What I tested was if it matched the Xcode memory pie chart across several apps.

I can’t remember what results I got with terminal leaks or heap commands.

Add it to one of your programs and give it a shot!  Now I’m interested.

Cheers,
Alex Zavatone

> On Apr 30, 2023, at 1:33 PM, Rob Petrovec <petr...@mac.com> wrote:
> 
> 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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>>>>> 
>>>>> This email sent to petr...@mac.com
>>>> 
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>>> 
>> 
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