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Memory leak when performing DetectHumanBodyPose3DRequest request
Hi, I'm developing an application for macos and ios that has to run DetectHumanBodyPose3DRequest model in real time for retrieving the 3d skeleton from the camera. I'm experiencing a memory leak every time the model is used (when i comment that line, the memory stays constant). After a minute it uses about 1GB of ram running with mac catalyst. I attached a minimal project that has this problem Code Camera View import SwiftUI import Combine import Vision struct CameraView: View { @StateObject private var viewModel = CameraViewModel() var body: some View { HStack { ZStack { GeometryReader { geometry in if let image = viewModel.currentFrame { Image(decorative: image, scale: 1) .resizable() .scaledToFill() .frame(width: geometry.size.width, height: geometry.size.height) .clipped() } else { ProgressView() } } } } } } class CameraViewModel: ObservableObject { @Published var currentFrame: CGImage? @Published var frameRate: Double = 0 @Published var currentVisionBodyPose: HumanBodyPose3DObservation? // Store current body pose @Published var currentImageSize: CGSize? // Store current image size private var cameraManager: CameraManager? private var humanBodyPose = HumanBodyPose3DDetector() private var lastClassificationTime = Date() private var frameCount = 0 private var lastFrameTime = Date() private let classificationThrottleInterval: TimeInterval = 1.0 private var lastPoseSendTime: Date = .distantPast init() { cameraManager = CameraManager() startPreview() startClassification() } private func startPreview() { Task { guard let previewStream = cameraManager?.previewStream else { return } for await frame in previewStream { let size = CGSize(width: frame.width, height: frame.height) Task { @MainActor in self.currentFrame = frame self.currentImageSize = size self.updateFrameRate() } } } } private func startClassification() { Task { guard let classificationStream = cameraManager?.classificationStream else { return } for await pixelBuffer in classificationStream { self.classifyFrame(pixelBuffer: pixelBuffer) } } } private func classifyFrame(pixelBuffer: CVPixelBuffer) { humanBodyPose.runHumanBodyPose3DRequestOnImage(pixelBuffer: pixelBuffer) { [weak self] observation in guard let self = self else { return } DispatchQueue.main.async { if let observation = observation { self.currentVisionBodyPose = observation print(observation) } else { self.currentVisionBodyPose = nil } } } } private func updateFrameRate() { frameCount += 1 let now = Date() let elapsed = now.timeIntervalSince(lastFrameTime) if elapsed >= 1.0 { frameRate = Double(frameCount) / elapsed frameCount = 0 lastFrameTime = now } } } HumanBodyPose3DDetector import Foundation import Vision class HumanBodyPose3DDetector: NSObject, ObservableObject { @Published var humanObservation: HumanBodyPose3DObservation? = nil private let queue = DispatchQueue(label: "humanbodypose.queue") private let request = DetectHumanBodyPose3DRequest() private struct SendablePixelBuffer: @unchecked Sendable { let buffer: CVPixelBuffer } public func runHumanBodyPose3DRequestOnImage(pixelBuffer: CVPixelBuffer, completion: @escaping (HumanBodyPose3DObservation?) -> Void) { let sendableBuffer = SendablePixelBuffer(buffer: pixelBuffer) queue.async { [weak self] in Task { [weak self, sendableBuffer] in do { guard let self = self else { return } let result = try await self.request.perform(on: sendableBuffer.buffer) //process result DispatchQueue.main.async { if result.isEmpty { completion(nil) } else { completion(result[0]) } } } catch { DispatchQueue.main.async { completion(nil) } } } } } }
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Jun ’25