UIPasteboard limit - objective-c

How many custom UIPasteboards can be stored on a single device?I'm curious to know: 1. What the max number of UIPasteboard can be created and what will happen when MAX_NUMBER_OF_PASTEBOARDS is reached and someone tries to add another UIPasteboard to the device.

I conducted a very simple experiment for your question:
NSMutableArray *array = [[NSMutableArray alloc] init];
while (1) {
[array addObject: [UIPasteboard pasteboardWithUniqueName]];
if (array.count%100000==0) {
NSLog(#"%d",array.count);
}
}
Long story short, it's bounded by the amount of available memory on the device. This means you'll get a didReceiveMemoryWarning and eventually, the application allocating the memory for the clipboard will crash.

Related

Save multiple images quickly in iOS 6 (custom album)

I'm writing an application that will take several images from URL's, turn them into a UIImage and then add them to the photo library and then to the custom album. I don't believe its possible to add them to a custom album without having them in the Camera Roll, so I'm accepting it as impossible (but it would be ideal if this is possible).
My problem is that I'm using the code from this site and it does work, but once it's dealing with larger photos it returns a few as 'Write Busy'. I have successfully got them all to save if I copy the function inside its own completion code and then again inside the next one and so on until 6 (the most I saw it take was 3-4 but I don't know the size of the images and I could get some really big ones) - this has lead to the problem that they weren't all included in the custom album as they error'd at this stage too and there was no block in place to get it to repeat.
I understand that the actual image saving is moved to a background thread (although I don't specifically set this) as my code returns as all done before errors start appearing, but ideally I need to queue up images to be saved on a single background thread so they happen synchronously but do not freeze the UI.
My code looks like this:
UIImage *image = [UIImage imageWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:singleImage]]];
[self.library saveImage:image toAlbum:#"Test Album" withCompletionBlock:^(NSError *error) {
if (error!=nil) {
NSLog(#"Error");
}
}];
I've removed the repetition of the code otherwise the code sample would be very long! It was previously where the NSLog code existed.
For my test sample I am dealing with 25 images, but this could easily be 200 or so, and could be very high resolution, so I need something that's able to reliably do this over and over again without missing several images.
thanks
Rob
I've managed to make it work by stripping out the save image code and moving it into its own function which calls itself recursively on an array on objects, if it fails it re-parses the same image back into the function until it works successfully and will display 'Done' when complete. Because I'm using the completedBlock: from the function to complete the loop, its only running one file save per run.
This is the code I used recursively:
- (void)saveImage {
if(self.thisImage)
{
[self.library saveImage:self.thisImage toAlbum:#"Test Album" withCompletionBlock:^(NSError *error) {
if (error!=nil) {
[self saveImage];
}
else
{
[self.imageData removeObject:self.singleImageData];
NSLog(#"Success!");
self.singleImageData = [self.imageData lastObject];
self.thisImage = [UIImage imageWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:self.singleImageData]]];
[self saveImage];
}
}];
}
else
{
self.singleImageData = nil;
self.thisImage = nil;
self.imageData = nil;
self.images = nil;
NSLog(#"Done!");
}
}
To set this up, I originally used an array of UIImages's but this used a lot of memory and was very slow (I was testing up to 400 photos). I found a much better way to do it was to store an NSMutableArray of URL's as NSString's and then perform the NSData GET within the function.
The following code is what sets up the NSMutableArray with data and then calls the function. It also sets the first UIImage into memory and stores it under self.thisImage:
NSEnumerator *e = [allDataArray objectEnumerator];
NSDictionary *object;
while (object = [e nextObject]) {
NSArray *imagesArray = [object objectForKey:#"images"];
NSString *singleImage = [[imagesArray objectAtIndex:0] objectForKey:#"source"];
[self.imageData addObject:singleImage];
}
self.singleImageData = [self.imageData lastObject];
self.thisImage = [UIImage imageWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:self.singleImageData]]];
[self saveImage];
This means the rest of the getters for UIImage can be contained in the function and the single instance of UIImage can be monitored. I also log the raw URL into self.singleImageData so that I can remove the correct elements from the array to stop duplication.
These are the variables I used:
self.images = [[NSMutableArray alloc] init];
self.thisImage = [[UIImage alloc] init];
self.imageData = [[NSMutableArray alloc] init];
self.singleImageData = [[NSString alloc] init];
This answer should work for anyone using http://www.touch-code-magazine.com/ios5-saving-photos-in-custom-photo-album-category-for-download/ for iOS 6 (tested on iOS 6.1) and should result in all pictures being saved correctly and without errors.
If saveImage:toAlbum:withCompletionBlock it's using dispatch_async i fear that for i/o operations too many threads are spawned: each write task you trigger is blocked by the previous one (bacause is still doing I/O on the same queue), so gcd will create a new thread (usually dispatch_async on the global_queue is optimized by gcd by using an optimized number of threads).
You should either use semaphores to limit the write operation to a fixed number at the same time or use dispatch_io_ functions that are available from iOS 5 if i'm not mistaken.
There are plenty example on how to do this with both methods.
some on the fly code for giving an idea:
dispatch_semaphore_t aSemaphore = dispatch_semaphore_create(4);
dispatch_queue_t ioQueue = dispatch_queue_create("com.customqueue", NULL);
// dispatch the following block to the ioQueue
// ( for loop with all images )
dispatch_semaphore_wait(aSemaphore , DISPATCH_TIME_FOREVER);
[self.library saveImage:image
toAlbum:#"Test Album"
withCompletionBlock:^(NSError *error){
dispatch_semaphore_signal(aSemaphore);
}];
so every time you will have maximum 4 saveImage:toAlbum, as soon as one completes another one will start.
you have to create a custom queue, like above (the ioQueue) where to dispatch the code that does the for loop on the images, so when the semaphore is waiting the main thread is not blocked.

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;
}

multiple GLKview snapshot cause crash. Memory issue?

My goal is to make a video out of a short sequence of opengl frames (around 200 frames). So in order to do this, I use the following code to create a array of images:
NSMutableArray* images = [NSMutableArray array];
KTEngine* engine = [KTEngine sharedInstance]; //Opengl - based engine
for (unsigned int i = engine.animationContext.unitStart; i < engine.animationContext.unitEnd ; ++i)
{
NSLog(#"Render Image %d", i);
[engine.animationContext update:i];
[self.view setNeedsDisplay];
[images addObject:[view snapshot]];
}
NSLog(#"Total image rendered %d", [images count]);
[self createVideoFileFromArray:images];
So this works perfectly fine on simulator, but not on device (retina iPad). So my guess is that the device does not support so many UIimages (specially in 2048*1536). The crash always happends after 38 frames or so.
Now as for the solution, I thought to create a video for each 10 frames, and then attached them all together, but when can I know if I have enough space (is the autorelease pool drained?).
Maybe I should use a thread, process 10 images, and fire it again for the next 10 frames once it's over?
Any idea?
It seems quite likely that you're running out of memory.
To reduce memory usage, you could try to store the images as NSData using the PNG or JPG format instead. Both PNG's and JPG's are quite small when represented as data, but loading them into UIImage objects can be very memory consuming.
I would advice you to do something like below in your loop. The autorelease pool is needed to drain the returned snapshot on each iteration.
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
UIImage *image = [view snapshot];
NSData *imageData = UIImagePNGRepresentation(image);
[images addObject:imageData];
[pool release];
This of course requires your createVideoFileFromArray: method to handle pure image data instead of UIImage objects, but that should probably be feasible to implement.

If Statement not Running

I am fairly new to objective c and cocoa, however i have spent a lot of time with c++, and I have never run across this issue before.
My application needs to identify a mounted disk by name. Here is the code:
//this code will run whenever a new disk is mounted to the computer
-(void) scanForKindle:(NSNotification *) notification
{
NSMutableArray *mountedDisks = [[NSMutableArray alloc] init];
mountedDisks = [workspace mountedRemovableMedia];
NSMutableArray *ebookDevices = [[NSMutableArray alloc] init];
NSDictionary *fileAttributes = [[NSDictionary alloc] init];
int currentDisk;
for (currentDisk = 0; currentDisk < [mountedDisks count]; currentDisk++)
{
NSLog(#"Name: %#", [mountedDisks objectAtIndex:currentDisk]);
if ([mountedDisks objectAtIndex:currentDisk] == #"/Volumes/Kindle")
{
NSLog(#"Kindle has been identified");
}
}
}
I have gotten everything to work perfectly up to the if statement in the for loop. It simply wont run. any ideas why? I am sure this is a simple fix, but I cannot figure this out for the life of me.
Any help would be greatly appreciated!
That's because you are making pointer comparison between two different instances of NSStrings.
Do this instead -
if ([[mountedDisks objectAtIndex:currentDisk] isEqualToString:#"/Volumes/Kindle"])
{
NSLog(#"Kindle has been identified");
}
Use NSString's -isEqualToString: method to compare strings. == just compares the addresses of the strings.

NSFetchedResultsController predicate is a little too real time...?

So I've got an NSFetchedResultsController that I activate on ViewDidLoad with the managedobjectcontext that has been passed on from the appdelegate on load.
I put a predicate on some field let's call it "sectionNumber" and say it needs to equal 1 in my predicate.
NSFetchResultsController works fine until I add a new object to the MOContext...
I use MyMO *newObj = [NSEntityDescription insertnewentity]...
start filling the different fields
[newobj setName:#"me"];
[newobj setAge:12];
etc...
Once I put [newobj setSectionNumber:1] - it finds it at that very instant and causes the app to crash with different weird errors that all lead to EXC_BAD_ACCESS.
All of this happens on the MAIN THREAD.
Any ideas why? How could one get around that?
UPDATE:
It only happens when I use my saveMOC method which is called at the end of an NSXMLParser specific thread I spawned off. The saveMOC is called on a successful parse with the [self performSelectorOnMainThread].... If i just added the extra managedobject via ViewDidLoad (just to check weather this is related somehow to to threading) the problem does NOT occur.
So it's obviously something with the new thread even tho the selector should have been run on the main thread.
UPDATE #2:
This is my spawned thread for the XML Parser:
-(void)getAndParseXML {
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
DLog(#"Online storage");
NSXMLParser *parser = [[NSXMLParser alloc] initWithContentsOfURL:theUrl];
XMLTranslator *translator = [[XMLTranslator alloc] init];
[parser setDelegate:translator];
if ([parser parse]) {
//success call MOC change routine on main thread
DLog(#"success parsing");
[self performSelectorOnMainThread:#selector(saveMOC:) withObject:translator waitUntilDone:NO];
} else {
DLog(#"error: %#",[parser parserError]);
}
[parser setDelegate:nil];
[parser release];
DLog(#"XML parsing completed");
[pool release];
}
Then this is my saveMOC:
-(void)saveMOC:(XMLTranslator*)translator {
NSDateFormatter *formatter = [[NSDateFormatter alloc] init];
[formatter setDateFormat:#"yyyy-MM-dd HH:mm:ss"];
for (NSDictionary *dict in [translator retrievedData]) {
APost *newPost = [NSEntityDescription insertNewObjectForEntityForName:#"APost"
inManagedObjectContext:managedObjectContext];
//parse time into NSDate
[newPost setTime:[formatter dateFromString:[dict objectForKey:#"time"]]];
//author, category, description
[newPost setAuthor:[dict objectForKey:#"author"]];
[newPost setCategory:[dict objectForKey:#"category"]];
[newPost setContent:[dict objectForKey:#"description"]];
//create a post id so that the validation will be alright
[newPost setPostid:[NSNumber numberWithInteger:[[dict objectForKey:#"postid"] integerValue]]];
[newPost setSectionDesignator:sectionDesignator];
}
This saveMoc method continues and has a [managedobjectcontext save:&error] and more... but it's not relevan to our case as my method crashes I've discovered thru commenting one line after another at the point where I set the sectionDesignator since it equals to the current predicate in my NSFetchedResultsController.
The problem is most likely in the NSFetchedResultsController delegate methods or the lack thereof.
When you add a new object to any context and then save the context, that changes the persistent store which triggers the FRC on any thread to begin an update of the tableview. All the index paths change, especially if you set a value for an attribute used as a sectionNameKeyPath. If the table ask for a cell during the update, it will cause a crash because the table can ask for a cell at a index path rendered invalid by the insertion of the new managed object.
You need to make sure you implement the FRC's delegate methods and that you send the table a beginUpdate message to freeze it while the FRC changes all its index paths.
I am sorry to admit that the problem this whole time was releasing an array that held the sort descriptors in the fetch request that was used within the FRC.
Looking at alot of examples I released that array tho unlike the examples I created my array with [NSArray arrayWithObject:.............];
So there was an overrelease each time the fetch request was accessed more than once.
Feel free to close this. Thank you everybody for your help. I discovered this when peter wrote to look at the whole stack and not just one frame.
I have further analyzed the problem and have realized it occurs inside the loop.
I have further understood that it only happens when I have more than one object, meaning that one FRC takes over after an object insertion into MOC and tries to come back to the for loop, it tries to access an object or a reference that's not there. I haven't found what object causes it and how to retain it properly.
Any suggestions?
Consider the following:
for (int i=0; i<2; i++) {
NSLog(#"%i",i);
APost *thePost = [NSEntityDescription insertNewObjectForEntityForName:#"HWBPost" inManagedObjectContext:managedObjectContext];
[thePost setCategory:#"CAAA"];
[thePost setContent:#"SSSSSS"];
[thePost setSectionDesignator:sectionDesignator];
}
If I change the for loop to i<1 meaning it only runs once, the app does NOT crash. As soon as it is more than one object insertion the app crashes.