How to get available memory in IOS using Xamarin - xamarin

I'm porting an application I built in the past using Appcelerator. This app creates tons of dynamic content, so there is a function made to watch memory. In other words: Explanations like : use the DidReceiveMemoryWarning() to clear cache or use external tools to watch memory is not applicable. The end user must observe how big and heavy your on-the-fly content is consuming. The app made using Appcelerator uses Titanium.Platform.availableMemory and it's pretty easy to use.
I can't believe that's not possible using Xamarin. Is it really impossible ? I found a library converted from Objective-C to .Net, but it's probably very old because it can't compile.
Any help in this sense ?

You can use System.GC.GetTotalMemory(false); to get the current memory. If you need available memory, you can use NSProcessInfo.ProcessInfo.PhysicalMemory. You could then override your own behavior of DidReceiveMemoryWarning() to clean up excess resources.
EX:
public override void DidReceiveMemoryWarning ()
{
photoMap.Clear ();
View = null;
photoImageView = null;
toolbar = null;
syncIsNeeded = true;
base.DidReceiveMemoryWarning();
}

Related

Can I Write a Spotlight Importer in Swift?

I need to write a Spotlight Importer for an application that I've written in Swift, and am referring to the official Apple guide for Writing a Spotlight Importer.
It seems straightforward enough, however creating a Spotlight Importer project creates a default setup for an Objective-C implementation. Now, working with Objective-C isn't a huge problem (I've used it plenty of times in the past) but everything I've written for my application is in Swift, so I'd really I'd like to write the importer in Swift too to avoid switching between languages, and also so I can share some of the code that I've already done for reading/writing files.
Firstly, is it possible to write a Spotlight Importer using Swift instead of Objective-C? And if it is, where should I start (e.g- if I take the Objective-C starting point, what would I do to switch over to Swift instead)?
It took me a bit of time to get this to work.
Instead of adding Swift code to the mdimporter, I import an embedded framework already setup for my app.
I removed all the example code except main.c and GetMetadataForFile.m.
In the latter I import my framework where all the functionality now resides as Swift code.
The built mdimporter is added to the app.
In the File Inspector set Location to Relative to Build Products.
The app then adds the mdimporter with a Copy Files Build Phase.
Destination: Wrapper
Subpath: Contents/Library/Spotlight
The following needs to be added to the Run Search Paths build setting, as we are linking to the app's embedded frameworks.
#loader_path/../../../../../Frameworks
If you get compiler error that the framework module can't be found when building the app, depending on how your workspace is set up, you might need to modify your app's Scheme.
Turn off Parallelize Build
Add the Build targets in this sequence:
Frameworks project(s)
mdimporter project
App project
The additional benefit of having all the logic in a framework, is that it can be prototyped and verified in a Playground. A million times easier than debugging an mdimporter plugin.
Yes, it is possible to write a Spotlight Importer entirely* in Swift!
*except for a few lines of code in main.m
I've just published one here: https://github.com/foxglove/MCAPSpotlightImporter
Here's a detailed blog post about the implementation process:
https://foxglove.dev/blog/implementing-a-macos-search-plugin-for-robotics-data
The difficult part of this is implementing a plugin that's compatible with the CFPlugIn architecture. (The MDImporter-specific logic is relatively minimal.) The CFPlugIn API is based on Microsoft's COM and Apple's docs are almost 20 years old.
The plugin is expected to be a block of memory conforming to a certain memory layout — specifically, the first value in the block must be a pointer to a virtual function table (vtable) for the requested interface (in the case of a MDImporter, this is either MDImporterInterfaceStruct or MDImporterURLInterfaceStruct) or the base IUnknown interface. This layout is documented here.
I wanted to organize the Swift code into a class, but you can't control the memory layout of a Swift class instance. So I created a "wrapper" block of memory which holds the vtable and an unsafe pointer to the class instance. The class has a static func allocate() which uses UnsafeMutablePointer to allocate the wrapper block, create and store the class instance in it, and also initialize the vtable.
The vtable implements the standard COM base interface (IUnknown) functions (QueryInterface, AddRef, and Release) by grabbing the class instance out of the wrapper and calling the queryInterface(), addRef(), and release() methods on the instance. It also implements the Spotlight-specific ImporterImportURLData function (or ImporterImportData). Unfortunately, in my testing, it seemed like Spotlight did not pass the correct pointer to the wrapper struct as the first argument to ImporterImportURLData, so it was impossible to call a method on the class instance, so the function that actually imports attributes for a file had to be a global function. For this reason I wasn't able to make the plug-in implementation a more generic class that could be used with any interface — it has to be tied to a specific global importer function.
I'd encourage you to view the full source on GitHub, but in the interest of not being a link-only answer, here's the core functionality:
final class ImporterPlugin {
typealias VTable = MDImporterURLInterfaceStruct
typealias Wrapper = (vtablePtr: UnsafeMutablePointer<VTable>, instance: UnsafeMutableRawPointer)
let wrapperPtr: UnsafeMutablePointer<Wrapper>
var refCount = 1
let factoryUUID: CFUUID
private init(wrapperPtr: UnsafeMutablePointer<Wrapper>, factoryUUID: CFUUID) {
self.wrapperPtr = wrapperPtr
self.factoryUUID = factoryUUID
CFPlugInAddInstanceForFactory(factoryUUID)
}
deinit {
let uuid = UUID(factoryUUID)
CFPlugInRemoveInstanceForFactory(factoryUUID)
}
static func fromWrapper(_ plugin: UnsafeMutableRawPointer?) -> Self? {
if let wrapper = plugin?.assumingMemoryBound(to: Wrapper.self) {
return Unmanaged<Self>.fromOpaque(wrapper.pointee.instance).takeUnretainedValue()
}
return nil
}
func queryInterface(uuid: UUID) -> UnsafeMutablePointer<Wrapper>? {
if uuid == kMDImporterURLInterfaceID || uuid == IUnknownUUID {
addRef()
return wrapperPtr
}
return nil
}
func addRef() {
precondition(refCount > 0)
refCount += 1
}
func release() {
precondition(refCount > 0)
refCount -= 1
if refCount == 0 {
Unmanaged<ImporterPlugin>.fromOpaque(wrapperPtr.pointee.instance).release()
wrapperPtr.pointee.vtablePtr.deinitialize(count: 1)
wrapperPtr.pointee.vtablePtr.deallocate()
wrapperPtr.deinitialize(count: 1)
wrapperPtr.deallocate()
}
}
static func allocate(factoryUUID: CFUUID) -> Self {
let wrapperPtr = UnsafeMutablePointer<Wrapper>.allocate(capacity: 1)
let vtablePtr = UnsafeMutablePointer<VTable>.allocate(capacity: 1)
let instance = Self(wrapperPtr: wrapperPtr, factoryUUID: factoryUUID)
let unmanaged = Unmanaged.passRetained(instance)
vtablePtr.initialize(to: VTable(
_reserved: nil,
QueryInterface: { wrapper, iid, outInterface in
if let instance = ImporterPlugin.fromWrapper(wrapper) {
if let interface = instance.queryInterface(uuid: UUID(iid)) {
outInterface?.pointee = UnsafeMutableRawPointer(interface)
return S_OK
}
}
outInterface?.pointee = nil
return HRESULT(bitPattern: 0x8000_0004) // E_NOINTERFACE <https://github.com/apple/swift/issues/61851>
},
AddRef: { wrapper in
if let instance = ImporterPlugin.fromWrapper(wrapper) {
instance.addRef()
}
return 0 // optional
},
Release: { wrapper in
if let instance = ImporterPlugin.fromWrapper(wrapper) {
instance.release()
}
return 0 // optional
},
ImporterImportURLData: { _, mutableAttributes, contentTypeUTI, url in
// Note: in practice, the first argument `wrapper` has the wrong value passed to it, so we can't use it here
guard let contentTypeUTI = contentTypeUTI as String?,
let url = url as URL?,
let mutableAttributes = mutableAttributes as NSMutableDictionary?
else {
return false
}
var attributes: [AnyHashable: Any] = mutableAttributes as NSDictionary as Dictionary
// Call custom global function to import attributes
let result = importAttributes(&attributes, forFileAt: url, contentTypeUTI: contentTypeUTI)
mutableAttributes.removeAllObjects()
mutableAttributes.addEntries(from: attributes)
return DarwinBoolean(result)
}
))
wrapperPtr.initialize(to: (vtablePtr: vtablePtr, instance: unmanaged.toOpaque()))
return instance
}
}
Finally, I created an #objc class that exposes this allocate function to Obj-C, where I can call it from main.m, and return the pointer to the wrapper block from the factory function. This was necessary because I didn't want to use the unstable #_cdecl attribute to expose a Swift function directly to the plug-in loader.
#objc public final class PluginFactory: NSObject {
#objc public static func createPlugin(ofType type: CFUUID, factoryUUID: CFUUID) -> UnsafeMutableRawPointer? {
if UUID(type) == kMDImporterTypeID {
return UnsafeMutableRawPointer(ImporterPlugin.allocate(factoryUUID: factoryUUID).wrapperPtr)
}
return nil
}
}
// main.m
void *MyImporterPluginFactory(CFAllocatorRef allocator, CFUUIDRef typeID) {
return [PluginFactory createPluginOfType:typeID factoryUUID:CFUUIDCreateFromString(NULL, CFSTR("your plugin factory uuid"))];
}
See my blog post for more details.
Since Apple introduced Swift as a language to be perfectly compatible with any existing Objective-C project I would suggest you just start with whatever makes things easier for you.
If you know Swift best then nothing keeps you from using that – for whatever project you might want. If you want to follow a tutorial that was written for Objective-C and not updated for Swift yet, I think you have two choices (I'd personally recommend going for the second option for now):
Write the same logic written in Objective-C within the tutorial now in Swift from scratch (nearly everything possible in Objective-C is easily possible with Swift, too). For that you need to understand the basics of Objective-C and the corresponding syntax and features in Swift though.
Start with Objective-C to follow the tutorial and keep things easier at the beginning (no need to really understand the tutorials details). Then use the great possibility of mix and matching Swift code alongside Objective-C code to customize the code for your needs or to extend it with your own pre-existing classes.
More specifically on the second option:
If you want to write new classes just use Swift – you can perfectly use everything written in Objective-C from within Swift and vice versa. If you feel you need to change classes already written in Objective-C you have these options: Extend the class written in Objective-C with a new Swift class, re-write that specific file in Swift or just edit the Objective-C file directly.
To learn more on how to mix and match Swift code alongside Objective-C I recommend reading Apples official documentation. It's part of the free iBook "Using Swift with Cocoa and Objective-C" written by Apple engineers for developers.
Unfortunately Apple actually does seem to provide their template for a Spotlight Importer from within XCode for Objective-C only at the moment. Don't know why this is though – I can't see anything stopping them from supporting Swift. We should probably report this with Apples Bug Reporter to stress the fact that people are actually asking for this.
Hope I didn't overlook anything here, otherwise my answer will be pointless. ^^
UPDATE (request)
Here are some steps on where to begin to implement the first approach:
First create a Spotlight Importer project with the latest XCode version
– Create a new "Cocoa Touch" class named exactly the same as your pre-created main Objective-C classes (e.g. "MySpotlightImporter")
Choose Swift and "Create Bridging Header" when asked during class creation
– Re-implement the code written in the ObjC-MySpotlightImporter class within the Swift class (you might want to create a Cocoa App with Core Data support in Swift and Objective-C to get some idea of their differences)
– I'm not sure if you can rewrite the GetMetaDataFile.m in Swift, too, I couldn't figure that out in my test, so you maybe need to keep it around (for now)
– In case you receive any errors along the way that point to some missing configuration just search for the related files/classes in the projects "Build settings" and apply your changes there
I hope this helps to get you started and is specific enough. I tried to do the necessary changes myself in order to provide an example project in Swift but unfortunately I couldn't get it working in a limited time. You may want to consider providing your code publicly though (e.g. on GitHub with a link posted here) in case you decide to port it yourself so others can profit from this, too.
Good luck!

C++ RAII, Prototype Design Pattern, and lazy initialization working in tandem

I'm trying my best to adhere to some strict design patterns while developing my current code base, as I am hoping I will be working on it for quite a while to come and I want it to be as flexible and clean as possible. However, in trying to combine all these design patterns to solve the current problem I am facing, I am running into some issues I'm hoping someone can advise me a bit on.
I'm working on some basic homebrewn GUI widgets that are to provide some generic click/drag/duplication behavior. On the surface, the user clicks the widget, then drags it somewhere. Having dragged it far enough, the widget will 'appear' to clone itself and leave the user dragging this new copy.
The Prototype design pattern obviously enters the foray to make this duplication functionality generalizable for many types of widgets. For most objects, the story ends there. The Prototype object is virtually an identical copy of the duplicated version the user ends up dragging.
However, one of the objects I want to duplicate has some fairly big resources attached to it, so I don't want to load them until the user actually decides to click and drag, and subsequently duplicate, that particular object. Enter Lazy initialization. But this presents me with a bit of a conundrum. I cannot just let the prototype object clone itself, as it would need to have the big resources loaded before the user duplicates the dummy prototype version. I'm also not keen on putting some logic into the object which, upon being cloned/duplicated, checks what's going on and decides if it should load in these resources. Instead, a helpful person suggested I create a kind of shell object and when it gets cloned, it were to return this more derived version containing the resources allowing for me to both use RAII and lazy initialization.
But I'm having some trouble implementing this, and I'm starting to wonder if I can even do it the way I'm thinking it should be done. Right now it looks like this:
class widgetSpawner : public widget {
public:
widgetSpawner();
~widgetSpawner();
private:
widget* mPrototypeWidget; // Blueprint with which to spawn new elements
};
class widgetAudioShell : public widget {
public:
widgetAudioShell(std::string pathToAudioFile);
widgetAudioShell( const widgetAudioShell& other );
~widgetAudioShell();
virtual widgetAudio* clone() const { return new widgetAudio(*this); };
private:
std::string mPathToAudioFile;
};
class widgetAudio : public widgetAudioShell {
public:
widgetAudio(AudioEngineAudioTrack &aTrack);
widgetAudio( const widgetAudio& other );
widgetAudio( const widgetAudioShell& other );
~widgetAudio();
virtual widgetAudio* clone() const { return new widgetAudio(*this); };
private:
AudioEngineAudioTrack &mATrack;
};
Obviously, this is not workable as the shell doesn't know the object that's using it to derive a new class. So it cannot return it via the clone function. However, if I keep the two inheritance-wise independent (as in they both inherit from widget), then the compiler complains about lack of co-variance which I think makes sense? Or maybe it's because I am again having the trouble of properly defining one before the other.
Essentially widgetAudioShell needs to know about widgetAudio so it can return a 'new' copy. widgetAudio needs to know about widgetAudioShell so it can read it's member functions when being created/cloned.
If I am not mistaken, this circular dependency is there because of my like of using references rather than pointers, and if I have to use pointers, then suddenly all my other widgets need to do the same which I'd find quite hellish. I'm hoping someone who's had their fingers in something similar might provide some wisdom?

Hot swapping bindings per request

We have an ASP.NET Web API app which uses Ninject for DI. This works perfect for use. One of the improvements we were considering is the ability to swap out parts of functionality per request based on some sort of unique identifier.
Example. Two customers use our restful api. Both get the same functionality. A third customer has paid for the super version of our api. He makes the request, we load the super dll and bind the super implementations to the standard interfaces.
Essentially what I am looking to see is can we load a DLL and swap out bindings per request using Web API and Ninject.
EDIT:
So both answers are correct for the original question but my intention is different and it is my fault for not explaining it correctly. What we have is a base layer of functionality that everyone gets. On top of this we also have the ability to implement custom logic on a per customer basis that overrides this functionality. This logic is stored as a DLL in Azure Blob Storage.
What we would like to do is when a customer makes a request is go get the DLL, bind all the custom services and then service the request using these new bindings.
Is hot swapping not the best way to do this? We are new enough to ninject so this may be a common thing that is implemented in a different way to what we are considering.
To some up, we would like to be able to service custom bindings on a per customer basis.
EDIT 2:
We use conditional bindings for items were we know that we have alternate implementations but in the scenario above until we get the customer info and scan the dll we do not know if we have alternate bindings. We don't even know if there is a dll.
We would like to do it this way so we can drop the file in rather than referencing it in the project.
I don't mind that you can swap out bindings per request. But what you can do is to use conditional binding.
Example - default bindings:
protected override Ninject.IKernel CreateKernel()
{
var kernel = new StandardKernel();
kernel.Bind<IAuthorizationService>()
.To<AuthorizationService>()
.InRequestScope();
kernel.Bind<IService>()
.To<BasicService>();
return kernel;
}
It will inject (on place where IService is needed) a BasicService for some basic user and ExtraService for VIP user.
For more information about various ways of conditional binding see Ninject - Contextual binding.
EDIT
I think you can still use conditional binding. You will only need to propagate the IKernel to place where you want to register components from new dll. For example I have this in my global.asax for dynamically loading dll modules - it runs on app startup.
Loading modules:
private void LoadAssemblies(IKernel kernel) {
foreach (var fileName in Directory.GetFiles(Server.MapPath("~/App_Data"), "*.dll")) {
Assembly loadedAssembly = Assembly.LoadFile(fileName);
try {
var moduleRegistrations = loadedAssembly.GetTypes()
.Where(t => t.IsClass && t.IsAbstract == false && typeof (IMyModuleRegistration).IsAssignableFrom(t));
foreach (var moduleRegType in moduleRegistrations ) {
IMyModuleRegistration moduleReg = (IMyModuleRegistration) Activator.CreateInstance(moduleRegType);
moduleReg.RegisterComponents(kernel);
}
}
catch (ReflectionTypeLoadException exception) {
....
}
}
}
Module definition:
public class MyExtraModule : IMyModuleRegistration
{
public void RegisterComponents(IKernel kernel)
{
kernel.Bind<IService>()
.To<ExtraService>()
.When(x => x.ParentContext
.Kernel.Get<IAuthorizationService>()
.IsVIPUser());
}
}
ExtraService will be used only when dll with MyExtraModule is loaded.
EDIT 2
You can download that dll from somewhere. Load it and then test it if it implements your registration interface. Then call that registration and you are done. The only problem I see is: where to store the reference to IKernel - probably some static property in HttpApplication will be enough. You should also track already loaded dlls.
Or in later versions of Ninject I can suggest extending the NinjectModule and then load it into kernel with kernel.Load(..) method. Look at this Modules and kernel - specially in part Dynamic Module Loading - maybe it is what you are looking for.
Use conditional bindings:
Bind<IMyService>().To<MyService>();
Bind<IMyService>().To<MyServiceForVIPs>().When(ctx => CurrentPrincipalIsVIP());
I assume that you know the core ninject modules. You can load all core ninject modules into the kernel. When the special user arrives you could unload the core module und load the user specific module into the kernel.
A better approach would be to have a special kernel in the plugin area. So actually a kernel per plugin approach wich loads the required core modules and adds the user specific ones if any. But that might have performance impacts!

C++/CLI Resource Management Confusion

I am extremely confused about resource management in C++/CLI. I thought I had a handle (no pun intended) on it, but I stumbled across the auto_gcroot<T> class while looking through header files, which led to a google search, then the better part of day reading documentation, and now confusion. So I figured I'd turn to the community.
My questions concern the difference between auto_handle/stack semantics, and auto_gcroot/gcroot.
auto_handle: My understanding is that this will clean up a managed object created in a managed function. My confusion is that isn't the garbage collector supposed to do that for us? Wasn't that the whole point of managed code? To be more specific:
//Everything that follows is managed code
void WillThisLeak(void)
{
String ^str = gcnew String ^();
//Did I just leak memory? Or will GC clean this up? what if an exception is thrown?
}
void NotGoingToLeak(void)
{
String ^str = gcnew String^();
delete str;
//Guaranteed not to leak, but is this necessary?
}
void AlsoNotGoingToLeak(void)
{
auto_handle<String ^> str = gcnew String^();
//Also Guaranteed not to leak, but is this necessary?
}
void DidntEvenKnowICouldDoThisUntilToday(void)
{
String str();
//Also Guaranteed not to leak, but is this necessary?
}
Now this would make sense to me if it was a replacement for the C# using keyword, and it was only recommended for use with resource-intensive types like Bitmap, but this isnt mentioned anywhere in the docs so im afraid ive been leaking memory this whole time now
auto_gcroot
Can I pass it as an argument to a native function? What will happen on copy?
void function(void)
{
auto_gcroot<Bitmap ^> bmp = //load bitmap from somewhere
manipulateBmp(bmp);
pictureBox.Image = bmp; //Is my Bitmap now disposed of by auto_gcroot?
}
#pragma unmanaged
void maipulateBmp(auto_gcroot<Bitmap ^> bmp)
{
//Do stuff to bmp
//destructor for bmp is now called right? does this call dispose?
}
Would this have worked if I'd used a gcroot instead?
Furthermore, what is the advantage to having auto_handle and auto_gcroot? It seems like they do similar things.
I must be misunderstanding something for this to make so little sense, so a good explanation would be great. Also any guidance regarding the proper use of these types, places where I can go to learn this stuff, and any more good practices/places I can find them would be greatly appreciated.
thanks a lot,
Max
Remember delete called on managed object is akin to calling Dispose in C#. So you are right, that auto_handle lets you do what you would do with the using statement in C#. It ensures that delete gets called at the end of the scope. So, no, you're not leaking managed memory if you don't use auto_handle (the garbage collector takes care of that), you are just failing to call Dispose. there is no need for using auto_handle if the types your dealing with do not implement IDisposable.
gcroot is used when you want to hold on to a managed type inside a native class. You can't just declare a manged type directly in a native type using the hat ^ symbol. You must use a gcroot. This is a "garbage collected root". So, while the gcroot (a native object) lives, the garbage collector cannot collect this object. When the gcroot is destroyed, it lets go of the reference, and the garbage collector is free to collect the object (assuming it has no other references). You declare a free-standing gcroot in a method like you've done above--just use the hat ^ syntax whenever you can.
So when would you use auto_gcroot? It would be used when you need to hold on to a manged type inside a native class AND that managed type happens to implement IDisposable. On destruction of the auto_gcroot, it will do 2 things: call delete on the managed type (think of this as a Dispose call--no memory is freed) and free the reference (so the type can be garbage collected).
Hope it helps!
Some references:
http://msdn.microsoft.com/en-us/library/aa730837(v=vs.80).aspx
http://msdn.microsoft.com/en-us/library/481fa11f(v=vs.80).aspx
http://www.codeproject.com/Articles/14520/C-CLI-Library-classes-for-interop-scenarios

Cross Theaded Calls - Many controls Heavy GUI Application after .net 1.1 2.0 upgrade- best way?

I have recently upgraded a .net1.1 solution to .net2.0.
AS this is a very heavy GUI appilcation with loads of controls and many multithreaded operations that update the GUI.
While these operations worked seamlessly in .net1.1 it is throwing up Cross Threaded Illegal operations after the upgrade.
Considering the fact that tehre are numerous grids, buttons and status labels that need to be updated via these multi threaded operations, I decided to code for checking the InvokeRequired solution, however doing that for every control would probably not be the best way to go about it.
I was wondering if you could suggest a better way of how I can go about it or propose any OOPS based class structure that I could code around to make the code look better.
Please do let me know if my question is unclear.
Thanks in advance
Here's a good article about your problem:
http://www.perceler.com/articles1.php?art=crossthreads1
The quick and dirty hack is to disable the check altogether:
static class Extensions {
public static DisableCrossThreadCheck(this Control c){
c.CheckForIllegalCrossThreadedCalls = false;
foreach(var ctl in c.Controls) {
ctl.DisableCrossThreadCheck();
}
}
}
(in your form):
this.DisableCrossThreadCheck();

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