Curious, Alex, what does this memoryFootprint function show that running 
‘footprint’ or ‘heap’ in Terminal doesn’t?

—Rob


> On Apr 30, 2023, at 8:12 AM, Alex Zavatone via Cocoa-dev 
> <cocoa-dev@lists.apple.com> wrote:
> 
> Memory used query method for iOS.
> 
> https://stackoverflow.com/a/57315975/1058199
> 
> //  Created by Alex Zavatone on 8/1/19.
> //
> 
> class Memory: NSObject {
> 
>    // From Quinn the Eskimo at Apple.
>    // https://forums.developer.apple.com/thread/105088#357415
> 
>    class func memoryFootprint() -> Float? {
>        // The `TASK_VM_INFO_COUNT` and `TASK_VM_INFO_REV1_COUNT` macros are 
> too
>        // complex for the Swift C importer, so we have to define them 
> ourselves.
>        let TASK_VM_INFO_COUNT = 
> mach_msg_type_number_t(MemoryLayout<task_vm_info_data_t>.size / 
> MemoryLayout<integer_t>.size)
>        let TASK_VM_INFO_REV1_COUNT = 
> mach_msg_type_number_t(MemoryLayout.offset(of: 
> \task_vm_info_data_t.min_address)! / MemoryLayout<integer_t>.size)
>        var info = task_vm_info_data_t()
>        var count = TASK_VM_INFO_COUNT
>        let kr = withUnsafeMutablePointer(to: &info) { infoPtr in
>            infoPtr.withMemoryRebound(to: integer_t.self, capacity: 
> Int(count)) { intPtr in
>                task_info(mach_task_self_, task_flavor_t(TASK_VM_INFO), 
> intPtr, &count)
>            }
>        }
>        guard
>            kr == KERN_SUCCESS,
>            count >= TASK_VM_INFO_REV1_COUNT
>            else { return nil }
> 
>        let usedBytes = Float(info.phys_footprint)
>        return usedBytes
>    }
> 
>    class func formattedMemoryFootprint() -> String
>    {
>        let usedBytes: UInt64? = UInt64(self.memoryFootprint() ?? 0)
>        let usedMB = Double(usedBytes ?? 0) / 1024 / 1024
>        let usedMBAsString: String = "\(usedMB)MB"
>        return usedMBAsString
>     }
> }
> Enjoy
> 
> 
> 
>> On Apr 30, 2023, at 9:05 AM, Alex Zavatone <z...@mac.com> wrote:
>> 
>> Use the memory graph debugger, not Instruments.  
>> 
>> I also have a method published on StackOverflow that lets you check on and 
>> print out the amount of memory used.  It is for iOS.
>> 
>> As for abandoned memory, that also could be the case.  An object in memory 
>> with no pointer to it.
>> 
>> If you want, we could do a video meeting and I could guide you through it. 
>> 
>> Will reply with the memory querying function.
>> 
>> Cheers,
>> Alex Zavatone
>> 
>> Sent from my iPhone
>> 
>>> On Apr 29, 2023, at 11:15 PM, Rob Petrovec via Cocoa-dev 
>>> <cocoa-dev@lists.apple.com> wrote:
>>> 
>>> This sounds like Abandoned Memory, not a leak.  Abandoned memory is a 
>>> retain cycle somewhere.  Best/easiest way to find those is with a memgraph. 
>>>  Click the little sideways V icon in Xcode’s debugger when the problem is 
>>> reproducing.
>>> <PastedGraphic-1.png>
>>> 
>>> 
>>> Or run ‘leaks MyApp --outputGraph ~’ in Terminal when the problem is 
>>> reproducing and open the resulting .memgraph file in your home directory.  
>>> Bonus points is enabling MallocStackLogging in the Xcode Project -> Edit 
>>> Scheme -> Run -> Diagnostics and check Malloc Stack Logging and switch to 
>>> All Allocations And Free History. This will show backtraces for where an 
>>> object is created in the memgraph and other useful info.
>>> 
>>> Leaks show up as little yellow caution signs and abandoned memory sometimes 
>>> have purple caution signs. Either way, look for an abnormally high number 
>>> of objects and see if they point back to your image.  Thats likely where 
>>> your memory is being consumed.
>>> 
>>>> CGImageSourceCreateWithURL() for loading, CALayer for displaying.
>>>  Just a thought since you didn’t mention it: are you releasing the 
>>> CGImageSource object too?
>>> 
>>> Good luck.
>>> 
>>> —Rob
>>> 
>>> 
>>>> On Apr 29, 2023, at 4:07 PM, Gabriel Zachmann via Cocoa-dev 
>>>> <cocoa-dev@lists.apple.com> wrote:
>>>> 
>>>> I have an app that is basically a slide show.
>>>> Basically, it loads one image after another, displays it, then frees up 
>>>> its memory.
>>>> When I test it with my image collection of 100k+ images, everything is 
>>>> fine.
>>>> 
>>>> However, one user sent me a photo (JPG) that makes my app use up more and 
>>>> more memory.
>>>> I can see it in Activity Monitor and in Xcode's Memory Report View.
>>>> After a minute, my app uses 5 GB of main memory, after that, the growth 
>>>> rate slows down a bit,
>>>> but it keeps growing without bounds, until, eventually, it crashes, of 
>>>> course.
>>>> 
>>>> However, when I try to check for memory leaks using 
>>>> XCode/Instruments/Leaks, it says there are none!
>>>> 
>>>> Is it possible there is a memory leak in Apple's frameworks?
>>>> 
>>>> If you are interested, you can find the image here:
>>>> https://owncloud.informatik.uni-bremen.de/index.php/s/BbBJcjMSTm9enwW
>>>> It's just 5 MB, and I can't see any issue with it.
>>>> The uncompressed image in-memory maybe takes up 100MB.
>>>> 
>>>> The frameworks/methods I use are the usual:
>>>> CGImageSourceCreateWithURL() for loading, CALayer for displaying.
>>>> 
>>>> I assign the image like this:
>>>> 
>>>> CALayer * imgLayer           = [CALayer layer];
>>>> imgLayer.contents            = (__bridge id)(imageRef); 
>>>> 
>>>> where imageRef is of type CGImageRef.
>>>> I also release my images later with CGImageRelease().
>>>> 
>>>> I am a stymied.
>>>> Any hints/suggestions will be highly appreciated.
>>>> 
>>>> Gab.
>>>> 
>>>> 
>>>> 
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