UPDATE
- I have fixed some mistakes in the code below and the images are displayed on the other device, but I have another problem. While video capture is open, the "master" device sends data continuously, sometimes this capture appears on "slave" device and in a very short time, the image "blinks" to blank and repeat this all time for a short period. Any idea about this?
I'm working on a app that's need to send live camera capture and live microphone capture to another device in network.
I have done the connection between devices using a TCP server and publish it with bonjour, this works like a charm.
The most important part is about to send and receive video and audio from "master" device and render it on "slave" device.
First, here a piece of code where the app get the camera sample buffer and transform in UIImage:
#implementation AVCaptureManager (AVCaptureVideoDataOutputSampleBufferDelegate)
- (void)captureOutput:(AVCaptureOutput *)captureOutput didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection *)connection
{
dispatch_sync(dispatch_get_main_queue(), ^{
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
UIImage *image = [self imageFromSampleBuffer:sampleBuffer];
NSData *data = UIImageJPEGRepresentation(image, 0.2);
[self.delegate didReceivedImage:image];
[self.delegate didReceivedFrame:data];
[pool drain];
});
}
- (UIImage *) imageFromSampleBuffer:(CMSampleBufferRef) sampleBuffer
{
CVImageBufferRef imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
CVPixelBufferLockBaseAddress(imageBuffer, 0);
size_t width = CVPixelBufferGetWidth(imageBuffer);
size_t height = CVPixelBufferGetHeight(imageBuffer);
size_t bytesPerRow = width * 4;
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
void *baseAddress = CVPixelBufferGetBaseAddress(imageBuffer);
CGContextRef context = CGBitmapContextCreate(
baseAddress,
width,
height,
8,
bytesPerRow,
colorSpace,
kCGImageAlphaNoneSkipFirst | kCGBitmapByteOrder32Little
);
CGImageRef quartzImage = CGBitmapContextCreateImage(context);
UIImage *image = [UIImage imageWithCGImage:quartzImage];
CGImageRelease(quartzImage);
CGColorSpaceRelease(colorSpace);
CGContextRelease(context);
CVPixelBufferUnlockBaseAddress(imageBuffer, 0);
return image;
}
#end
The message "[self.delegate didReceivedImage:image];" is just to test the image capture on master device, and this image works on capture device.
The next is about how to I send it to network:
- (void) sendData:(NSData *)data
{
if(_outputStream && [_outputStream hasSpaceAvailable])
{
NSInteger bytesWritten = [_outputStream write:[data bytes] maxLength:[data length]];
if(bytesWritten < 0)
NSLog(#"[ APP ] Failed to write message");
}
}
Look I'm using RunLoop to write and read streams, I think this is better than open and closes streams constantly.
Next, I receive the "NSStreamEventHasBytesAvailable" event on the slave device, the piece of code where handle this is:
case NSStreamEventHasBytesAvailable:
/*I can't to start a case without a expression, why not?*/
NSLog(#"[ APP ] stream handleEvent NSStreamEventHasBytesAvailable");
NSUInteger bytesRead;
uint8_t buffer[BUFFER_SIZE];
while ([_inputStream hasBytesAvailable])
{
bytesRead = [_inputStream read:buffer maxLength:BUFFER_SIZE];
NSLog(#"[ APP ] bytes read: %i", bytesRead);
if(bytesRead)
[data appendBytes:(const void *)buffer length:sizeof(buffer)];
}
[_client writeImageWithData:data];
break;
The value of BUFFER_SIZE is 32768.
I think the while block is not necessary, but I use it because if I can't read all available bytes at first iteration, I can read in the next.
So, this is the point, the stream comes correctly but the image serialized on NSData seems be corrupted, in the next, I just send data to client...
[_client writeImageWithData:data];
... and create a UIImage with data in client class simple like this...
[camPreview setImage:[UIImage imageWithData:data]];
In the camPreview (yes is a UIImageView), I have a image just to display the placeholder on the screen, when I get the imagem from network and pass to camPreview, the placeholder gets blank.
Other think is about the output, when I start the capture, first parts where I receive data, I get this message from system:
Error: ImageIO: JPEG Corrupt JPEG data: 28 extraneous bytes before marker 0xbf
Error: ImageIO: JPEG Unsupported marker type 0xbf
After some little time, I get this messages anymore.
The point is find the cause of the image not are displayed on the "slave" device.
Thanks.
I am not sure how often you are sending images, but even if it is not very often I think I would scan for the SOI and EOI markers in the JPEG data to insure you have all the data. Here is a post I quickly found
I found a answer to check jpeg format before render.
This resolved my problem and now I can display video capture from a "master" ios device to a "slave" ios device.
Related
I am using 3rd party library for image processing, this method seems to be the cause of large memory usage (+30MB) everytime it executed, and it won't release properly. Repeated use of it ends up crashing the app (memory overload). The image used is directly from camera of my iP6.
+ (UIImage *)UIImageFromCVMat:(cv::Mat)cvMat
{
NSData *data = [NSData dataWithBytes:cvMat.data length:cvMat.elemSize() * cvMat.total()];
CGColorSpaceRef colorSpace;
if (cvMat.elemSize() == 1) {
colorSpace = CGColorSpaceCreateDeviceGray();
} else {
colorSpace = CGColorSpaceCreateDeviceRGB();
}
CGDataProviderRef provider = CGDataProviderCreateWithCFData((__bridge CFDataRef)data);
CGImageRef imageRef = CGImageCreate(cvMat.cols, // Width
cvMat.rows, // Height
8, // Bits per component
8 * cvMat.elemSize(), // Bits per pixel
cvMat.step[0], // Bytes per row
colorSpace, // Colorspace
kCGImageAlphaNone | kCGBitmapByteOrderDefault, // Bitmap info flags
provider, // CGDataProviderRef
NULL, // Decode
false, // Should interpolate
kCGRenderingIntentDefault); // Intent
// UIImage *image = [[UIImage alloc] initWithCGImage:imageRef];
UIImage *image = [UIImage imageWithCGImage:imageRef];
CGImageRelease(imageRef);
CGDataProviderRelease(provider);
CGColorSpaceRelease(colorSpace);
return image;
}
I suspect the problem is here: (__bridge CFDataRef)data. I cant use CFRelease on it cause it make app crash. Project is running with ARC.
EDIT:
It seems the same code is also in openCV official website:
http://docs.opencv.org/2.4/doc/tutorials/ios/image_manipulation/image_manipulation.html
Gah!
EDIT 2
Here is the code how I use it (actually below code is also a part of the 3rd party lib, but i added some lines).
cv::Mat undistorted = cv::Mat( cvSize(maxWidth,maxHeight), CV_8UC4); // here nothing
cv::Mat original = [MMOpenCVHelper cvMatFromUIImage:_adjustedImage]; // here +30MB
//NSLog(#"%f %f %f %f",ptBottomLeft.x,ptBottomRight.x,ptTopRight.x,ptTopLeft.x);
cv::warpPerspective(original, undistorted,
cv::getPerspectiveTransform(src, dst), cvSize(maxWidth, maxHeight)); // here +16MB
_cropRect.hidden=YES;
#autoreleasepool {
_sourceImageView.image=[MMOpenCVHelper UIImageFromCVMat:undistorted]; // here +15MB (PROBLEM)
}
original.release(); // here -30MB (THIS IS OK)
undistorted.release(); // here -16MB (ok)
Guess it is a hard subject since not many people knows OpenCV that well. What I found is that most answer for the similar problem involves putting #autoreleasepool where this method is used. But seems to be not releasing memory either.
As temporary solution I resize the image fed to this method by half. At least app will last longer before it crash finally. It just works.
My current method is:
CGDataProviderRef provider = CGImageGetDataProvider(imageRef);
imageData.rawData = CGDataProviderCopyData(provider);
imageData.imageData = (UInt8 *) CFDataGetBytePtr(imageData.rawData);
I only get about 30 frames per second. I know part of the performance hit is copying the data, it'd be nice if I could just have access to the stream of bytes and not have it automatically create a copy for me.
I'm trying to get it to process CGImageRefs as fast as possible, is there a faster way?
Here's my working solutions snippet:
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {
// Insert code here to initialize your application
//timer = [NSTimer scheduledTimerWithTimeInterval:1.0/60.0 //2000.0
// target:self
// selector:#selector(timerLogic)
// userInfo:nil
// repeats:YES];
leagueGameState = [LeagueGameState new];
[self updateWindowList];
lastTime = CACurrentMediaTime();
// Create a capture session
mSession = [[AVCaptureSession alloc] init];
// Set the session preset as you wish
mSession.sessionPreset = AVCaptureSessionPresetMedium;
// If you're on a multi-display system and you want to capture a secondary display,
// you can call CGGetActiveDisplayList() to get the list of all active displays.
// For this example, we just specify the main display.
// To capture both a main and secondary display at the same time, use two active
// capture sessions, one for each display. On Mac OS X, AVCaptureMovieFileOutput
// only supports writing to a single video track.
CGDirectDisplayID displayId = kCGDirectMainDisplay;
// Create a ScreenInput with the display and add it to the session
AVCaptureScreenInput *input = [[AVCaptureScreenInput alloc] initWithDisplayID:displayId];
input.minFrameDuration = CMTimeMake(1, 60);
//if (!input) {
// [mSession release];
// mSession = nil;
// return;
//}
if ([mSession canAddInput:input]) {
NSLog(#"Added screen capture input");
[mSession addInput:input];
} else {
NSLog(#"Couldn't add screen capture input");
}
//**********************Add output here
//dispatch_queue_t _videoDataOutputQueue;
//_videoDataOutputQueue = dispatch_queue_create( "com.apple.sample.capturepipeline.video", DISPATCH_QUEUE_SERIAL );
//dispatch_set_target_queue( _videoDataOutputQueue, dispatch_get_global_queue( DISPATCH_QUEUE_PRIORITY_HIGH, 0 ) );
AVCaptureVideoDataOutput *videoOut = [[AVCaptureVideoDataOutput alloc] init];
videoOut.videoSettings = #{ (id)kCVPixelBufferPixelFormatTypeKey : #(kCVPixelFormatType_32BGRA) };
[videoOut setSampleBufferDelegate:self queue:dispatch_get_main_queue()];
// RosyWriter records videos and we prefer not to have any dropped frames in the video recording.
// By setting alwaysDiscardsLateVideoFrames to NO we ensure that minor fluctuations in system load or in our processing time for a given frame won't cause framedrops.
// We do however need to ensure that on average we can process frames in realtime.
// If we were doing preview only we would probably want to set alwaysDiscardsLateVideoFrames to YES.
videoOut.alwaysDiscardsLateVideoFrames = YES;
if ( [mSession canAddOutput:videoOut] ) {
NSLog(#"Added output video");
[mSession addOutput:videoOut];
} else {NSLog(#"Couldn't add output video");}
// Start running the session
[mSession startRunning];
NSLog(#"Set up session");
}
- (void)captureOutput:(AVCaptureOutput *)captureOutput didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection *)connection
{
//NSLog(#"Captures output from sample buffer");
//CMFormatDescriptionRef formatDescription = CMSampleBufferGetFormatDescription( sampleBuffer );
/*
if ( self.outputVideoFormatDescription == nil ) {
// Don't render the first sample buffer.
// This gives us one frame interval (33ms at 30fps) for setupVideoPipelineWithInputFormatDescription: to complete.
// Ideally this would be done asynchronously to ensure frames don't back up on slower devices.
[self setupVideoPipelineWithInputFormatDescription:formatDescription];
}
else {*/
[self renderVideoSampleBuffer:sampleBuffer];
//}
}
- (void)renderVideoSampleBuffer:(CMSampleBufferRef)sampleBuffer
{
//CVPixelBufferRef renderedPixelBuffer = NULL;
//CMTime timestamp = CMSampleBufferGetPresentationTimeStamp( sampleBuffer );
//[self calculateFramerateAtTimestamp:timestamp];
// We must not use the GPU while running in the background.
// setRenderingEnabled: takes the same lock so the caller can guarantee no GPU usage once the setter returns.
//#synchronized( _renderer )
//{
// if ( _renderingEnabled ) {
CVPixelBufferRef sourcePixelBuffer = CMSampleBufferGetImageBuffer( sampleBuffer );
const int kBytesPerPixel = 4;
CVPixelBufferLockBaseAddress( sourcePixelBuffer, 0 );
int bufferWidth = (int)CVPixelBufferGetWidth( sourcePixelBuffer );
int bufferHeight = (int)CVPixelBufferGetHeight( sourcePixelBuffer );
size_t bytesPerRow = CVPixelBufferGetBytesPerRow( sourcePixelBuffer );
uint8_t *baseAddress = CVPixelBufferGetBaseAddress( sourcePixelBuffer );
int count = 0;
for ( int row = 0; row < bufferHeight; row++ )
{
uint8_t *pixel = baseAddress + row * bytesPerRow;
for ( int column = 0; column < bufferWidth; column++ )
{
count ++;
pixel[1] = 0; // De-green (second pixel in BGRA is green)
pixel += kBytesPerPixel;
}
}
CVPixelBufferUnlockBaseAddress( sourcePixelBuffer, 0 );
//NSLog(#"Test Looped %d times", count);
CIImage *ciImage = [CIImage imageWithCVImageBuffer:sourcePixelBuffer];
/*
CIContext *temporaryContext = [CIContext contextWithCGContext:
[[NSGraphicsContext currentContext] graphicsPort]
options: nil];
CGImageRef videoImage = [temporaryContext
createCGImage:ciImage
fromRect:CGRectMake(0, 0,
CVPixelBufferGetWidth(sourcePixelBuffer),
CVPixelBufferGetHeight(sourcePixelBuffer))];
*/
//UIImage *uiImage = [UIImage imageWithCGImage:videoImage];
// Create a bitmap rep from the image...
NSBitmapImageRep *bitmapRep = [[NSBitmapImageRep alloc] initWithCIImage:ciImage];
// Create an NSImage and add the bitmap rep to it...
NSImage *image = [[NSImage alloc] init];
[image addRepresentation:bitmapRep];
// Set the output view to the new NSImage.
[imageView setImage:image];
//CGImageRelease(videoImage);
//renderedPixelBuffer = [_renderer copyRenderedPixelBuffer:sourcePixelBuffer];
// }
// else {
// return;
// }
//}
//Profile code? See how fast it's running?
if (CACurrentMediaTime() - lastTime > 3) //10 seconds
{
float time = CACurrentMediaTime() - lastTime;
[fpsText setStringValue:[NSString stringWithFormat:#"Elapsed Time: %f ms, %f fps", time * 1000 / loopsTaken, (1000.0)/(time * 1000.0 / loopsTaken)]];
lastTime = CACurrentMediaTime();
loopsTaken = 0;
[self updateWindowList];
if (leagueGameState.leaguePID == -1) {
[statusText setStringValue:#"No League Instance Found"];
}
}
else
{
loopsTaken++;
}
}
I get a very nice 60 frames per second even after looping through the data.
It captures the screen, I get the data, I modify the data and I re-show the data.
Which "stream of bytes" do you mean? CGImage represents the final bitmap data, but under the hood it may still be compressed. The bitmap may currently be stored on the GPU, so getting to it might require a GPU->CPU fetch (which is expensive, and should be avoided when you don't need it).
If you're trying to do this at greater than 30fps, you may want to rethink how you're attacking the problem, and use tools designed for that, like Core Image, Core Video, or Metal. Core Graphics is optimized for display, not processing (and definitely not real-time processing). A key difference in tools like Core Image is that you can perform more of your work on the GPU without shuffling data back to the CPU. This is absolutely critical for maintaining fast pipelines. Whenever possible, you want to avoid getting the actual bytes.
If you have a CGImage already, you can convert it to a CIImage with imageWithCGImage: and then use CIImage to process it further. If you really need access to the bytes, your options are the one you're using, or to render it into a bitmap context (which also will require copying) with CGContextDrawImage. There's just no promise that a CGImage has a bunch of bitmap bytes hanging around at any given time that you can look at, and it doesn't provide "lock your buffer" methods like you'll find in real-time frameworks like Core Video.
Some very good introductions to high-speed image processing from WWDC videos:
WWDC 2013 Session 509 Core Image Effects and Techniques
WWDC 2014 Session 514 Advances in Core Image
WWDC 2014 Sessions 603-605 Working with Metal
How does one create a new CGImageRef without a UIImage? I can't use image.CGImage
I am receiving a base64 encoded image as a std::string from a server process. The first part of the code below simulates receiving the encoded string.
- (UIImage *)testChangeImageToBase64String
{
UIImage *processedImage = [UIImage imageNamed:#"myFile.jpg"];
// UIImage to unsigned char *
CGImageRef imageRef = processedImage.CGImage;
NSData *data = (NSData *) CFBridgingRelease(CGDataProviderCopyData(CGImageGetDataProvider(imageRef)));
// encode data to Base64 NSString
NSString *base64EncodedDataString = [data base64EncodedStringWithOptions:0];
// create encoded std::string
std::string encoded([base64EncodedDataString UTF8String]);
// ***************************************************************************
// This is where we call the server method and receive the bytes in a std::string
std::string received = encoded;
// ***************************************************************************
// get Base64 encoded std::string into NSString
NSString *base64EncodedCstring = [NSString stringWithCString:encoded.c_str() encoding:[NSString defaultCStringEncoding]];
// NSData from the Base64 encoded std::string
NSData *nsdataFromBase64String = [[NSData alloc]initWithBase64EncodedString:base64EncodedCstring options:0];
Everything is good!!!!..... until I try to populate the newImage.
When I get the encoded string, I need to get a CGImageRef to get the data back into the correct format to populate a UIImage. If the data is not in the correct format the UIImage will be nil.
I need to create a new CGImageRef with the nsdataFromBase64String.
Something like:
CGImageRef base64ImageRef = [newCGImageRefFromString:nsdataFromBase64String];
Then I can use imageWithCGImage to put the data into a new UIImage.
Something like:
UIImage *imageFromImageRef = [UIImage imageWithCGImage: base64ImageRef];
Then I can return the UIImage.
return newImage;
}
Please note that the following line will NOT work:
UIImage *newImage = [[UIImage alloc] initWithData:nsdataFromBase64String];
The data needs to be in the correct format or the UIImage will be nil. Hence, my question, "How do I create a CGImageRef with NSData?"
Short-ish answer, since this is mostly just going over what I mentioned in NSChat:
Figure out what the format of the image you're receiving is as well as its size (width and height, in pixels). You mentioned in chat that it's just straight ARGB8 data, so keep that in mind. I'm not sure how you're receiving the other info, if at all.
Using CGImageCreate, create a new image using what you know about the image already (i.e., presumably you know its width, height, and so on — if you don't, you should be packing this in with the image you're sending). E.g., this bundle of boilerplate that nobody likes to write:
// NOTE: have not tested if this even compiles -- consider it pseudocode.
CGImageRef image;
CFDataRef bridgedData;
CGDataProviderRef dataProvider;
CGColorSpaceRef colorSpace;
CGBitmapInfo infoFlags = kCGImageAlphaFirst; // ARGB
// Get a color space
colorSpace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB);
// Assuming the decoded data is only pixel data
bridgedData = (__bridge CFDataRef)decodedData;
dataProvider = CGDataProviderCreateWithCFData(bridgedData);
// Given size_t width, height which you should already have somehow
image = CGImageCreate(
width, height, /* bpc */ 8, /* bpp */ 32, /* pitch */ width * 4,
colorSpace, infoFlags,
dataProvider, /* decode array */ NULL, /* interpolate? */ TRUE,
kCGRenderingIntentDefault /* adjust intent according to use */
);
// Release things the image took ownership of.
CGDataProviderRelease(dataProvider);
CGColorSpaceRelease(colorSpace);
That code's written with the idea that it's guaranteed to be ARGB_8888, the data is correct, nothing could possibly return NULL, etc. Copy/pasting the above code could potentially cause everything in a three mile radius to explode. Error handling's up to you (e.g., CGColorSpaceCreateWithName can potentially return null).
Allocate a UIImage using the CGImage. Since the UIImage will take ownership of/copy the CGImage, release your CGImageRef (actually, the docs say nothing about what UIImage does with the CGImage, but you're not going to use it anymore, so you must release yours).
This is best I've come up with for blitting a 24-bit BGR image out to an NSView.
I did trim a significant amount of CPU time by ensuring that the NSWindow host also had the same colorSpace.
I think there are 4 or 5 pixel copies going on here:
in the vImage conversion (required)
calling CGDataProviderCreateWithData
calling CGImageCreate
creating the NSBitmapImageRep bitmap
in the final blit with drawInRect (required)
Anyone want to chime in on improving it?
Any help would be much appreciated.
{
// one-time setup code
CGColorSpaceRef useColorSpace = nil;
int w = 1920;
int h = 1080;
[theWindow setColorSpace: [NSColorSpace genericRGBColorSpace]];
// setup vImage buffers (not listed here)
// srcBuffer is my 24-bit BGR image (malloc-ed to be w*h*3)
// dstBuffer is for the resulting 32-bit RGBA image (malloc-ed to be w*h*4)
...
// this is called # 30-60fps
if (!useColorSpace)
useColorSpace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB);
vImage_Error err = vImageConvert_BGR888toRGBA8888(srcBuffer, NULL, 0xff, dstBuffer, NO, 0);
CGDataProviderRef newProvider = CGDataProviderCreateWithData(NULL,dstBuffer->data,w*h*4,myReleaseProvider);
CGImageRef myImageRGBA = CGImageCreate(w, h, 8, 32, w*4, useColorSpace, kCGBitmapByteOrderDefault | kCGImageAlphaLast, newProvider, NULL, false, kCGRenderingIntentDefault);
CGDataProviderRelease(newProvider);
// store myImageRGBA in an array of frames (using NSObject wrappers) for later access (setNeedsDisplay:)
...
}
- (void)drawRect:(NSRect)dirtyRect
{
// this is called # 30-60fps
CGImageRef storedImage = ...; // retrieve from array
NSBitmapImageRep *repImg = [[NSBitmapImageRep alloc] initWithCGImage:storedImage];
CGRect myFrame = CGRectMake(0,0,CGImageGetWidth(storedImage),CGImageGetHeight(storedImage));
[repImg drawInRect:myFrame fromRect:myFrame operation:NSCompositeCopy fraction:1.0 respectFlipped:TRUE hints:nil];
// free image from array (not listed here)
}
// this is called when the CGDataProvider is ready to release its data
void myReleaseProvider (void *info, const void *data, size_t size)
{
if (data) {
free((void *)data);
data=nil;
}
}
Use CGColorSpaceCreateDeviceRGB instead of genericRGB to avoid colorspace conversion inside CG. Use kCGImageAlphaNoneSkipLast instead of kCGImageAlphaLast since we know alpha is opaque to allow for a copy instead of a blend.
After you make those changes, it would be useful to run an Instruments time profile on it to show where the time is going.
My iPad app that I am creating has to be able to create the tiles for a 4096x2992 image that is generated earlier in my app..
4096x2992 image isn't very complex (what i'm testing with) and when written to file in png format is approximately 600kb...
On the simulator, this code seems to work fine however when I run the app in tighter memory conditions (on my iPad) the process quits because it ran out of memory...
I've been using the same code in the app previously what was working fine (was only creating tiles for 3072x2244 images however)...
Either I must be doing something stupidly wrong or my #autoreleasepool's aren't working as they should (i think i mentioned that im using ARC)... When running in instruments I can just see the memory used climb up until ~500mb where it then crashes!
I've analysed the code and it hasn't found a single memory leak related to this part of my app so I'm really confused on why this is crashing on me...
Just a little history on how my function gets called so you know whats happening... The app uses CoreGraphics to render a UIView (4096x2992) with some UIImageView's inside it then it sends that UIImage reference into my function buildFromImage: (below) where it begins cutting up/resizing the image to create my file...
Here is the buildFromImage: code... the memory issues are built up from within the main loop under NSLog(#"LOG ------------> Begin tile loop ");...
-(void)buildFromImage:(UIImage *)__image {
NSLog(#"LOG ------------> Begin Build ");
//if the __image is over 4096 width of 2992 height then we must resize it! (stop crashes ect)
if (__image.size.width > __image.size.height) {
if (__image.size.width > 4096) {
__image = [self resizeImage:__image toSize:CGSizeMake(4096, (__image.size.height * 4096 / __image.size.width))];
}
} else {
if (__image.size.height > 2992) {
__image = [self resizeImage:__image toSize:CGSizeMake((__image.size.width * 2992 / __image.size.height), 2992)];
}
}
//create preview image (if landscape, no more than 748 high... if portrait, no more than 1004 high) must keep scale
NSString *temp_archive_store = [[NSString alloc] initWithFormat:#"%#/%i-temp_imgdat.zip",NSTemporaryDirectory(),arc4random()];
NSString *temp_tile_store = [[NSString alloc] initWithFormat:#"%#/%i-temp_tilestore/",NSTemporaryDirectory(),arc4random()];
//create the temp dir for the tile store
[[NSFileManager defaultManager] createDirectoryAtPath:temp_tile_store withIntermediateDirectories:YES attributes:nil error:nil];
//create each tile and add it to the compressor once its made
//size of tile
CGSize tile_size = CGSizeMake(256, 256);
//the scales that we will be generating the tiles too
NSMutableArray *scales = [[NSMutableArray alloc] initWithObjects:[NSNumber numberWithInt:1000],[NSNumber numberWithInt:500],[NSNumber numberWithInt:250],[NSNumber numberWithInt:125], nil]; //scales to loop round over
NSLog(#"LOG ------------> Begin tile loop ");
#autoreleasepool {
//loop through the scales
for (NSNumber *scale in scales) {
//scale the image
UIImage *imageForScale = [self resizedImage:__image scale:[scale intValue]];
//calculate number of rows...
float rows = ceil(imageForScale.size.height/tile_size.height);
//calulate number of collumns
float cols = ceil(imageForScale.size.width/tile_size.width);
//loop through rows and cols
for (int row = 0; row < rows; row++) {
for (int col = 0; col < cols; col++) {
NSLog(#"LOG ------> Creating Tile (%i,%i,%i)",col,row,[scale intValue]);
//build name for tile...
NSString *tile_name = [NSString stringWithFormat:#"%#_%i_%i_%i.png",#"image",[scale intValue],col,row];
#autoreleasepool {
//build tile for this coordinate
UIImage *tile = [self tileForRow:row column:col size:tile_size image:imageForScale];
//convert image to png data
NSData *tile_data = UIImagePNGRepresentation(tile);
[tile_data writeToFile:[NSString stringWithFormat:#"%#%#",temp_tile_store,tile_name] atomically:YES];
}
}
}
}
}
}
Here are my resizing/cropping functions too as these could also be causing the issue..
-(UIImage *)resizeImage:(UIImage *)inImage toSize:(CGSize)scale {
#autoreleasepool {
CGImageRef inImageRef = [inImage CGImage];
CGColorSpaceRef clrRf = CGColorSpaceCreateDeviceRGB();
CGContextRef ctx = CGBitmapContextCreate(NULL, ceil(scale.width), ceil(scale.height), CGImageGetBitsPerComponent(inImageRef), CGImageGetBitsPerPixel(inImageRef)*ceil(scale.width), clrRf, kCGImageAlphaPremultipliedFirst );
CGColorSpaceRelease(clrRf);
CGContextDrawImage(ctx, CGRectMake(0, 0, scale.width, scale.height), inImageRef);
CGImageRef img = CGBitmapContextCreateImage(ctx);
UIImage *image = [[UIImage alloc] initWithCGImage:img scale:1 orientation:UIImageOrientationUp];
CGImageRelease(img);
CGContextRelease(ctx);
return image;
}
}
- (UIImage *)tileForRow: (int)row column: (int)col size: (CGSize)tileSize image: (UIImage*)inImage
{
#autoreleasepool {
//get the selected tile
CGRect subRect = CGRectMake(col*tileSize.width, row * tileSize.height, tileSize.width, tileSize.height);
CGImageRef inImageRef = [inImage CGImage];
CGImageRef tiledImage = CGImageCreateWithImageInRect(inImageRef, subRect);
UIImage *tileImage = [[UIImage alloc] initWithCGImage:tiledImage scale:1 orientation:UIImageOrientationUp];
CGImageRelease(tiledImage);
return tileImage;
}
}
Now I never use to be that good with memory management, so I did take the time to read up on it and also converted my project to ARC to see if that could address my issues (that was a while ago) but from the results i get after profiling it in instruments I must be doing something STUPIDLY wrong for the memory to leak as bad as it does but I just can't see what i'm doing wrong.
If anybody can point out anything I may be doing wrong it would be great!
Thanks
Liam
(let me know if you need more info)
I use "UIImage+Resize". Inside #autoreleasepool {} it works fine with ARC in a loop.
https://github.com/AliSoftware/UIImage-Resize
-(void)compress:(NSString *)fullPathToFile {
#autoreleasepool {
UIImage *fullImage = [[UIImage alloc] initWithContentsOfFile:fullPathToFile];
UIImage *compressedImage = [fullImage resizedImageByHeight:1024];
NSData *compressedData = UIImageJPEGRepresentation(compressedImage, 75.0);
[compressedData writeToFile:fullPathToFile atomically:NO];
}
}