CS193P Cassini 代码在模拟器上运行但在设备上崩溃? "Message from debugger: Terminated due to Memory Error"

CS193P Cassini code runs on simulator but crashes on device? "Message from debugger: Terminated due to Memory Error"

我正在学习斯坦福大学的 CS193P 在线课程,做 ios 开发。 第 9 讲通过简单的 url UIImage fetch 应用程序处理 UIScrollView / 委托。所述应用程序在模拟器中运行良好,但在尝试使用以下内容获取 img 后启动然后在实时设备 (iPhone5) 上崩溃:

Message from debugger: Terminated due to Memory Error

我回到我的代码中,重新阅读了有关委派的内容,搜索了 SO(我发现了一个类似的线程,我确保我的项目方案没有启用僵尸)。我更新了我的设备,我的编译器/os,我有点郁闷什么可能会阻止设备上的 运行... class 示例可以从斯坦福大学 https://web.stanford.edu/class/cs193p/cgi-bin/drupal/system/files/sample_code/Cassini.zip 下载,但此代码的行为方式相同!这最初是为 ios 8.1 编写的,现在是 8.4,是否有任何已知问题?

图像视图控制器代码:

import UIKit

class ImageViewController: UIViewController, UIScrollViewDelegate
{
    // our Model
    // publicly settable
    // when it changes (but only if we are on screen)
    //   we'll fetch the image from the imageURL
    // if we're off screen when this happens (view.window == nil)
    //   viewWillAppear will get it for us later
    var imageURL: NSURL? {
        didSet {
            image = nil
            if view.window != nil {
                fetchImage()
            }
        }
    }

    // fetches the image at imageURL
    // does so off the main thread
    // then puts a closure back on the main queue
    //   to handle putting the image in the UI
    //   (since we aren't allowed to do UI anywhere but main queue)
    private func fetchImage()
    {
        if let url = imageURL {
            spinner?.startAnimating()
            let qos = Int(QOS_CLASS_USER_INITIATED.value)
            dispatch_async(dispatch_get_global_queue(qos, 0)) { () -> Void in
                let imageData = NSData(contentsOfURL: url) // this blocks the thread it is on
                dispatch_async(dispatch_get_main_queue()) {
                    // only do something with this image
                    // if the url we fetched is the current imageURL we want
                    // (that might have changed while we were off fetching this one)
                    if url == self.imageURL { // the variable "url" is capture from above
                        if imageData != nil {
                            // this might be a waste of time if our MVC is out of action now
                            // which it might be if someone hit the Back button
                            // or otherwise removed us from split view or navigation controller
                            // while we were off fetching the image
                            self.image = UIImage(data: imageData!)
                        } else {
                            self.image = nil
                        }
                    }
                }
            }
        }
    }

    @IBOutlet private weak var spinner: UIActivityIndicatorView!

    @IBOutlet private weak var scrollView: UIScrollView! {
        didSet {
            scrollView.contentSize = imageView.frame.size // critical to set this!
            scrollView.delegate = self                    // required for zooming
            scrollView.minimumZoomScale = 0.03            // required for zooming
            scrollView.maximumZoomScale = 1.0             // required for zooming
        }
    }

    // UIScrollViewDelegate method
    // required for zooming
    func viewForZoomingInScrollView(scrollView: UIScrollView) -> UIView? {
        return imageView
    }

    private var imageView = UIImageView()

    // convenience computed property
    // lets us get involved every time we set an image in imageView
    // we can do things like resize the imageView,
    //   set the scroll view's contentSize,
    //   and stop the spinner
    private var image: UIImage? {
        get { return imageView.image }
        set {
            imageView.image = newValue
            imageView.sizeToFit()
            scrollView?.contentSize = imageView.frame.size
            spinner?.stopAnimating()
        }
    }

    // put our imageView into the view hierarchy
    // as a subview of the scrollView
    // (will install it into the content area of the scroll view)
    override func viewDidLoad() {
        super.viewDidLoad()
        scrollView.addSubview(imageView)
    }

    // for efficiency, we will only actually fetch the image
    // when we know we are going to be on screen
    override func viewWillAppear(animated: Bool) {
        super.viewWillAppear(animated)
        if image == nil {
            fetchImage()
        }
    }
}

从数据(代表图像数据的文件格式)解压图像到屏幕会'eat'大量内存的问题的来源。 这是一篇关于 iOS 图片解压缩的非常好的文章 -> Avoiding Image Decompression Sickness

由于卡西尼应用程序中的所有图像都非常大(wave_earth_mosaic_3.jpg(9999×9999),pia03883-full.jpg(14400×9600))图像解压过程'eat'所有phone记忆。这会导致应用程序崩溃。

为了解决 Cassini 问题,我修改了代码并添加了小函数以将图像分辨率降低 2。

这是代码示例(代码固定为 Swift 2.0):

     ...
       if imageData != nil {
                        // this might be a waste of time if our MVC is out of action now
                        // which it might be if someone hit the Back button
                        // or otherwise removed us from split view or navigation controller
                        // while we were off fetching the image
                        if let imageSource = UIImage(data: imageData!) {
                            self.image = self.imageResize(imageSource)
                        }
                    } else {
                        self.image = nil
                    }
   ...

   func imageResize (imageOriginal:UIImage) -> UIImage {
    let image = imageOriginal.CGImage

    let width = CGImageGetWidth(image) / 2
    let height = CGImageGetHeight(image) / 2
    let bitsPerComponent = CGImageGetBitsPerComponent(image)
    let bytesPerRow = CGImageGetBytesPerRow(image)
    let colorSpace = CGImageGetColorSpace(image)
    let bitmapInfo = CGImageGetBitmapInfo(image)

    let context = CGBitmapContextCreate(nil, width, height, bitsPerComponent, bytesPerRow, colorSpace, bitmapInfo.rawValue)

    CGContextSetInterpolationQuality(context, CGInterpolationQuality.High)

    CGContextDrawImage(context, CGRect(origin: CGPointZero, size: CGSize(width: CGFloat(width), height: CGFloat(height))), image)

    let scaledImage = UIImage(CGImage: CGBitmapContextCreateImage(context)!)

    return scaledImage
}

所以现在应用程序加载所有图像而不会崩溃。

SWIFT 2.0 修复:

将此添加到 Info.plist 以允许 HTTP 加载

<key>NSAppTransportSecurity</key>
<dict>
  <!--Include to allow all connections (DANGER)-->
  <key>NSAllowsArbitraryLoads</key>
      <true/>
</dict>