iPhone - UIImage Leak, CGBitmapContextCreateImage Leak

Posted by bbullis21 on Stack Overflow See other posts from Stack Overflow or by bbullis21
Published on 2009-09-15T14:18:23Z Indexed on 2010/03/18 18:01 UTC
Read the original article Hit count: 961

Alright I am having a world of difficulty tracking down this memory leak. When running this script I do not see any memory leaking, but my objectalloc is climbing. Instruments points to CGBitmapContextCreateImage > create_bitmap_data_provider > malloc, this takes up 60% of my objectalloc.

This code is called several times with a NSTimer.

 //GET IMAGE FROM RESOURCE DIR
  NSString * fileLocation = [[NSBundle mainBundle] pathForResource:imgMain ofType:@"jpg"];
  NSData * imageData = [NSData dataWithContentsOfFile:fileLocation];
  UIImage * blurMe = [UIImage imageWithData:imageData];

  NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init];

    UIImage * scaledImage = [blurMe _imageScaledToSize:CGSizeMake(blurMe.size.width / dblBlurLevel, blurMe.size.width / dblBlurLevel) interpolationQuality:3.0];
    UIImage * labelImage = [scaledImage _imageScaledToSize:blurMe.size interpolationQuality:3.0];
    UIImage * imageCopy = [[UIImage alloc] initWithCGImage:labelImage.CGImage];

  [pool drain]; // deallocates scaledImage and labelImage

  imgView.image = imageCopy;
  [imageCopy release];

Below is the blur function. I believe the objectalloc issue is located in here. Maybe I just need a pair of fresh eyes. Would be great if someone could figure this out. Sorry it is kind of long... I'll try and shorten it.

    @implementation UIImage(Blur)
    - (UIImage *)blurredCopy:(int)pixelRadius
    {
        //VARS
        unsigned char *srcData, *destData, *finalData;
        CGContextRef    context = NULL;
        CGColorSpaceRef colorSpace;
        void *          bitmapData;
        int             bitmapByteCount;
        int             bitmapBytesPerRow;

        //IMAGE SIZE
        size_t pixelsWide = CGImageGetWidth(self.CGImage);
        size_t pixelsHigh = CGImageGetHeight(self.CGImage);
        bitmapBytesPerRow   = (pixelsWide * 4);
        bitmapByteCount     = (bitmapBytesPerRow * pixelsHigh);

        colorSpace = CGColorSpaceCreateDeviceRGB();
        if (colorSpace == NULL) { return NULL; }

        bitmapData = malloc( bitmapByteCount );
        if (bitmapData == NULL) { CGColorSpaceRelease( colorSpace ); }

        context = CGBitmapContextCreate (bitmapData,
        				 pixelsWide,
        				 pixelsHigh,
        				 8,    
        				 bitmapBytesPerRow,
        				 colorSpace,
        				 kCGImageAlphaPremultipliedFirst );
        if (context == NULL) { free (bitmapData); }

        CGColorSpaceRelease( colorSpace );
        free (bitmapData);

        if (context == NULL) { return NULL; }

        //PREPARE BLUR
        size_t width = CGBitmapContextGetWidth(context);
        size_t height = CGBitmapContextGetHeight(context);
        size_t bpr = CGBitmapContextGetBytesPerRow(context);
        size_t bpp = (CGBitmapContextGetBitsPerPixel(context) / 8);
        CGRect rect = {{0,0},{width,height}}; 

        CGContextDrawImage(context, rect, self.CGImage); 

        // Now we can get a pointer to the image data associated with the bitmap
        // context.
        srcData = (unsigned char *)CGBitmapContextGetData (context);
        if (srcData != NULL)
        {

        	size_t dataSize = bpr * height;
        	finalData = malloc(dataSize);
        	destData = malloc(dataSize);
        	memcpy(finalData, srcData, dataSize);
        	memcpy(destData, srcData, dataSize);

        	int sums[5];
        	int i, x, y, k;
        	int gauss_sum=0;
        	int radius = pixelRadius * 2 + 1;
        	int *gauss_fact = malloc(radius * sizeof(int));

        	for (i = 0; i < pixelRadius; i++)
        	{
        	.....blah blah blah...
                THIS IS JUST LONG CODE THE CREATES INT FIGURES
                ........blah blah blah......
                }


        	if (gauss_fact) { free(gauss_fact); }
        }

        size_t bitmapByteCount2 = bpr * height;
       //CREATE DATA PROVIDER
        CGDataProviderRef dataProvider = CGDataProviderCreateWithData(NULL, srcData, bitmapByteCount2, NULL);

       //CREATE IMAGE
        CGImageRef cgImage = CGImageCreate(
                               width, 
                               height, 
                               CGBitmapContextGetBitsPerComponent(context),
                               CGBitmapContextGetBitsPerPixel(context), 
                               CGBitmapContextGetBytesPerRow(context),
                               CGBitmapContextGetColorSpace(context), 
                               CGBitmapContextGetBitmapInfo(context), 
                               dataProvider, 
                               NULL, 
                               true, 
                               kCGRenderingIntentDefault
                                     );

       //RELEASE INFORMATION
        CGDataProviderRelease(dataProvider);
        CGContextRelease(context); 

        if (destData) { free(destData); }
        if (finalData) { free(finalData); }
        if (srcData) { free(srcData); }


        UIImage *retUIImage = [UIImage imageWithCGImage:cgImage];
        CGImageRelease(cgImage);

        return retUIImage;
  }

The only thing I can think of that is holding up the objectalloc is this UIImage *retUIImage = [UIImage imageWithCGImage:cgImage];...but how to do I release that after it has been returned? Hopefully someone can help please.

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