I got my AVCaptureSession to work and it duplicates the Camera.app UI almost perfectly, however, after a few seconds the application will crash and I just cannot find what I'm doing wrong. I really hope someone knows how to optimize this!
I AM using ARC; and again, the whole session runs fine but crashes after a little bit. The AVCaptureSession delegate method gets called what seems like EVERY second. If there's a way to call that method only when the user presses the "take picture" button, how can I do that while still maintaining the "live" preview layer?
Thanks in advance!
Setting up the session
NSError *error = nil;
session = [[AVCaptureSession alloc] init];
session.sessionPreset = AVCaptureSessionPresetMedium;
device = [AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo];
input = [AVCaptureDeviceInput deviceInputWithDevice:device error:&error];
[session addInput:input];
output = [[AVCaptureVideoDataOutput alloc] init];
[session addOutput:output];
dispatch_queue_t queue = dispatch_queue_create("myQueue", NULL);
[output setSampleBufferDelegate:self queue:queue];
dispatch_release(queue);
output.videoSettings = [NSDictionary dictionaryWithObject:[NSNumber numberWithInt:kCVPixelFormatType_32BGRA] forKey:(id)kCVPixelBufferPixelFormatTypeKey];
if(version >= 4.0 && version < 5.0) {
output.minFrameDuration = CMTimeMake(1, 15);
}
output.alwaysDiscardsLateVideoFrames = YES;
previewLayer = [AVCaptureVideoPreviewLayer layerWithSession:session];
previewLayer.videoGravity = AVLayerVideoGravityResizeAspectFill;
[self.view.layer addSublayer:previewLayer];
[self.view addSubview:camera_overlay];
[session startRunning];
AVCaptureSession Delegate that is being called:
- (void)captureOutput:(AVCaptureOutput *)captureOutput didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection *)connection {
UIImage *capture_image = [self imageFromSampleBuffer:sampleBuffer];
return capture_image;
}
Method that gets the UIImage from sample buffer
- (UIImage *)imageFromSampleBuffer:(CMSampleBufferRef)sampleBuffer {
CVImageBufferRef imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
CVPixelBufferLockBaseAddress(imageBuffer, 0);
void *baseAddress = CVPixelBufferGetBaseAddress(imageBuffer);
size_t bytesPerRow = CVPixelBufferGetBytesPerRow(imageBuffer);
size_t width = CVPixelBufferGetWidth(imageBuffer);
size_t height = CVPixelBufferGetHeight(imageBuffer);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(baseAddress, width, height, 8, bytesPerRow, colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst);
CGImageRef quartzImage = CGBitmapContextCreateImage(context);
CVPixelBufferUnlockBaseAddress(imageBuffer,0);
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
UIImage *image = [UIImage imageWithCGImage:quartzImage];
CGImageRelease(quartzImage);
return image;
}
Take a look at the AVCam Demo app from Apple for a complete example.
The method
- (void)captureOutput:(AVCaptureOutput *)captureOutput
didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer
fromConnection:(AVCaptureConnection *)connection {
is called every time a camera frame is ready, and in your case it is called 15 times a second, or at least should be called 15 times, since you specified the frame rate as output.minFrameDuration = CMTimeMake(1, 15);
From the code you provided the only reason I can think of is that you are not releasing the UIImage *capture_image
You can use the XCode Instruments to profile your application and see why that happens: Instruments Guide
The Leaks tool is your first stop in your case, there are many tutorials on the web for it, and here is one: Tracking iPhone Memory Leaks which was written a SO user OwenGross, if I'm not mistaken taken from here