AVAudioUnitSampler not deallocating resource - objective-c

I have created an AVAudioUnitSampler, but after inspecting memory via the Instruments tool, it appears that when the scene is changed, even though the AVAudioUnitSampler object is nil, the resources it initially loaded the first time around are still in memory. When I recreate the sampler, it reloads the resource and now I have double the amount of memory used for the sampler. How can I force the resources to deallocate?
Here's the code:
-(void) loadSampler {
// Instatiate audio engine
_engine = [[AVAudioEngine alloc] init];
_mixer = [_engine mainMixerNode];
_sampler = [[AVAudioUnitSampler alloc] init];
[self loadSoundFontInstrument]; //sound font is the instrument that the sampler will use to play sounds
[self makeEngineConnections];
[self startEngine];
}
-(void) loadSoundFontInstrument {
if (_sampler != nil) {
NSString* instrument = [[GameData sharedGameData].settings valueForKey:#"instrument"]; //decides on what sound font file to use
NSURL *piano = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:instrument ofType:#"sf2"]];
[_sampler loadSoundBankInstrumentAtURL:piano program:0 bankMSB:0x79 bankLSB:0 error:nil];
}
else
NSLog(#"ERROR: Sampler has not been initialized");
}
-(void)makeEngineConnections {
[_engine attachNode:_sampler];
[_engine connect:_sampler to:_mixer format:[_sampler outputFormatForBus:0]];
}
-(void)startEngine {
[_engine startAndReturnError:nil];
}

I solved the issue, but I'm not entirely sure why my solution solved it. Upon looking at the Leaks instrument, I noticed that the retain count for the _sampler variable was 2. The class (that you cannot see called MIDIController owns the _sampler object. The _engine object also retains a reference to the sampler. Even when I make my midi controller object nil, the sampler still remains in memory with a retain count of 1. The weird thing is that there is no longer any reference to the _engine object since it's parent has been deallocated so I'm not sure why it still persists.
TLDR: In short, I made _sampler, _engine and _mixer nil and that solved it.

Related

OS X ARC memory increase in repeated image loading

I have come across an issue when loading different NSImages repeatedly in an application written using Automatic Reference Counting. It seems as though ARC is not releasing the image objects correctly, and instead the memory usage increases as the list is iterated until the iteration is complete, at which point the memory is freed.
I am seeing up to 2GB of memory being used through the process in some cases. There's a good discussion on SO on a very similar issue which ends up putting the process in an NSAutoReleasePool and releasing the image and draining the pool. This works for me as well if I don't use ARC, but it is not possible to make calls to these objects / methods in ARC.
Is there any way to make this work in ARC as well? It seems as though ARC should be figuring this out all by itself - which makes me think that the fact that these objects are not getting released must be a bug is OS X. (I'm running Lion with XCode 4.2.1).
The kind of code which is causing the issue looks like this:
+(BOOL)checkImage:(NSURL *)imageURL
{
NSImage *img = [[NSImage alloc] initWithContentsOfURL:imageURL];
if (!img)
return NO;
// Do some processing
return YES;
}
This method is called repeatedly in a loop (for example, 300 times). Profiling the app, the memory usage continues to increase with 7.5MB alloced for each image. If ARC is not used, the following can be done (as suggested in this topic):
+(BOOL)checkImage:(NSURL *)imageURL
{
NSAutoReleasePool *apool = [[NSAutoReleasePool alloc] init];
NSImage *img = [[NSImage alloc] initWithContentsOfURL:imageURL];
if (!img)
return NO;
// Do some processing
[img release];
[apool drain];
return YES;
}
Does anyone know how to force ARC to do the memory cleaning? For the time being, I have put the function in a file which is compiled with -fno-objc-arc passed in as a compiler flag. This works OK, but it would be nice to have ARC do it for me.
use #autoreleasepool, like so:
+(BOOL)checkImage:(NSURL *)imageURL
{
#autoreleasepool { // << push a new pool on the autotrelease pool stack
NSImage *img = [[NSImage alloc] initWithContentsOfURL:imageURL];
if (!img) {
return NO;
}
// Do some processing
} // << pushed pool popped at scope exit
return YES;
}

Calling -[NSFileManager setUbiquitous:itemAtURL:destinationURL:error:] never returns

I have a straightforward NSDocument-based Mac OS X app in which I am trying to implement iCloud Document storage. I'm building with the 10.7 SDK.
I have provisioned my app for iCloud document storage and have included the necessary entitlements (AFAICT). The app builds, runs, and creates the local ubiquity container Documents directory correctly (this took a while, but that all seems to be working). I am using the NSFileCoordinator API as Apple recommended. I'm fairly certain I am using the correct UbiquityIdentifier as recommended by Apple (it's redacted below tho).
I have followed Apple's iCloud Document storage demo instructions in this WWDC 2011 video closely:
Session 107 AutoSave and Versions in Lion
My code looks almost identical to the code from that demo.
However, when I call my action to move the current document to the cloud, I experience liveness problems when calling the -[NSFileManager setUbiquitous:itemAtURL:destinationURL:error:] method. It never returns.
Here is the relevant code from my NSDocument subclass. It is almost identical to Apple's WWDC demo code. Since this is an action, this is called on the main thread (as Apple's demo code showed). The deadlock occurs toward the end when the -setUbiquitous:itemAtURL:destinationURL:error: method is called. I have tried moving to a background thread, but it still never returns.
It appears that a semaphore is blocking while waiting for a signal that never arrives.
When running this code in the debugger, my source and destination URLs look correct, so I'm fairly certain they are correctly calculated and I have confirmed the directories exist on disk.
Am I doing anything obviously wrong which would lead to -setUbiquitous never returning?
- (IBAction)moveToOrFromCloud:(id)sender {
NSURL *fileURL = [self fileURL];
if (!fileURL) return;
NSString *bundleID = [[[NSBundle mainBundle] infoDictionary] objectForKey:#"CFBundleIdentifier"];
NSString *appID = [NSString stringWithFormat:#"XXXXXXX.%#.macosx", bundleID];
BOOL makeUbiquitous = 1 == [sender tag];
NSURL *destURL = nil;
NSFileManager *mgr = [NSFileManager defaultManager];
if (makeUbiquitous) {
// get path to local ubiquity container Documents dir
NSURL *dirURL = [[mgr URLForUbiquityContainerIdentifier:appID] URLByAppendingPathComponent:#"Documents"];
if (!dirURL) {
NSLog(#"cannot find URLForUbiquityContainerIdentifier %#", appID);
return;
}
// create it if necessary
[mgr createDirectoryAtURL:dirURL withIntermediateDirectories:NO attributes:nil error:nil];
// ensure it exists
BOOL exists, isDir;
exists = [mgr fileExistsAtPath:[dirURL relativePath] isDirectory:&isDir];
if (!(exists && isDir)) {
NSLog(#"can't create local icloud dir");
return;
}
// append this doc's filename
destURL = [dirURL URLByAppendingPathComponent:[fileURL lastPathComponent]];
} else {
// get path to local Documents folder
NSArray *dirs = [mgr URLsForDirectory:NSDocumentDirectory inDomains:NSUserDomainMask];
if (![dirs count]) return;
// append this doc's filename
destURL = [[dirs objectAtIndex:0] URLByAppendingPathComponent:[fileURL lastPathComponent]];
}
NSFileCoordinator *fc = [[[NSFileCoordinator alloc] initWithFilePresenter:self] autorelease];
[fc coordinateWritingItemAtURL:fileURL options:NSFileCoordinatorWritingForMoving writingItemAtURL:destURL options:NSFileCoordinatorWritingForReplacing error:nil byAccessor:^(NSURL *fileURL, NSURL *destURL) {
NSError *err = nil;
if ([mgr setUbiquitous:makeUbiquitous itemAtURL:fileURL destinationURL:destURL error:&err]) {
[self setFileURL:destURL];
[self setFileModificationDate:nil];
[fc itemAtURL:fileURL didMoveToURL:destURL];
} else {
NSWindow *win = ... // get my window
[self presentError:err modalForWindow:win delegate:nil didPresentSelector:nil contextInfo:NULL];
}
}];
}
I don't know if these are the source of your problems, but here are some things I'm seeing:
-[NSFileManager URLForUbiquityContainerIdentifier:] may take a while, so you shouldn't invoke it on the main thread. see the "Locating the Ubiquity Container" section of this blog post
Doing this on the global queue means you should probably use an allocated NSFileManager and not the +defaultManager.
The block passed to the byAccessor portion of the coordinated write is not guaranteed to be called on any particular thread, so you shouldn't be manipulating NSWindows or presenting modal dialogs or anything from within that block (unless you've dispatched it back to the main queue).
I think pretty much all of the iCloud methods on NSFileManager will block until things complete. It's possible that what you're seeing is the method blocking and never returning because things aren't configured properly. I'd double and triple check your settings, maybe try to simplify the reproduction case. If it still isn't working, try filing a bug or contacting DTS.
Just shared this on Twitter with you, but I believe when using NSDocument you don't need to do any of the NSFileCoordinator stuff - just make the document ubiquitous and save.
Hmm,
did you try not using a ubiquity container identifier in code (sorry - ripped out of a project so I've pseudo-coded some of this):
NSFileManager *fm = [NSFileManager defaultManager];
NSURL *iCloudDocumentsURL = [[fm URLForUbiquityContainerIdentifier:nil] URLByAppendingPathComponent:#"Documents"];
NSURL *iCloudFileURL = [iCloudDocumentsURL URLByAppendingPathComponent:[doc.fileURL lastPathComponent]];
ok = [fm setUbiquitous:YES itemAtURL:doc.fileURL destinationURL:iCloudRecipeURL error:&err];
NSLog(#"doc moved to iCloud, result: %d (%#)",ok,doc.fileURL.fileURL);
And then in your entitlements file:
<key>com.apple.developer.ubiquity-container-identifiers</key>
<array>
<string>[devID].com.yourcompany.appname</string>
</array>
Other than that, your code looks almost identical to mine (which works - except I'm not using NSDocument but rolling it all myself).
If this is the first place in your code that you are accessing iCloud look in Console.app for a message like this:
taskgated: killed yourAppID [pid 13532] because its use of the com.apple.developer.ubiquity-container-identifiers entitlement is not allowed
Anytime you see this message delete your apps container ~/Library/Containers/<yourAppID>
There may also be other useful messages in Console.app that will help you solve this issue.
I have found that deleting the app container is the new Clean Project when working with iCloud.
Ok, So I was finally able to solve the problem using Dunk's advice. I'm pretty sure the issue I was having is as follows:
Sometime after the WWDC video I was using as a guide was made, Apple completed the ubiquity APIs and removed the need to use an NSFileCoordinator object while saving from within an NSDocument subclass.
So the key was to remove both the creation of the NSFileCoordinator and the call to -[NSFileCoordinator coordinateWritingItemAtURL:options:writingItemAtURL:options:error:byAccessor:]
I also moved this work onto a background thread, although I'm fairly certain that was not absolutely required to fix the issue (although it was certainly a good idea).
I shall now submit my completed code to Google's web crawlers in hopes of assisting future intrepid Xcoders.
Here's my complete solution which works:
- (IBAction)moveToOrFromCloud:(id)sender {
NSURL *fileURL = [self fileURL];
if (!fileURL) {
NSBeep();
return;
}
BOOL makeUbiquitous = 1 == [sender tag];
if (makeUbiquitous) {
[self displayMoveToCloudDialog];
} else {
[self displayMoveFromCloudDialog];
}
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
[self doMoveToOrFromCloud:makeUbiquitous];
});
}
- (void)doMoveToOrFromCloud:(BOOL)makeUbiquitous {
NSURL *fileURL = [self fileURL];
if (!fileURL) return;
NSURL *destURL = nil;
NSFileManager *mgr = [[[NSFileManager alloc] init] autorelease];
if (makeUbiquitous) {
NSURL *dirURL = [[MyDocumentController instance] ubiquitousDocumentsDirURL];
if (!dirURL) return;
destURL = [dirURL URLByAppendingPathComponent:[fileURL lastPathComponent]];
} else {
// move to local Documentss folder
NSArray *dirs = [mgr URLsForDirectory:NSDocumentDirectory inDomains:NSUserDomainMask];
if (![dirs count]) return;
destURL = [[dirs firstObject] URLByAppendingPathComponent:[fileURL lastPathComponent]];
}
NSError *err = nil;
void (^completion)(void) = nil;
if ([mgr setUbiquitous:makeUbiquitous itemAtURL:fileURL destinationURL:destURL error:&err]) {
[self setFileURL:destURL];
[self setFileModificationDate:nil];
completion = ^{
[self hideMoveToFromCloudDialog];
};
} else {
completion = ^{
[self hideMoveToFromCloudDialog];
NSWindow *win = [[self canvasWindowController] window];
[self presentError:err modalForWindow:win delegate:nil didPresentSelector:nil contextInfo:NULL];
};
}
dispatch_async(dispatch_get_main_queue(), completion);
}

How to correctly handle threading when drawing Core Data entity information with CATiledLayer

I'm contemplating how to offload the drawing of a very large Core Data tree structure to CATiledLayer. CATiledLayer seems to be awesome because it performs drawing on a background thread and then fades in tiles whenever they're drawn. However, because the information of the drawing comes from a Core Data context that is by design not thread safe, I'm running into race condition issues where the drawing code needs to access the CD context.
Normally, if I need to perform background tasks with Core Data, I create a new context in the background thread and reuse the existing model and persistent store coordinator, to prevent threading issues. But the CATiledLayer does all the threading internally, so I don't know when to create the context, and there needs to be some kind of context sharing, or I can't pass the right entities to the CATiledLayer to begin with.
Is there anyone with a suggestion how I can deal with this scenario?
Cheers,
Eric-Paul.
The easiest solution is to use the dispatch API to lock all of your data access onto a single thread, while still allowing the actual drawing to be multi-threaded.
If your existing managed object context can only be accessed on the main thread, then this is what you do:
- (void)drawInContext:(CGContextRef)context // I'm using a CATiledLayer subclass. You might be using a layer delegate instead
{
// fetch data from main thread
__block NSString *foo;
__block NSString *bar;
dispatch_sync(dispatch_get_main_queue(), ^{
NSManagedObject *record = self.managedObjecToDraw;
foo = record.foo;
bar = record.bar;
});
// do drawing here
}
This is a quick and easy solution, but it will lock your main thread while fetching the data, which is almost certainly going to create "hitches" whenever a new tile is loaded while scrolling around. To solve this, you need to perform all of your data access on a "serial" dispatch queue.
The queue needs to have it's own managed object context, and you need to keep this context in sync with the context on your main thread, which is (presumably) being updated by user actions. The easiest way to do this is to observe a notification that the context has changed, and throw out the one used for drawing.
Define an instance variable for the queue:
#interface MyClass
{
NSManagedObjectContext *layerDataAccessContext;
dispatch_queue_t layerDataAccessQueue;
}
#end
Create it in your init method:
- (id)init
{
layerDataAccessQueue = dispatch_queue_create("layer data access queue", DISPATCH_QUEUE_SERIAL);
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(contextDidChange:) name:NSManagedObjectContextDidSaveNotification object:nil]; // you might want to create your own notification here, which is only sent when data that's actually being drawn has changed
}
- (void)contextDidChange:(NSNotification *)notif
{
dispatch_sync(layerDataAccessQueue, ^{
[layerDataAccessContext release];
layerDataAccessContext = nil;
});
[self.layer setNeedsDisplay];
}
And access the context while drawing:
- (void)drawInContext:(CGContextRef)context
{
// fetch data from main thread
__block NSString *foo;
__block NSString *bar;
dispatch_sync(layerDataAccessQueue, ^{
NSManagedObject record = self.managedObjectToDraw;
foo = record.foo;
bar = record.bar;
});
// do drawing here
}
- (NSManagedObject *)managedObjectToDraw
{
if (!layerDataAccessContext) {
__block NSPersistentStoreCoordinator *coordinator;
dispatch_sync(dispatch_get_main_queue(), ^{
coordinator = [self persistentStoreCoordinator];
});
layerDataAccessContext = [[NSManagedObjectContext alloc] init];
[layerDataAccessContext setPersistentStoreCoordinator:coordinator];
}
NSFetchRequest *request = [[[NSFetchRequest alloc] init] autorelease];
NSEntityDescription *entity =
[NSEntityDescription entityForName:#"Employee"
inManagedObjectContext:layerDataAccessContext];
[request setEntity:entity];
NSPredicate *predicate =
[NSPredicate predicateWithFormat:#"self == %#", targetObject];
[request setPredicate:predicate];
NSError *error = nil;
NSArray *array = [layerDataAccessContext executeFetchRequest:request error:&error];
NSManagedObject *record;
if (array == nil || array.count == 0) {
// Deal with error.
}
return [array objectAtIndex:0];
}
I've given up trying to share managed object context instances between CATiledLayer draws and now just alloc/init a new context at every call of drawLayer:inContext: The performance hit is not noticable, for the drawing is already asynchronous.
If there's anyone out there with a better solution, please share!

NSDictionary causing EXC_BAD_ACCESS

I am trying to call objectForKey: on an nsdictionary ivar, but I get an EXC_BAD_ACCESS error.
The nsdictionary is created using the JSON-framework and then retained. The first time I use it (just after I create it, same run loop) it works perfectly fine, but when I try to access it later nothing works. I am doing this code to try to figure out what is wrong:
if (resultsDic == nil) {
NSLog(#"results dic is nil.");
}
if ( [resultsDic respondsToSelector:#selector(objectForKey:)] ) {
NSLog(#"resultsDic should respond to objectForKey:");
}
The dictionary is never nil, but it always crashes on respondsToSelector. any ideas?
addition:
These are the other places, besides above, that the dictionary gets interacted with:
- (void)connectionDidFinishLoading:(NSURLConnection *)connection
{
[connection release];
//get the data in a usable form
NSString *jsonString = [[NSString alloc] initWithData:downloadedData encoding:NSUTF8StringEncoding];
resultsDic = [jsonString JSONValue];
[self processResults];
NSLog(#"Success. Received %d bytes of data",[downloadedData length]);
[downloadedData release];
[jsonString release];
}
- (void)processResults
{
NSArray *resultsArr = [resultsDic objectForKey:#"results"];
CLLocationCoordinate2D coordinate = [self coordinateFromResult:[resultsArr objectAtIndex:0]];
NSLog(#"lat: %f lng: %f", coordinate.latitude, coordinate.longitude);
}
- (void)dealloc {
[resultsDic release];
[super dealloc];
}
After somethings retain count is decreased to 0, the object gets deallocated. This is not the same as setting it to nil. It will not be nil. Whilst you can send messages to nil, sending a message to a released object will result in an EXC_BAD_ACCESS error. If you post some of the code where it is created and used, maybe we can help you debug it. Try retaining it twice at the beginning. it's nit an elegant solution, but it might work as a quick fix.
Sounds like a classic zombie. Run it again with the environment variable NSZombieEnabled set to YES (or use the Zombies instrument in Instruments.app). That should give you much more information about what's going on.

Populating NSImage with data from an asynchronous NSURLConnection

I have hit the proverbial wall trying to figure out how to populate an NSImage with data returned from an asynchronous NSURLConnection in my desktop app (NOT an iPhone application!!).
Here is the situation.
I have a table that is using custom cells. In each custom cell is an NSImage which is being pulled from a web server. In order to populate the image I can do a synchronous request easily:
myThumbnail = [[NSImage alloc] initWithContentsOfFile:myFilePath];
The problem with this is that the table blocks until the images are populated (obviously because it's a synchronous request). On a big table this makes scrolling unbearable, but even just populating the images on the first run can be tedious if they are of any significant size.
So I create an asynchronous request class that will retrieve the data in its own thread as per Apple's documentation. No problem there. I can see the data being pulled and populated (via my log files).
The problem I have is once I have the data, I need a callback into my calling class (the custom table view).
I was under the impression that I could do something like this, but it doesn't work because (I'm assuming) that what my calling class really needs is a delegate:
NSImage * myIMage;
myImage = [myConnectionClass getMyImageMethod];
In my connection class delegate I can see I get the data, I just don't see how to pass it back to the calling class. My connectionDidFinishLoading method is straight from the Apple docs:
- (void)connectionDidFinishLoading:(NSURLConnection *)connection
{
// do something with the data
// receivedData is declared as a method instance elsewhere
NSLog(#"Succeeded! Received %d bytes of data",[receivedData length]);
// release the connection, and the data object
[connection release];
[receivedData release];
}
I am hoping this is a simple problem to solve, but I fear I am at the limit of my knowledge on this one and despite some serious Google searches and trying many different recommended approaches I am struggling to come up with a solution.
Eventually I will have a sophisticated caching mechanism for my app in which the table view checks the local machine for the images before going out and getting them form the server and maybe has a progress indicator until the images are retrieved. Right now even local image population can be sluggish if the image's are large enough using a synchronous process.
Any and all help would be very much appreciated.
Solution Update
In case anyone else needs a similar solution thanks to Ben's help here is what I came up with (generically modified for posting of course). Bear in mind that I have also implemented a custom caching of images and have made my image loading class generic enough to be used by various places in my app for calling images.
In my calling method, which in my case was a custom cell within a table...
ImageLoaderClass * myLoader = [[[ImageLoaderClass alloc] init] autorelease];
[myLoader fetchImageWithURL:#"/my/thumbnail/path/with/filename.png"
forMethod:#"myUniqueRef"
withId:1234
saveToCache:YES
cachePath:#"/path/to/my/custom/cache"];
This creates an instance of myLoader class and passes it 4 parameters. The URL of the image I want to get, a unique reference that I use to determine which class made the call when setting up the notification observers, the ID of the image, whether I want to save the image to cache or not and the path to the cache.
My ImageLoaderClass defines the method called above where I set what is passed from the calling cell:
-(void)fetchImageWithURL:(NSString *)imageURL
forMethod:(NSString *)methodPassed
withId:(int)imageIdPassed
saveToCache:(BOOL)shouldISaveThis
cachePath:(NSString *)cachePathToUse
{
NSURLRequest *theRequest=[NSURLRequest requestWithURL:[NSURL URLWithString:imageURL]
cachePolicy:NSURLRequestUseProtocolCachePolicy
timeoutInterval:60.0];
// Create the connection with the request and start loading the data
NSURLConnection *theConnection=[[NSURLConnection alloc] initWithRequest:theRequest delegate:self];
if (theConnection) {
// Create the NSMutableData that will hold
// the received data
// receivedData is declared as a method instance elsewhere
receivedData = [[NSMutableData data] retain];
// Now set the variables from the calling class
[self setCallingMethod:methodPassed];
[self setImageId:imageIdPassed];
[self setSaveImage:shouldISaveThis];
[self setImageCachePath:cachePathToUse];
} else {
// Do something to tell the user the image could not be downloaded
}
}
In the connectionDidFinishLoading method I saved the file to cache if needed and made a notification call to any listening observers:
- (void)connectionDidFinishLoading:(NSURLConnection *)connection
{
NSLog(#"Succeeded! Received %d bytes of data",[receivedData length]);
// Create an image representation to use if not saving to cache
// And create a dictionary to send with the notification
NSImage * mImage = [[NSImage alloc ] initWithData:receivedData];
NSMutableDictionary * mDict = [[NSMutableDictionary alloc] init];
// Add the ID into the dictionary so we can reference it if needed
[mDict setObject:[NSNumber numberWithInteger:imageId] forKey:#"imageId"];
if (saveImage)
{
// We just need to add the image to the dictionary and return it
// because we aren't saving it to the custom cache
// Put the mutable data into NSData so we can write it out
NSData * dataToSave = [[NSData alloc] initWithData:receivedData];
if (![dataToSave writeToFile:imageCachePath atomically:NO])
NSLog(#"An error occured writing out the file");
}
else
{
// Save the image to the custom cache
[mDict setObject:mImage forKey:#"image"];
}
// Now send the notification with the dictionary
NSNotificationCenter *nc = [NSNotificationCenter defaultCenter];
[nc postNotificationName:callingMethod object:self userInfo:mDict];
// And do some memory management cleanup
[mImage release];
[mDict release];
[connection release];
[receivedData release];
}
Finally in the table controller set up an observer to listen for the notification and send it off to the method to handle re-displaying the custom cell:
-(id)init
{
[super init];
NSNotificationCenter *nc = [NSNotificationCenter defaultCenter];
[nc addObserver:self selector:#selector(updateCellData:) name:#"myUniqueRef" object:nil];
return self;
}
Problem solved!
My solution is to use Grand Central Dispatch (GCD) for this purpose, you could save the image to disc too in the line after you got it from the server.
- (NSView *)tableView:(NSTableView *)_tableView viewForTableColumn:(NSTableColumn *)tableColumn row:(NSInteger)row
{
SomeItem *item = [self.items objectAtIndex:row];
NSTableCellView *cell = [_tableView makeViewWithIdentifier:tableColumn.identifier owner:self];
if (item.artworkUrl)
{
cell.imageView.image = nil;
dispatch_async(dispatch_queue_create("getAsynchronIconsGDQueue", NULL),
^{
NSURL *url = [NSURL URLWithString:item.artworkUrl];
NSImage *image = [[NSImage alloc] initWithContentsOfURL:url];
cell.imageView.image = image;
});
}
else
{
cell.imageView.image = nil;
}
return cell;
}
(I am using Automatic Reference Counting (ARC) therefore there are no retain and release.)
Your intuition is correct; you want to have a callback from the object which is the NSURLConnection’s delegate to the controller which manages the table view, which would update your data source and then call -setNeedsDisplayInRect: with the rect of the row to which the image corresponds.
Have you tried using the initWithContentsOfURL: method?