What does "Memory" usage chart/graph exactly represents in XCode 5 Debug navigator window?
I have an iOS app project with ARC disabled and no-storyboard/xib (i.e. old style). All memory management done manually using retain/release/autorelease.
When I debug the project in XCode 5, the memory pie-chart / graph show gradually increasing memory usage as the app runs, exceeds 1 GB memory footprints within half hour.
Roughly, it keeps increasing by 0.1 to 0.3 MB per 2 to 3 second with very rare memory dips/decrease (of magnitude < 0.1 MB per 30 seconds).
Is this a concern (memory leak) with respect to memory management? I did memory analysis (using Allocations/Memory Leak through Instruments on XCode 4.6) but didn't find any leaks.
Found answer myself. Unfortunately I had NSZombieEnabled (Zombie object) for debug mode - see below - (menu Product > Scheme > Edit Scheme)
Typically NSZombieEnabled tool keeps even the released objects in memory to help developer find over released objects. Refer this link - What is NSZombie?
After I unchecked "Enable Zombie Objects" option, the memory usage stabilized to about 10 mb (not always increasing) even after half hour app usage - see below -
BOTTOM LINE - Ensure to clear "Enable Zombie Objects" when you want to analyze memory usage.
It simply measures the memory your app uses. So if it is increasing it must be a memory leak.
When using the leak analysis tools, I would use it as a guideline. It may help you find leaks but with all automated tools it may not find it all. As certain pieces of code (Especially the more dynamic pieces) may be hard to predict what they do memory wise for an automated tool.
I am seeing an issue where memory (heap) grows indefinitely on heavy processing but when running the exact same binary without Xcode; memory usage is fine. Remember to test outside of Xcode -- no idea what the cause is. NSZombies and all other debug options are off.
Related
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.
I had three projects open. One of them - Spark - was very large. Upon closing spark there was NO difference in memory usage - as reported by os/x activity monitor. Note: all projects are opened within the same Intellij instance.
It is in fact using just over 4GB. And I only now have two projects open. Those two projects only take up 1.5GB if I shut down Intellij and start it up again.
So .. what to do to "encourage" Intellij to release the memory it is using? It is running very very slowly (can not keep up with my typing for example)
Update I just closed the larger of the two remaining projects. STILL no reduction in memory usage. The remaining project is a single python file. So Intellij should be using under 512Meg at this point!
Following up on #PeterGromov's answer it seems that is were difficult to obtain the memory back. In addition #KevinKrumwiede mentioned the XX:MaxHeapFreeRatio which appears to be an avenue.
Here are a couple of those ideas taken bit farther from Does GC release back memory to OS?
The HotSpot JVM does release memory back to the OS, but does so
reluctantly.
You can make it more aggressive by setting -XX:GCTimeRatio=19
-XX:MinHeapFreeRatio=20 -XX:MaxHeapFreeRatio=30 which will allow it to spend more CPU time on collecting and constrain the amount of
allocated-but-unused heap memory after a GC cycle.
Additionally with Java 9 -XX:-ShrinkHeapInSteps option can be be used
to apply the shrinking caused by the previous two options more
aggressively. Relevant OpenJDK bug.
Do note that shrinking ability and behavior depends on the chosen
garbage collector. For example G1 only gained the ability to yield
back unused chunks in the middle of the heap with jdk8u20.
So if heap shrinking is needed it should be tested for a particular
JVM version and GC configuration.
and from How to free memory in Java?
To extend upon the answer and comment by Yiannis Xanthopoulos and Hot
Licks (sorry, I cannot comment yet!), you can set VM options like this
example:
-XX:+UseG1GC -XX:MinHeapFreeRatio=15 -XX:MaxHeapFreeRatio=30 In my jdk 7 this will then release unused VM memory if more than 30% of the heap
becomes free after GC when the VM is idle. You will probably need to
tune these parameters.
While I didn't see it emphasized in the link below, note that some
garbage collectors may not obey these parameters and by default java
may pick one of these for you, should you happen to have more than one
core (hence the UseG1GC argument above).
I am going to add the -XX:MaxHeapFreeRatio to IJ and report back if it were to help.
Our application presently only runs on Java7 so the first approach above is not yet viable - but there is hope since our app is moving to jdk8 soon.
https://www.jetbrains.com/help/idea/status-bar.html
I used this:
Shows the current heap level and memory usage. Visibility of this section in the Status bar is defined by the Show memory indicator check box in the Appearance page of the Settings/Preferences dialog. It is not shown by default.
Click the memory indicator to run the garbage collector.
The underlying Java virtual machine supports only growing of its heap. So even if after closing all projects the IDE doesn't need all of it, it's still allocated and counted as used in the OS.
I was trying to debug the memory growth in generation analysis and was frustrated (Lots of objects that was the result of call toCGGlyphBitmapCreate was not being released) . Then, I ran the program on simulator and captured many generation snapshots and then I did a simulate memory warning. Almost every generation cleared to zero ( a few had a few bytes here and there). Does that mean my code is fine and I should not worry about it? How can I prevent the growth so that it wont have to wait until a simulate memory warning event to clear the growth? (By the way, all these growth was caused by system libraries)
If the memory is getting released upon memory warning, then you're probably OK. The OS will cache all sorts of stuff (that it will free/reuse as it sees fit) that you don't generally have to be concerned about.
Still, I would run the code through the static analyzer (press shift+command+B in Xcode or select "Analyze" on the Xcode "Product" menu) just to be safe.
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.
I'm trying to debug a mysterious app crash that happens after running the app for a few hours.
My hunch is that this may be memory related, as I've not done any memory optimization since starting to build my app.
I'm looking at my application with the "allocations" instrument and I see these numbers:
All allocations 4.70mb
Living 51072
Transitory 357280
Overall Bytes 100.23mb
Overall 408000
Which is the important number here? Does my app take 4.7 Mb of memory or 100 Mb? At which point should I be concerned about my app being killed for memory reasons? I want to avoid premature optimization :)
Since I'm using ARC and TabBarController, most of the controller related memory seems to be out of my hands, unless I find out how to create a tab and lazily init a controller when that tab is first touched.
Thank you!