, extended OptiPNG, JpegOptim, jpegrescan, jpegtran, and Gifsicle.
Here's a link to the website with a free download for OS X 10.6 - 10.8. Note, I am not a developer, publisher or advertiser of this software.

MFMailComposeViewController uses too much memory

When I try to send images as attachements(summar size ~4mb) by using MFMailCompose, activity monitor says, what 100(+-2)mb of memory is used. After sending or cancelling memory is freeing ~20 megabytes, but what happened to the remaining 80 megabytes if shared item with images is deallocated?
Thanks!:)
An image's file size and the amount of memory it consumes when displayed are two completely different things.
Images such as JPEGs and PNGs are compressed. When they are drawn to the screen they are uncompressed.
A quick rule of thumb to figure out how much memory an image will consume when displayed is
memory consumed = (width * height) * 4
Example, a image that is 2 KB on disk, but is 62 x 52 pixels will actually consume 12,896 bytes or 12 KB. I imagine an image that is 4 MB on disk will consume a lot more than 4 MBs.
The problem is that MFMailComposer displays the images in it's compose view when you add them as attachments and as a result they are decompressed, consuming memory. So your 4 MBs of images actually consume a lot more than you think they do.
Perhaps try sending only one image at a time. You also need to be conscious that you're releasing the images and the MFMailComposeViewController when you're done with them, or that would surely be the source of the leak.
Also be aware of how you initially load your images. UIImage's imageNamed: method actually caches images. Cached images are only purged in low memory situations, so they can hang around for a while if you're not hitting the limits.
Finally, you've noted that you're seeing the memory consumption in Instruments, but have you actually verified that it is actually a problem? Are you experiencing app crashes due to low memory when testing your app while it is not connected to Instruments or the debugger?
No body is perfect - and that goes for Apple too. There have been documented cases in the past where Apple's frameworks have shown memory leaks (UIImage's caching leaked in iOS 2.x), but I wouldn't be so quick to blame the frameworks when you notice a spike in memory consumption. If the leaks instrument is not showing any leaks, and the analyser isn't showing any issues, the likeliest scenario is that it's just simply memory consumption and not a leak.
Its important to remember that iOS devices don't have gigabytes of RAM like computers do. You need to be conservative with the memory that you use. If that means not sending XX MBs of images at the same time, then that's the way it has to be.