NSImageView is not deallocated using ARC - objective-c

Im pretty new to Cocoa development, and I probably do not clearly understand how ARC works.
My problem is that when I'm using NSImageView it is not getting deallocated as I want so the program is leaking memory.
__block CMTime lastTime = CMTimeMake(-1, 1);
__block int count = 0;
[_imageGenerator generateCGImagesAsynchronouslyForTimes:stops
completionHandler:^(CMTime requestedTime, CGImageRef image, CMTime actualTime,
AVAssetImageGeneratorResult result, NSError *error)
{
if (result == AVAssetImageGeneratorSucceeded)
{
if (CMTimeCompare(actualTime, lastTime) != 0)
{
NSLog(#"new frame found");
lastTime = actualTime;
}
else
{
NSLog(#"skipping");
return;
}
// place the image onto the view
NSRect rect = CGRectMake((count+0.5) * 110, 100, 100, 100);
// the problem is here!!! ImageView object gets allocated, but never released by the program even though I'm using ARC
NSImageView *imgV = [[NSImageView alloc] initWithFrame:rect];
[imgV setImageScaling:NSScaleToFit];
NSImage *myImage = [[NSImage alloc] initWithCGImage:image size:(NSSize){50.0,50.0}];
[imgV setImage:myImage];
[self.window.contentView addSubview: imgV];
}
if (result == AVAssetImageGeneratorFailed)
{
NSLog(#"Failed with error: %#", [error localizedDescription]);
}
if (result == AVAssetImageGeneratorCancelled)
{
NSLog(#"Canceled");
}
count++;
}];
Therefore, when I'm returning to this block again t generate new images and display them, everything works perfect except that my program memory use increases by the number of views got created.
If anyone can help me with this I would really appreciate it! Thank you!

Your problem is that you don't remove your subviews when you are generating new ones - make sure you remove your subviews before with something along those lines:
NSArray *viewsToRemove = [self.contentView subviews];
for (NSView *v in viewsToRemove) {
[v removeFromSuperview];
}
So your problem is not related to the usage of ARC actually. Each time you create a NSImageView and add it to contentView it is your responsability to remove them before adding a series of new ones. Note that adding those views to contentView will increment the ref count by one and removing them from the contentView will decrement the ref count by one leading to the memory usage for those views being freed by the system (because nothing else is retaining your views in btw).

Offending piece of code:
[self.window.contentView addSubview: imgV];
You've allocated an NSImageView. and keep adding it to the view. You never remove it, meaning the view is creating many references to different instances of the same object, all allocating their own piece of memory.
Solution: You'll need to keep track of the view, to make sure you can remove it later. Typically, I use class extensions.
For example:
#interface ClassName() {
NSImageView* m_imgV;
}
#end
....
// place the image onto the view
NSRect rect = CGRectMake((count+0.5) * 110, 100, 100, 100);
if (m_imgV) {
[m_imgV removeFromSuperView];
}
m_imgV = [[NSImageView alloc] initWithFrame:rect];
[m_imgV setImageScaling:NSScaleToFit];
NSImage *myImage = [[NSImage alloc] initWithCGImage:image size:(NSSize){50.0,50.0}];
[m_imgV setImage:myImage];
[self.window.contentView addSubview:m_imgV];

I was fighting with this problem for the whole day and finally found the way. For some reason the program wanted me to add a whole function which looks like:
// remove all the view from the superview
// and clean up a garbage array
-(void) killAllViews
{
for (NSImageView *iv in _viewsToRemove)
{
[iv removeFromSuperview];
}
[_viewsToRemove removeAllObjects]; // clean out the array
}
where _viewsToRemove is an array of NSImageViews which I'm filling every time my block is generating new images and adds them to the view.
Still don't understand why just adding the pure code from inside my killAllViews method somewhere into program couldn't solve the problem. Right now I'm basically doing the same, but just calling this method.

Related

Image generator ( generateCGImagesAsynchronouslyForTimes method) doesn't give live results

Pretty new to cocoa development and really stuck with probably a fundamental problem.
So in short, my app UI looks like a simple window with a nsslider at the bottom. What I need is to generate N images and place them, onto N nsviews in my app window.
What it does so far:
I'm clicking on the slider (holding it) and dragging it. While I'm dragging it nothing happens to my views (pictures are not generated). When I release the slider the pictures got generated and my view get filled with them.
What I want:
- I need the views to be filled with pictures as I'm moving the slider.
I figured out the little check box on the NSSlider properties, which is continuous, and I'm using it, but my image generator still doesn't do anything until I release the slider.
Here is my code:
// slider move action
- (IBAction)sliderMove:(id)sender
{
[self generateProcess:[_slider floatValue];
}
// generation process
- (void) generateProcess:(Float64) startPoint
{
// create an array of times for frames to display
NSMutableArray *stops = [[NSMutableArray alloc] init];
for (int j = 0; j < _numOfFramesToDisplay; j++)
{
CMTime time = CMTimeMakeWithSeconds(startPoint, 60000);
[stops addObject:[NSValue valueWithCMTime:time]];
_currentPosition = initialTime; // set the current position to the last frame displayed
startPoint+=0.04; // the step between frames is 0.04sec
}
__block CMTime lastTime = CMTimeMake(-1, 1);
__block int count = 0;
[_imageGenerator generateCGImagesAsynchronouslyForTimes:stops
completionHandler:^(CMTime requestedTime, CGImageRef image, CMTime actualTime,AVAssetImageGeneratorResult result, NSError *error)
{
if (result == AVAssetImageGeneratorSucceeded)
{
if (CMTimeCompare(actualTime, lastTime) != 0)
{
NSLog(#"new frame found");
lastTime = actualTime;
}
else
{
NSLog(#"skipping");
return;
}
// place the image onto the view
NSRect rect = CGRectMake((count+0.5) * 110, 500, 100, 100);
NSImageView *iView = [[NSImageView alloc] initWithFrame:rect];
[iView setImageScaling:NSScaleToFit];
NSImage *myImage = [[NSImage alloc] initWithCGImage:image size:(NSSize){50.0,50.0}];
[iView setImage:myImage];
[self.windowForSheet.contentView addSubview: iView];
[_viewsToRemove addObject:iView];
}
if (result == AVAssetImageGeneratorFailed)
{
NSLog(#"Failed with error: %#", [error localizedDescription]);
}
if (result == AVAssetImageGeneratorCancelled)
{
NSLog(#"Canceled");
}
count++;
}];
}
}
If you have any thoughts or ideas, please share with me, I will really appreciate it!
Thank you
In order to make your NSSlider continuous, open your window controller's XIB file in Interface Builder and click on the NSSlider. Then, open the Utilities area
select the Attributes Inspector
and check the "Continuous" checkbox
under the Control header. Once you've done this, your IBAction sliderMove: will be called as the slider is moved rather than once the mouse is released.
Note: Alternatively, with an
NSSlider *slider = //...
one can simply call
[slider setContinuous:YES];

UIImageView.hidden = NO; but image is not visible?

SomeImage is UIImageView* globally declared
-(void)InMethodCalledFromViewDidLoad
{
SomeImage = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"SomeImage.png"]];
SomeImage.frame = CGRectMake(0, 640, 1024,110);
[self.view addSubview:SomeImage];
SomeImage.hidden = YES;
[self OneMoreMethod];
}
-(void)OneMoreMethod{
SomeImage.hidden = NO;//image becomes visible
[self SecondMethod];
/*but now from this point onwards even if SomeImage.hidden changed to NO then only nummerical value of SomeImage.hidden changes but image itself stays hidden doesnt become visible at all */
}
-(void)SecondMethod
{
int tmp = 0;
NSArray* PosAndSizeArrForCurrSlot = [[PosAndSizeArr objectAtIndex:SlotId] componentsSeparatedByCharactersInSet:[NSCharacterSet characterSetWithCharactersInString:#" "]];
for(NSString* values in PosAndSizeArrForCurrSlot)
PositionAndSize[tmp++] = [values intValue];
}
i am not able to understand why SomeImage is not being visible even after setting hiiden property to NO after SecondMethod is called.
What kind of device are you trying to display the image on?
SomeImage.frame = CGRectMake(0, 640, 1024,110);
Will most likely try to display the imageview outside of the visible area of your device.
Also you should really consult this guide: http://google-styleguide.googlecode.com/svn/trunk/objcguide.xml
Only constants and classes should start with a capital letter, variable and method names should always start with a lowercase letter.
This might be a "duh" answer, but seems to always bite me in the butt, is your imageview connected to your .xib? If the outlet isn't set, it won't receive the changes.
Can you put some NSLog on the front and end, so that you can make sure the code will execute to the point you make the image visible?
-(void)OneMoreMethod{
//SomeImage.hidden = NO;//image becomes visible
NSLog(#"before SecondMethod");
[self SecondMethod];
NSLog(#"after SecondMethod");
SomeImage.hidden = NO;//image becomes visible
NSLog(#"after hidden = No");
}
What I am guess is that there is some crash in the [self SecondMethod] , then never arrive SomeImage.hidden = NO;

NSView and loading subviews on the fly

To get a sense of what I'm doing without posting pages of code... I have an NSOperation that I'm using to process files as they are added to a folder. In that NSOperation I'm using the NSNotificationCenter to send notifications to an NSView whenever a new job is started. The idea is, that I want to add a new subview to give me some information about the job that just started. The problem is I can't seem to get new subviews to draw. Here is what I have right now.
- (void)drawRect:(NSRect)dirtyRect
{
NSLog(#"Draw Count %i", [jobViewArray count]);
int i = 0;
while (i < [jobViewArray count]) {
[self addSubview:[jobViewArray objectAtIndex:i]];
}
}
and then further down:
-(void) newJobNotification: (NSNotification *) notification
{
if (!jobViewArray)
jobViewArray = [[NSMutableArray alloc] init];
++jobCount;
NSRect rect;
rect.size.width = 832;
rect.size.height = 120;
NSPoint point = { 0, ((jobCount * 120) - 120) };
rect.origin = point;
ProgressView *newJob = [[ProgressView alloc] initWithFrame:rect];
[jobViewArray addObject:newJob];
NSLog(#"Notice Count %i", [jobViewArray count]);
}
}
When I use my app to add a job, the notification is properly received by my NSView, the subview is properly added to the jobViewArray, but then when drawRect: gets called again my jobViewArray is empty. It's the first time I've tried to do something like this so I'm probably doing something completely wrong here... I guess that goes with out saying since it doesn't work huh?
You shouldn't be adding the subview to the view in drawRect:. When you receive the notification you should add the subviews there because the second time the notification comes around, you're going to add 2 subviews, then the next time 3 subviews and so one.
If you add the subview in the notification then you'll not need to mess around with the array.

Clear a CALayer

I use a CALayer and CATextLayers to lay out the numbers on a sudoku grid on the iPhone.
I have a tableView that lists some sudokus. When I tap one table cell it shows the sudoku in another viewController that is pushed on to the navigation controller.
In my - (void)viewWillAppear... method I call my - (void)loadSudoku method which I will show you below.
The problem is when you look at one sudoku, go back to the table view using the "back" button in the navigationBar and then tap another sudoku. Then the old sudoku is still there, and the new one is drawn on top of the old one.
I guess I need to clear the old one somehow. Any ideas?
I do have a background image set through the interface builder of the actual sudoku grid. I don't want to remove this.
The method that draws the sudoku looks like this:
- (void)loadSudoku
{
mainLayer = [[self view] layer];
[mainLayer setRasterizationScale:[[UIScreen mainScreen] scale]];
int col=0;
int row=0;
for(NSNumber *nr in [[self sudoku] sudoku])
{
if([nr intValue] != 0)
{
//Print numbers on grid
CATextLayer *messageLayer = [CATextLayer layer];
[messageLayer setForegroundColor:[[UIColor blackColor] CGColor]];
[messageLayer setContentsScale:[[UIScreen mainScreen] scale]];
[messageLayer setFrame:CGRectMake(col*36+5, row*42, 30, 30)];
[messageLayer setString:(id)[nr stringValue]];
[mainLayer addSublayer:messageLayer];
}
if(col==8)
{
col=0; row++;
}else
{
col++;
}
}
[mainLayer setShouldRasterize:YES];
}
To remove only text layers, you can do this –
NSIndexSet *indexSet = [mainLayer.sublayers indexesOfObjectsPassingTest:^(id obj, NSUInteger idx, BOOL *stop){
return [obj isMemberOfClass:[CATextLayer class]];
}];
NSArray *textLayers = [mainLayer.sublayers objectsAtIndexes:indexSet];
for (CATextLayer *textLayer in textLayers) {
[textLayer removeFromSuperlayer];
}
In a nutshell, the first statement gets all the indices of text layers which are a sublayer to over root layer. Then in the second statement we get all those layers in a separate array and then we remove them from their superlayer which is our root layer.
Original Answer
Try doing this,
mainLayer.sublayers = nil;

How does NSImage's data retaining behaviour work?

I have a method that constantly loads new image data from the web. Whenever all data for an image has arrived, it is forwarded to a delegate like this:
NSImage *img = [[NSImage alloc] initWithData:dataDownloadedFromWeb];
if([[self delegate] respondsToSelector:#selector(imageArrived:)]) {
[[self delegate] imageArrived:img];
}
[img release];
In imageArrived: the image data is assigned to an NSImageView:
- (void)imageArrived:(NSImage *)img
{
[imageView1 setImage:img];
}
This works nicely, the image is being displayed and updated with every new download cycle. I have profiled my application with Instruments to ensure that there is no leaking - it doesn't show any leaking. However, if I check with Instruments' Activity Monitor, I can see my application grabbing more and more memory with time, roughly increasing by the size of the downloaded images. If I omit [imageView1 setImage:img], memory usage stays constant. My question is: how is that happening? Is my code leaking? How does the NSImage instance within NSImageView determine when to release its data? Thanks for your answers!
When you do initWithData, the retain count on the data is incremented by one. Releasing the image does not change the retain count on the data. That's where your memory is going. The image structures are coming and going the way you want, but the data chunks are accumulating.
save the data handle separately and clean that out after disposing of the nsimage, and all should be well:
(id) olddata = 0; // global or something with persistence
your_routine
{
(id) newdata = dataDownloadedFromWeb;
NSImage *img = [[NSImage alloc] initWithData: newdata];
if([[self delegate] respondsToSelector:#selector(imageArrived:)])
{
[[self delegate] imageArrived:img];
}
[img release];
if (olddata) [olddata release];
olddata = newdata;
}
cleanup
{
if (olddata) [olddata release];
olddata = 0;
}