Hi,
Are there any macros that can be used with Logger to automatically capture the SwiftUI function that the message originates from? Currently, I am using something similar to:
Logger.misc.error("In \(#fileID), \(#function): \(error)")
Currently, the #function only tells me that it originates in body... Ideally, I'd like to be able to tell if it was with an onAppear, onChange, Button, alert, etc... I realize I can manually enter this, but was wondering if there was a more automated way to capture this info.
Thx,
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Hi,
I'm trying to analyze images in my Photos library with the following code:
func analyzeImages(_ inputIDs: [String])
{
let manager = PHImageManager.default()
let option = PHImageRequestOptions()
option.isSynchronous = true
option.isNetworkAccessAllowed = true
option.resizeMode = .none
option.deliveryMode = .highQualityFormat
let concurrentTasks=1
let clock = ContinuousClock()
let duration = clock.measure {
let group = DispatchGroup()
let sema = DispatchSemaphore(value: concurrentTasks)
for entry in inputIDs {
if let asset=PHAsset.fetchAssets(withLocalIdentifiers: [entry], options: nil).firstObject {
print("analyzing asset: \(entry)")
group.enter()
sema.wait()
manager.requestImage(for: asset, targetSize: PHImageManagerMaximumSize, contentMode: .aspectFit, options: option) { (result, info) in
if let result = result {
Task {
print("retrieved asset: \(entry)")
let aestheticsRequest = CalculateImageAestheticsScoresRequest()
let fingerprintRequest = GenerateImageFeaturePrintRequest()
let inputImage = result.cgImage!
let handler = ImageRequestHandler(inputImage)
let (aesthetics,fingerprint) = try await handler.perform(aestheticsRequest, fingerprintRequest)
// save Results
print("finished asset: \(entry)")
sema.signal()
group.leave()
}
}
else {
group.leave()
}
}
}
}
group.wait()
}
print("analyzeImages: Duration \(duration)")
}
When running this code, only two requests are being processed simultaneously (due to to the semaphore)... However, if I call the function with a large list of images (>100), memory usage balloons over 1.6GB and the app crashes. If I call with a smaller number of images, the loop completes and the memory is freed.
When I use instruments to look for memory leaks, it indicates no memory leaks are found, but there are 150+ VM:IOSurfaces allocated by CMPhoto, CoreVideo and CoreGraphics @ 35MB each. Shouldn't each surface be released when the task is complete?