My Mac app is crashing with exc_bad_access on the run loops.
So I enabled NSZombies, and Now I don't see such error as expected ( As the objects are not de-allocated).
But, I don't find any useful NSZombie Log in the console.
Is there a way to identify the issue ?
It's challenging. The most common cause of this error in Cocoa is directly accessing your ivars rather than using accessors. Accessors make the vast majority of memory crashes go away.
That said, they're not the only cause of memory errors. You may be accessing memory other ways. NSZombie does one specific thing: When you deallocate an object, NSZombie says "don't actually deallocate the object." Instead it turns the object into a zombie object that prints an error if you send it messages. But that only helps if the crash is due to sending a message to a deallocated instance. It could be lots of other things.
You should start first with the crash stack itself. Look up the stack and see what kind of object it might be, or who might be calling it.
Read TN2124, particularly the section on the BSD Memory Allocator, and the Enabling the Malloc Debugging Features section of the memory Usage Performance Guidelines. There are lower-level tools than NSZombie that you can use. MallocScribble is often the most useful. It overwrites deallocated memory with 0x55 so that you're more likely to crash sooner, and to make it easier to detect deallocated memory in the debugger. MallocPreScribble is useful for finding uninitialized memory, but this really only helps if you do raw malloc calls. ObjC objects are always pre-initialized.
And of course you have to put on your detective hat. What parts of your program are most suspicious? Are you doing multi-threaded work (that can cause memory crashes if you don't lock correctly).
If it reproduces easily, then you'll figure it out. If it only happens occasionally, well... I've hunted bugs like that for many months sometimes. Sometimes it's just hard.
You need to use memory profiler for that. Just build with Profile option and select Leaks.
Related
I just started creating an app using SceneKit and SpriteKit and ARC for the first time. I noticed that the memory usage is quickly increasing when I switch between different Views. My first thought was that I have memory leaks but I am not sure now. The behavior even occurs in this basic example:
for(int r=0;r<9999999;r+=1){
NSString *s=[NSString stringWithFormat:#"test%i",r];
s=nil;
}
From my understanding an NSString Object is created and directly released in this loop. I've tried this example in the iPhone-Simulator and on an iPhone and it makes the app use several hundreds MB of RAM after this loop is executed. (I am checking the memory usage with the Xcode debug navigator)
I am obviously misunderstanding something. Why is this example still retaining memory afterwards?
edit:
You could also create a new project: iOS -> Game -> Game Technology: SceneKit
Then add this into viewDidLoad:
for(int r=0;r<999999;r+=1){
SCNNode *tn=[SCNNode node];
tn=nil;
}
The memory will peak at 550MB and go down to 300MB which would be to much if there objects were fully released and removed from the RAM.
Don't rely on NSString for memory diagnostics. It has fairly atypical behavior.
This is a not-uncommon scenario, one that I've seen on S.O. more than once, that in an attempt to reduce some complicated memory problem to something simpler, the developer creates a simplified example using NSString, unaware that choosing that particular class introduces curious, unrelated behaviors. The new "Debug Memory Graph" tool or the old tried-and-true Instruments (discussed below) is the best way to diagnose the underlying issues in one's code.
As an aside, you talk about releasing objects immediately. If your method doesn't start with alloc, new, copy or mutableCopy, the object returned will not deallocated immediately after falling out of scope, because they're autorelease objects. They're not released until the autorelease pool is drained (e.g., you yield back to the run loop).
So, if your app's "high water" mark is too high, but memory eventually falls back to acceptable levels, then consider the choice of autorelease objects (and/or the introducing of your own autorelease pools). But generally this autorelease vs non-autorelease object distinction is somewhat academic unless you have a very long running loop in which you're allocating many objects prior to yielding back to the run loop.
In short, autorelease objects don't affect whether objects are deallocated or not, but merely when they are deallocated. I only mention this in response to the large for loop and the contention that objects should be deallocated immediately. The precise timing of the deallocation is impacted by the presence of autorelease objects.
Regarding your rapid memory increase in your app, it's likely to be completely unrelated to your example here. The way to diagnose this is to use Instruments (as described in WWDC 2013 Fixing Memory Issues). In short, choose "Product" - "Profile" and choose the "Leaks" tool (which will grab the essential "Allocations" tool, as well), exercise the app, and then look at precisely what was allocated and not released.
Also, Xcode 8's "Debug Object Graph" tool is incredibly useful, too, and is even easier to use. It is described in WWDC 2016's Visual Debugging with Xcode. With this tool you can see a list of objects in the left panel, and when you choose one, you can see the object graph associated with that object, so you can diagnose what unresolved references you might still have:
By the way, you might try simulating a memory warning. Cocoa objects do all sorts of caching, some of which is purged when there's memory pressure.
If you turned on any memory debugging options (e.g., zombies) on your scheme, be aware that those cause additional memory growth as it captures the associated debugging information. You might want to turn off any debugging options before analyzing leaked, abandoned or cached memory.
Bottom line, if you're seeing growth of a couple of kb per iteration and none of the objects that you instantiate are showing up and you don't have any debugging options turned on, then you might not need to worry about it. Many Cocoa objects are doing sundry cacheing that is outside of our control and it's usually negligible. But if memory is growing by mb or gb every iteration (and don't worry about the first iteration, but only subsequent ones), then that's something you really need to look at carefully.
Is there a way to prevent an EXC_BAD_ACCESS from crashing an app, like with #try..#catch you can handle an exception gracefully.
Update:
The code crashes when it attempts to dereference an invalid pointer. This is a third party library and it interfaces with external hardware so I can't debug locally. I am trying to prevent it from crashing and output data to a debugging console on my app.
In ObjC, try/catch do not handle exceptions particularly gracefully. You will still leak memory and leave the system in an undefined state. With rare exception, the expectation is that you are simply catching so you can log some things before crashing. And in general, you should not use #catch anywhere but at the top level of your program for this purpose. There are some extraordinary situations where limited use of exceptions may be appropriate, but they are rare in ObjC. See the Exception Programming Guide for some more information. See especially the following from the ObjC ARC documentation:
The standard Cocoa convention is that exceptions signal programmer error and are not intended to be recovered from. Making code exceptions-safe by default would impose severe runtime and code size penalties on code that typically does not actually care about exceptions safety. Therefore, ARC-generated code leaks by default on exceptions, which is just fine if the process is going to be immediately terminated anyway. Programs which do care about recovering from exceptions should enable the option [-fobjc-arc-exceptions, which imposes speed and memory penalties on your program].
The same is true of EXC_BAD_ACCESS. You can catch it with a signal handler for the purpose of recording some information and then finishing your crash. For a good tool for doing this see PLCrashReporter. It is very difficult to write such a handler correctly, so I strongly recommend using an existing framework. You can easily get into deadlocks that drain the user's battery if you catch EXC_BAD_ACCESS incorrectly.
You get EXC_BAD_ACCESS often because you sent a message to a released object. Then you can examine the NSZombie. What is an NSZombie? You can see : this. It will catch the
EXC_BAD_ACCESS because of sent a message to the released object.
You can set NSZombie like this : Check the Enable Zombie Objects
And you can also get EXC_BAD_ACCESS because of the memory warnings level is too high , or your memory is too high , so the apple will shut your app down. This EXC_BAD_ACCESS is too hard to prevent . I think the only way is to manage your memory as low as you can , sometimes you can see the log where is receive memory warning , when the level is high, it may getEXC_BAD_ACCESS
You can rewrite your code to not have these errors. Try not to reference any null pointers and keep references to any object that you want to have access to.
I'm trying to track down some bugs, and one of them is related to a memory leak. It's an object that I can tell that something still has a reference to, since Instruments still shows it as being alive, but Instruments does not register it as a leak.
Is there anyway to look at an instance of an object in Objective-C and see what other objects still have a reference to that object?
I would recommend using the Allocations/ObjectAllocations Instruments template and then in the top right corner type the class name of your object (in the Category field).
You can then see the allocations increasing as you suggest and by viewing the extended detail you can see where they were allocated.
All content below this point was added by the OP (joshbuhler)
In the screenshot below, change the filter to "Objects List", and then by clicking on the little arrow to the right of the object's address, the history of memory events (alloc/retain/release/dealloc) will be show for that object. It won't show you exactly what is hanging onto that object, but it will give you some very useful info for tracking it down.
Cautionary Tail: :)
In the process of searching for a memory leak, I set a breakpoint (really a logpoint) in Xcode that would log the value of self when it was triggered troublesome logpoint image. Meanwhile I found the leak and patched it, but the memory usage wasn't leveling out, and my de-init was never getting called. The logpoint I set earlier was actually causing the retain count of my object to increase, and in turn that prevented de-init from ever getting called. I happened to discover this after several hours of wild goose chases which culminated in me stepping through my object's methods line by line, issuing p CFGetRetainCount(self) from debug console. When I stepped over the line with the logpoint, the retain count went up. At first I assumed it was some strange side effect of my code. I moved that logpoint so that I could set a normal breakpoint on that line, and my problem moved with it. I disabled the logpoint and the leak was gone. Hopefully this can help someone else.
If you're using xCode you can use the Performance tools to find the memory leaks. That will give you a nice graph of ALL memory allocation and if they are released or leaked.
xcode -> run -> Start with Performance Tools -> Leaks.
Memory leak detection tools
As the title says, my app crashes when garbage collection is not enabled. The app pops up for a few seconds and then it just crashes, with nothing but this in the debugger console:
[Session started at 2009-08-17 15:03:20 -0600.]
GNU gdb 6.3.50-20050815 (Apple version gdb-966) (Tue Mar 10 02:43:13 UTC 2009)
Copyright 2004 Free Software Foundation, Inc.
GDB is free software, covered by the GNU General Public License, and you are
welcome to change it and/or distribute copies of it under certain conditions.
Type "show copying" to see the conditions.
There is absolutely no warranty for GDB. Type "show warranty" for details.
This GDB was configured as "i386-apple-darwin".sharedlibrary apply-load-rules all
Attaching to process 12535.
unable to read unknown load command 0x22
unable to read unknown load command 0x22
unable to read unknown load command 0x22
unable to read unknown load command 0x22
I don't know why its happening. I think its probably a memory management issue. I used AnalysisTool (front-end to Clang Static Analyzer) to check for leaks and memory management issues, and I fixed the issues it found. Running the app through Instruments however reveals a memory leak around the time it starts. I have no idea where this leak is coming from...With garbage collection enabled the app runs fine, but Instruments still finds a leak.
Source code is available upon request
Thanks
Since the error says it occurs when calling [CFArray countByEnumeratingWithState:objects:count:] on a deallocated object, that gives you a fairly good idea of where to look. That method is part of part of NSFastEnumeration, so unless you're calling that method directly (highly unlikely), it is being invoked from within a for (... in ...) loop on your array object. If you can figure out where that is, you can set a breakpoint on (or just before) the for loop and check whether your object has been deallocated. The most likely cause of the problem is failing to properly retain the array, and it is probably released by the run loop draining an NSAutoReleasePool.
XCode has a bunch of memory profiling support built in - turning those on might reveal more information. I found these links particularly helpful:
http://developer.apple.com/technotes/tn2004/tn2124.html#SECMALLOC
http://www.cocoadev.com/index.pl?NSZombieEnabled
http://www.cocoadev.com/index.pl?DebuggingTechniques
http://www.cocoadev.com/index.pl?DebuggingAutorelease
You're probably releasing an object when you shouldn't, then sending it a subsequent message. unfortunately, the crash (where the subsequent message is sent) isn't where the problem is - it's where you are releasing (or worse, deallocing) where you shouldn't. The clang static analyser isn't foolproof, and blindingly following the advice won't necessarily have helped.
If it crashes after showing something for a few seconds, it may indicate that something that needed to be retained was released by the autorelease pool at the end of the run loop. Have a look at places where you assign variables with objects returned by other methods. Any method without "new", "copy", "alloc" (there's a few others I think) in the name usually indicates that you'll need to retain it if you want to keep using it.
It could also mean that you have released something that you shouldn't have and it was released again by the autorelease pool. Have a look at all the places you are releasing objects and make sure that you are only releasing objects that you have either retained yourself, or releasing objects returned by methods that explicitly state ownership, such as "new", "alloc", "copy", "mutableCopy" and so on.
Memory (and resource) leaks happen. How do you make sure they don't?
What tips & techniques would you suggest to help avoid creating memory leaks in first place?
Once you have an application that is leaking how do you track down the source of leaks?
(Oh and please avoid the "just use GC" answer. Until the iPhone supports GC this isn't a valid answer, and even then - it is possible to leak resources and memory on GC)
In XCode 4.5, use the built in Static Analyzer.
In versions of XCode prior to 3.3, you might have to download the static analyzer. These links show you how:
Use the LLVM/Clang Static Analyzer
To avoid creating memory leaks in the first place, use the Clang Static Analyzer to -- unsurprisingly -- analyse your C and Objective-C code (no C++ yet) on Mac OS X 10.5. It's trivial to install and use:
Download the latest version from this page.
From the command-line, cd to your project directory.
Execute scan-build -k -V xcodebuild.
(There are some additional constraints etc., in particular you should analyze a project in its "Debug" configuration -- see http://clang.llvm.org/StaticAnalysisUsage.html for details -- the but that's more-or-less what it boils down to.)
The analyser then produces a set of web pages for you that shows likely memory management and other basic problems that the compiler is unable to detect.
If your project does not target Mac OS X desktop, there are a couple of other details:
Set the Base SDK for All Configurations to an SDK that uses the Mac OS X desktop frameworks...
Set the Command Line Build to use the Debug configuration.
(This is largely the same answer as to this question.)
Don't overthink memory management
For some reason, many developers (especially early on) make memory management more difficult for themselves than it ever need be, frequently by overthinking the problem or imagining it to be more complicated than it is.
The fundamental rules are very simple. You should concentrate just on following those. Don't worry about what other objects might do, or what the retain count is of your object. Trust that everyone else is abiding by the same contract and it will all Just Work.
In particular, I'll reiterate the point about not worrying about the retain count of your objects. The retain count itself may be misleading for various reasons. If you find yourself logging the retain count of an object, you're almost certainly heading down the wrong path. Step back and ask yourself, are you following the fundamental rules?
Always use accessor methods; declare accessors using properties
You make life much simpler for yourself if you always use accessor methods to assign values to instance variables (except in init* and dealloc methods). Apart from ensuring that any side-effects (such as KVO change notifications) are properly triggered, it makes it much less likely that you'll suffer a copy-and-paste or some other logic error than if you sprinkle your code with retains and releases.
When declaring accessors, you should always use the Objective-C 2 properties feature. The property declarations make the memory management semantics of the accessors explicit. They also provide an easy way for you to cross-check with your dealloc method to make sure that you have released all the properties you declared as retain or copy.
The Instruments Leaks tool is pretty good at finding a certain class of memory leak. Just use "Start with Performance Tool" / "Leaks" menu item to automatically run your application through this tool. Works for Mac OS X and iPhone (simulator or device).
The Leaks tool helps you find sources of leaks, but doesn't help so much tracking down the where the leaked memory is being retained.
Follow the rules for retaining and releasing (or use Garbage Collection). They're summarized here.
Use Instruments to track down leaks. You can run an application under Instruments by using Build > Start With Performance Tool in Xcode.
I remember using a tool by Omni a while back when I was trying to track down some memory leaks that would show all retain/release/autorelease calls on an object. I think it showed stack traces for the allocation as well as all retains and releases on the object.
http://www.omnigroup.com/developer/omniobjectmeter/
First of all, it's vitally important that your use of [ ] and { } brackets and braces match the universal standard. OK, just kiddin'.
When looking at leaks, you can assume that the leak is due to a problem in your code but that's not 100% of the fault. In some cases, there may be something happening in Apple's (gasp!) code that is at fault. And it may be something that's hard to find, because it doesn't show up as cocoa objects being allocated. I've reported leak bugs to Apple in the past.
Leaks are sometimes hard to find because the clues you find (e.g. hundreds of strings leaked) may happen not because those objects directly responsible for the strings are leaking, but because something is leaking that object. Often you have to dig through the leaves and branches of a leaking 'tree' in order to find the 'root' of the problem.
Prevention: One of my main rules is to really, really, really avoid ever allocating an object without just autoreleasing it right there on the spot. Anywhere that you alloc/init an object and then release it later on down in the block of code is an opportunity for you to make a mistake. Either you forget to release it, or you throw an exception so that the release never gets called, or you put a 'return' statement for early exit somewhere in the method (something I try to avoid also).
You can build the beta port of Valgrind from here: http://www.sealiesoftware.com/valgrind/
It's far more useful than any static analysis, but doesn't have any special Cocoa support yet that I know of.
Obviously you need to understand the basic memory management concepts to begin with. But in terms of chasing down leaks, I highly recommend reading this tutorial on using the Leaks mode in Instruments.