Using NSGlyph and memory allocation - cocoa

in a method to track line breaks frequently, for a NSTextView visibleRect, i am allocating memory for NSGlyph to use NSLayoutManager getGlyphs:range:.
should/can i find out how much memory this should be since i have a reference for the range (without affecting layout), and also, what kind of cleanup should happen -- running with ARC ?
the code (which runs on a main queue) :
NSLayoutManager *lm = [self.textView layoutManager];
NSTextContainer *tc = [self.textView textContainer];
NSRect vRect = [self.textView visibleRect];
NSRange visibleRange = [lm glyphRangeForBoundingRectWithoutAdditionalLayout:vRect inTextContainer:tc];
NSUInteger vRangeLoc = visibleRange.location;
NSUInteger numberOfLines;
NSUInteger index;
NSGlyph glyphArray[5000]; // <--- memory assigned here
NSUInteger numberOfGlyphs = [lm getGlyphs:glyphArray range:visibleRange];
NSRange lineRange;
NSMutableIndexSet *idxset = [NSMutableIndexSet indexSet];
for (numberOfLines = 0, index = 0; index < numberOfGlyphs; numberOfLines++) {
(void)[lm lineFragmentRectForGlyphAtIndex:index effectiveRange:&lineRange withoutAdditionalLayout:YES];
[idxset addIndex:lineRange.location + vRangeLoc];
index = NSMaxRange(lineRange);
}
self.currentLinesIndexSet = idxset;

With the NSGlyph glyphs[5000] notation, you're allocating the memory on the stack. But instead of 5000 glyphs it only has to hold visibleRange.length + 1 glyphs:
glyphArray
On output, the displayable glyphs from glyphRange,
null-terminated. Does not include in the result any NSNullGlyph or
other glyphs that are not shown. The memory passed in should be large
enough for at least glyphRange.length+1 elements.
And because it is on the stack, you don't have to worry about freeing the memory—because never malloced memory; it is freed automatically when leaving the function—even without ARC
So it should work, if you write it like this:
NSLayoutManager *lm = ...
NSRange glyphRange = ...
NSGlyph glyphArray[glyphRange.length + 1];
NSUInteger numberOfGlyphs = [lm getGlyphs:glyphArray range:glyphRange];
// do something with your glyphs

Related

best way of handling varying iDevice widths?

I'm wondering if anyone can provide some insight as to how to handle varying device sizes when designing in storyboard.
Do you have to check for device frame size before drawing views then?
Thanks.
There are two ways you can go about it. If you insist on using frames, you would want to check the frame size before drawing your views. One way you could go about it is writing a method in your utils file that will check for the device, something like this:
+ (NSString *)getHardwareModel {
AppDelegate_iPhone *appDelegate_iPhone = (AppDelegate_iPhone *) [[UIApplication sharedApplication] delegate];
size_t size;
// get the size of the returned device name
sysctlbyname("hw.machine", NULL, &size, NULL, 0);
// allocate the space to store name
char *machine = (char*)malloc(size);
// get the device name
sysctlbyname("hw.machine", machine, &size, NULL, 0);
// place the name into a NSString
NSString *platform = [NSString stringWithCString:machine encoding: NSUTF8StringEncoding];
free(machine);
appDelegate_iPhone.hardwareModel = platform;
return platform;
}
Once we get back what device we are using, we can then set the frame accordingly. So if I wanted to check for say the iPhone6 device, I would do something like this in my setFrameSize method:
NSString *hardwareVersion = [Utils getHardwareModel];
NSString *target=#"x86_64";
NSString *deviceTarget=#"iPhone7,1";
NSRange range =[hardwareVersion rangeOfString:target ];
NSRange deviceRange =[hardwareVersion rangeOfString:deviceTarget ];
NSLog(#"device=%#",hardwareVersion);
// Setting the frame size for the progress bar
if ([[[UIDevice currentDevice] systemVersion] floatValue] >= 8.0) {
if (range.location!=NSNotFound ||deviceRange.location!=NSNotFound) {
float frameSize = self.view.frame.size.width;
NSLog(#"Frame width===%f", frameSize);
self.view.frame = CGRectMake(0, 0, 480, 85);
}
Another way that would avoid all of this is to use autolayout and set constraints based on the different screen sizes. https://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/AutolayoutPG/Introduction/Introduction.html

Truncate the last line of multi-line NSTextField

I'm trying to create a text field similar to Finder's file labels. I would like the last (second) line to be truncated in the middle.
I started with a multi-line NSTextField.
However, calling [self.cell setLineBreakMode:NSLineBreakByTruncatingMiddle]; results in a the text field showing only a single truncated line (no line breaks anymore).
Here is what it looks like in Finder:
If you want to wrap text like finder labels, using two labels doesn't do you any good since you need to know what the maximum breakable amount of text is on the first line. Plus, if you're building something that will display a lot of items two labels will overburden the GUI needlessly.
Set your NSTextField.cell like this:
[captionLabel.cell setLineBreakMode: NSLineBreakByCharWrapping];
Then find the code for "NS(Attributed)String+Geometrics" (Google it, it's out there). You must #import "NS(Attributed)String+Geometrics.h"
to measure text. It monkey patches NSString and NSAttributedString
I include the following code to wrap text exactly how Finder does in its captions. Using one label below the icon it assumes that, like Finder, there will be two lines of caption.
First this is how you will call the following code in your code:
NSString *caption = self.textInput.stringValue;
CGFloat w = self.captionLabel.bounds.size.width;
NSString *wrappedCaption = [self wrappedCaptionText:self.captionLabel.font caption:caption width:w];
self.captionLabel.stringValue = wrappedCaption ? [self middleTruncatedCaption:wrappedCaption withFont:self.captionLabel.font width:w] : caption;
Now for the main code:
#define SINGLE_LINE_HEIGHT 21
/*
This is the way finder captions work -
1) see if the string needs wrapping at all
2) if so find the maximum amount that will fit on the first line of the caption
3) See if there is a (word)break character somewhere between the maximum that would fit on the first line and the begining of the string
4) If there is a break character (working backwards) on the first line- insert a line break then return a string so that the truncation function can trunc the second line
*/
-(NSString *) wrappedCaptionText:(NSFont*) aFont caption:(NSString*)caption width:(CGFloat)captionWidth
{
NSString *wrappedCaption = nil;
//get the width for the text as if it was in a single line
CGFloat widthOfText = [caption widthForHeight:SINGLE_LINE_HEIGHT font:aFont];
//1) nothing to wrap
if ( widthOfText <= captionWidth )
return nil;
//2) find the maximum amount that fits on the first line
NSRange firstLineRange = [self getMaximumLengthOfFirstLineWithFont:aFont caption:caption width:captionWidth];
//3) find the first breakable character on the first line looking backwards
NSCharacterSet *notAlphaNums = [NSCharacterSet alphanumericCharacterSet].invertedSet;
NSCharacterSet *whites = [NSCharacterSet whitespaceAndNewlineCharacterSet];
NSRange range = [caption rangeOfCharacterFromSet:notAlphaNums options:NSBackwardsSearch range:firstLineRange];
NSUInteger splitPos;
if ( (range.length == 0) || (range.location < firstLineRange.length * 2 / 3) ) {
// no break found or break is too (less than two thirds) far to the start of the text
splitPos = firstLineRange.length;
} else {
splitPos = range.location+range.length;
}
//4) put a line break at the logical end of the first line
wrappedCaption = [NSString stringWithFormat:#"%#\n%#",
[[caption substringToIndex:splitPos] stringByTrimmingCharactersInSet:whites],
[[caption substringFromIndex:splitPos] stringByTrimmingCharactersInSet:whites]];
return wrappedCaption;
}
/*
Binary search is great..but when we split the caption in half, we dont have far to go usually
Depends on the average length of text you are trying to wrap filenames are not usually that long
compared to the captions that hold them...
*/
-(NSRange) getMaximumLengthOfFirstLineWithFont:(NSFont *)aFont caption:(NSString*)caption width:(CGFloat)captionWidth
{
BOOL fits = NO;
NSString *firstLine = nil;
NSRange range;
range.length = caption.length /2;
range.location = 0;
NSUInteger lastFailedLength = caption.length;
NSUInteger lastSuccessLength = 0;
int testCount = 0;
NSUInteger initialLength = range.length;
NSUInteger actualDistance = 0;
while (!fits) {
firstLine = [caption substringWithRange:range];
fits = [firstLine widthForHeight:SINGLE_LINE_HEIGHT font:aFont] < captionWidth;
testCount++;
if ( !fits ) {
lastFailedLength = range.length;
range.length-= (lastFailedLength - lastSuccessLength) == 1? 1 : (lastFailedLength - lastSuccessLength)/2;
continue;
} else {
if ( range.length == lastFailedLength -1 ) {
actualDistance = range.length - initialLength;
#ifdef DEBUG
NSLog(#"# of tests:%d actualDistance:%lu iteration better? %#", testCount, (unsigned long)actualDistance, testCount > actualDistance ? #"YES" :#"NO");
#endif
break;
} else {
lastSuccessLength = range.length;
range.length += (lastFailedLength-range.length) / 2;
fits = NO;
continue;
}
}
}
return range;
}
-(NSString *)middleTruncatedCaption:(NSString*)aCaption withFont:(NSFont*)aFont width:(CGFloat)captionWidth
{
NSArray *components = [aCaption componentsSeparatedByString:#"\n"];
NSString *secondLine = [components objectAtIndex:1];
NSString *newCaption = aCaption;
CGFloat widthOfText = [secondLine widthForHeight:SINGLE_LINE_HEIGHT font:aFont];
if ( widthOfText > captionWidth ) {
//ignore the fact that the length might be an odd/even number "..." will always truncate at least one character
int middleChar = ((int)secondLine.length-1) / 2;
NSString *newSecondLine = nil;
NSString *leftSide = secondLine;
NSString *rightSide = secondLine;
for (int i=1; i <= middleChar; i++) {
leftSide = [secondLine substringToIndex:middleChar-i];
rightSide = [secondLine substringFromIndex:middleChar+i];
newSecondLine = [NSString stringWithFormat:#"%#…%#", leftSide, rightSide];
widthOfText = [newSecondLine widthForHeight:SINGLE_LINE_HEIGHT font:aFont];
if ( widthOfText <= captionWidth ) {
newCaption = [NSString stringWithFormat:#"%#\n%#", [components objectAtIndex:0], newSecondLine];
break;
}
}
}
return newCaption;
}
Cheers!
PS Tested in prototype works great probably has bugs...find them
I suspect there are two labels there. The top one contains the first 20 characters of a file name, and the second contains any overflow, truncated.
The length of the first label is probably restricted based on the user's font settings.

EXC_BAD_ACCESS error in Xcode

I really need you guy HELP , I run my program in Xcode and its successful but later,
Its show me this error: **Thread 1: Program received signal :"EXC_BAD_ACCESS" on my program line that I have **bold below :
- (NSString *) ocrImage: (UIImage *) uiImage
{
CGSize imageSize = [uiImage size];
double bytes_per_line = CGImageGetBytesPerRow([uiImage CGImage]);
double bytes_per_pixel = CGImageGetBitsPerPixel([uiImage CGImage]) / 8.0;
CFDataRef data = CGDataProviderCopyData(CGImageGetDataProvider([uiImage CGImage]));
const UInt8 *imageData = CFDataGetBytePtr(data);
// this could take a while. maybe needs to happen asynchronously.
**char* text = tess->TesseractRect(imageData,(int)bytes_per_pixel,(int)bytes_per_line, 0, 0,(int) imageSize.height,(int) imageSize.width);**
// Do something useful with the text!
NSLog(#"Converted text: %#",[NSString stringWithCString:text encoding:NSUTF8StringEncoding]);
return [NSString stringWithCString:text encoding:NSUTF8StringEncoding];
}
Thank you guy .
make sure that imageData is not NULL here. That's the most common cause of what you're seeing. You should reconsider your title to something more related to your problem, and focus on the stacktrace and all the variables you are passing to TesseractRect().
The other major likelihood is that tess (whatever that is) is a bad pointer, or that is not part of the correct C++ class (I assume this is Objective-C++; you're not clear on any of that).
- (NSString *)readAndProcessImage:(UIImage *)uiImage
{
CGSize imageSize = [uiImage size];
int bytes_per_line = (int)CGImageGetBytesPerRow([uiImage CGImage]);
int bytes_per_pixel = (int)CGImageGetBitsPerPixel([uiImage CGImage]) / 8.0;
CFDataRef data =
CGDataProviderCopyData(CGImageGetDataProvider([uiImage CGImage]));
const UInt8 *imageData = CFDataGetBytePtr(data);
// this could take a while. maybe needs to happen asynchronously?
char *text = tess.TesseractRect(imageData, bytes_per_pixel, bytes_per_line, 0,
0, imageSize.width, imageSize.height);
NSString *textStr = [NSString stringWithUTF8String:text];
delete[] text;
CFRelease(data);
return textStr;
}

CGDataProvider doesn't free up data on callback

I am creating a very big buffer (called buffer2 in the code) using CGDataProviderRef with the following code:
-(UIImage *) glToUIImage {
NSInteger myDataLength = 768 * 1024 * 4;
// allocate array and read pixels into it.
GLubyte *buffer = (GLubyte *) malloc(myDataLength);
glReadPixels(0, 0, 768, 1024, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
// gl renders "upside down" so swap top to bottom into new array.
// there's gotta be a better way, but this works.
GLubyte *buffer2 = (GLubyte *) malloc(myDataLength);
for(int y = 0; y <1024; y++)
{
for(int x = 0; x <768 * 4; x++)
{
buffer2[(1023 - y) * 768 * 4 + x] = buffer[y * 4 * 768 + x];
}
}
// make data provider with data.
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer2, myDataLength, &releaseBufferData);
// prep the ingredients
int bitsPerComponent = 8;
int bitsPerPixel = 32;
int bytesPerRow = 4 * 768;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
// make the cgimage
CGImageRef imageRef = CGImageCreate(768, 1024, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
// then make the uiimage from that
UIImage *myImage = [UIImage imageWithCGImage:imageRef];
free(buffer);
//[provider autorelease];
CGDataProviderRelease(provider);
CGColorSpaceRelease(colorSpaceRef);
CGImageRelease(imageRef);
return myImage;
}
I expect CGProvider to call back the releaseBufferData method when it is done with buffer2 so that I can free up the memory it's taken. The code for this method is:
static void releaseBufferData (void *info, const void *data, size_t size){
free(data);
}
However, even though my callback method is called, the memory that data (buffer2) takes is never freed and hence it results in massive memory leaks. What am I doing wrong?
Have you ever CGDataProviderRelease your provider? The callback will not be called if you don't release the data provider.
For some peculiar reason this is not an issue anymore.
Just in case this helps someone else. I was having the same problem. It started working once I called
CGImageRelease(imageRef);
right before the
CGDataProviderRelease(provider);
malloc isn't freed in a "release" callback when it allocates on one thread but the callback that deallocates it is executed on another. Wrap both your allocation and deallocation in this:
dispatch_async(dispatch_get_main_queue(), ^{
// *malloc* and *free* go here; don't call &releaseCallBack or some such anywhere
});
A second thing to try is a completion block. Instead of returning an image in the traditional way (via a method return property), use a completion block. The UIImage will be freed as soon as the completion block is closed.
For example, if you're trying to save multiple images to the Photos library, but the malloc'd data isn't freeing after each image is created, then pass the image back via a completion block, making sure you create no new instance of the image that is passed back, and it will be gone as soon as it hits the };
A third thing is calloc instead of malloc:
GLubyte *buffer = (GLubyte *)calloc(myDataLength, sizeof(GLubyte));
That's what I use now where I once had malloc, which obviates the need for the prior two suggestions. I use OpenGL to populate a collection view consisting of a single row of cells, each with one frame from a video. To skim the video, you slide the collection view, if you see a frame you want to save as an image, you long press it; if you want to advance to that frame in the video, you tap it. As you know, even short videos have a lot of frames; the calloc solution knocks about 256 MB off total memory usage every call to the release callback, to which it builds when you scroll blurry fast.

Making an NSMutableString transformation without leaking memory?

I have this function within an iPhone project Objective C class.
While it's correct in terms of the desired functionality, after a few calls, it crashes into the debugger.
So I think it's a case of bad memory management, but I'm not sure where.
- (NSString *)stripHtml:(NSString *)originalText {
// remove all html tags (<.*>) from the originalText string
NSMutableString *strippedText = [[NSMutableString alloc] init];
BOOL appendFlag = YES;
for( int i=0; i<[originalText length]; i++ ) {
NSString *current = [originalText substringWithRange:NSMakeRange(i, 1)];
if( [current isEqualTo:#"<"] )
appendFlag = NO;
if( appendFlag )
[strippedText appendString:current];
if( [current isEqualTo:#">"] )
appendFlag = YES;
}
NSString *newText = [NSString stringWithString:strippedText];
[strippedText release];
return newText;
}
Every time you iterate over your for loop, you're allocating a new NSString. While these NSStrings are autoreleased, they won't actually be released until after all the processing of your last input is finished. In the meantime, you'll allocate a potentially infinite amount of memory. The solution is to create your own autorelease pool and drain it every trip through the for loop. It'll look something like this:
BOOL appendFlag = YES;
for( int i=0; i<[originalText length]; i++ ) {
NSAutoreleasePool *pool = [NSAutoreleasePool new];
// rest of for loop body
[pool drain];
}
That'll free up the memory used by your current pointer right away.

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