I have an app in which the screen continuously is capturing in background thread. Here is the code
- (UIImage *) captureScreen {
UIWindow *keyWindow = [[UIApplication sharedApplication] keyWindow];
CGRect rect = [keyWindow bounds];
UIGraphicsBeginImageContext(rect.size);
CGContextRef context = UIGraphicsGetCurrentContext();
[[keyWindow layer] renderInContext:context];
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIDeviceOrientation orientation = [UIApplication sharedApplication].statusBarOrientation;
if ((orientation == UIInterfaceOrientationLandscapeLeft) || (orientation == UIInterfaceOrientationLandscapeRight) || (orientation==UIInterfaceOrientationPortraitUpsideDown)) {
img=[self rotatedImage:img];
}
return img;
}
It works good for capturing once or twice. But after a while the app crashes always on the same line [[keyWindow layer] renderInContext:context];
and it gives EXC_BAD_ACCESS (code=1, address=0x8)
message. I searched everywhere and nothing useful. Found only that renderInContext has memory leak issue when it works in background thread. But as you understand that doesn't solve my issue :) .
So have 3 questions :-
What is the reason of this crash (problem)?
What can I do with this?
Is there any other way to capture screen (beside the one that Apple suggests, because there renderInContext is also used). Something without rendering...?
I had nothing to do but performing this method on main thread. I reorganized my thread management and could get good result for me doing this:
[self performSelectorOnMainThread:@selector(captureScreenOnMainThread) withObject:nil waitUntilDone: YES];
Last parameter can be set to no in some cases...
Thanks for all responses.
-renderInContext:
is not thread-safe and you can't call it from a background thread. You'll have to do the drawing on the main thread.
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