cocos2d using gobs of memory - iphone

I'm having the absolute worst time with running out of memory in my game with cocos2d.
I have 4 scenes. two vanish from memory when I switch scenes using
[[CCDirector sharedDirector]replaceScene:sceneWithTransition]
I've tried push/pop and it makes the problem about 10x worse.
2 of the scenes however are like a virus. The conditions under which I can remove them from memory do not exist.
I am using the ARC alterations. I was hoping they would help, they did not.
I've overridden the cleanup method to make sure I get rid of references to everything in the scenes. The first one is the game play scene, and I can imagine how it might be possible that I've missed something that is somehow holding on to the scene. However the other one is the settings scene. It has 5 parts. they all get tossed and yet the scene will not purge. before converting to ARC the app was unusable it crashed so often and when it wasn't crashing it was running out of memory. After ARC it lasts about 4x longer than before but still runs out of memory regularly. Crashes however are almost non-existant.
I suppose first off, what is the correct way to switch between scenes?
Second, how does one remove something from memory when using arch because object = nil does nothing. All of my other programs using ARC run like dreams. None of them use the cocos2d engine. I'd not seen a memory error since the introduction of arc until I made the mistake of converting my quartz2d game in to cocos2d. The only reason I don't o back to a platform that actually functions is that I really like the effects possible in cocos that I simply cannot make work in quartz.

It seems that cocos2d had some issues with ARC that got fixed only recently.
I don't know if this has to do with your memory problems, but you might check which cocos2d version you are using.
Anyway, it seems that cocos2d will fully support ARC only from version 2.0. So, you might be better off not using ARC and getting your memory management right by properly using release. As far as I know, cocos2d has no memory problem, so you should be able to accomplish it.

push/pop from what I understand use a "stack" model thus memory is not erased when new scenes are pushed or popped, which would explain why that gets worse when using this method.
one way you can help save memory, especially during a transition, is to transition to a loading scene and then from there transition to the actual scene you want. This is because during a normal transition, both scenes occupy memory simultaneously for at least 1 frame, whereas a cheap loading scene will instead take each of their places, reducing the horrible memory spike that often occurs when transitioning between two intense scenes.

Related

scene transition causes memory leak

I'm making a simple game using Xcode 10.1 IDE and swift 4.2
I've designed the main menu system so that each pages UI is presented through a separate scene.
Each time a new scene is loaded I get approximately 0.1 MB increase in memory usage. Not much but I don't want to start scaling the game with this issue.
Memory leak when presenting SpriteKit scenes
Memory problems when switching between scenes SpriteKit
Tab-based SpriteKit Apps and Scene Caching
I've had a good look through reference material and online. I've checked for Retain Cycles, through the following: Inserted deinit statements at the end of all scenes and object classes used. They are all called correctly. Profiled the app to look looking for zombie objects and leaks, with nothing obvious shown in the profiler results when running.
Does anyone have any idea to what causes memory leaks or caching on scene transitions and ways to prevent this?
I'm stumped scaling the game now seems like the wrong thing to do as the issue will probably compound as complexity increases.
After further testing I found the issue is with attaching sound actions through scene editor.
Attaching the actions through code gives stable memory use, with no increase of 0.1MB through scene transition.
Its only a partial answer but if any one else comes across this and has further info please post

iOS frame-by-frame animation with Quartz

I'm working on an iPhone game that involves only two dimensional, translation-based animation of just one object. This object is subclassed from UIView and drawn with Quartz-2D. The translation is currently put into effect by an NSTimer that ticks each frame and tells the UIView to change its location.
However, there is some fairly complex math that goes behind determining where the UIView should move during the next frame. Testing the game on the iOS simulator works fine, but when testing on an iPhone it definitely seems to be skipping frames.
My question is this: is my method of translating the view frame by frame simply a bad method? I know OpenGL is more typically used for games, but it seems a shame to set up OpenGL for such a simple animation. Nonetheless, is it worth the hassle?
It's hard to say without knowing what kind of complex math is going on to calculate the translations. Using OpenGL for this only makes sense if the GPU is really the bottleneck. I would suspect that this is not the case, but you have to test which parts are causing the skipped frames.
Generally, UIView and CALayer are implemented on top of OpenGL, so animating the translation of a UIView already makes use of the GPU.
As an aside, using CADisplayLink instead of NSTimer would probably be better for a game loop.
The problem with the iPhone simulator is it has access to the same resources as your mac. Your macs ram, video card etc. What I would suggest doing is opening instruments.app that comes with the iPhone SDK, and using the CoreAnimation template to have a look at how your resources are being managed. You could also look at allocations to see if its something hogging ram. CPU could also help.
tl;dr iPhone sim uses your macs ram and GFX card. Try looking at the sequence in Instruments to see if theres some lag.

Failed to swap renderbuffer in iphone app

Hi all
Im having a problem with an iphone app that im working on.im using objective c and cocos2d. The frame rate just drops drastically. I have tested for leaks and allocations etc using instruments and all looks good on that front. I am not using any particles or sound at the moment so its not anything like that. its just animated sprites and swapping around of layers. I have stepped through it many times and it is going into the deallocs of each layer as appropriate as well as checking the retain counts on everything to be sure all is getting released but frame rate still drops when i swap between layers.
the log is giving me this
CCLOG(#"cocos2d: Failed to swap renderbuffer in %s\n", FUNCTION);
which is called in
-[EAGLView swapBuffers]
but i have no idea what that is or how to solve it. cpu sampler says this is taking up 77.2% of cpu time.
any ideas would be great im stumped at the moment cheers.
g
This can occur if you are still drawing to the EAGLView whilst it is being swapped out. Check where you are swapping the buffer and ensure you stop all animation before you swap and resume after.

Are multiple UIView animation callbacks a bad idea (i.e. cause mem issues)?

I have multiple UIView animations running in my app. They are very short, and then make callbacks to a method that then usually fires off another animation. This leads to a lot of little animations running at the same time, each firing back callbacks.
This actually performs pretty well, and for the first few levels (the app is a game), no problems are observed. However, as you continue to play deeper into the game, I'm starting to get memory warnings and ultimately crashes. I've put NSLog in all of my dealloc methods, so I can see that everything is being properly released and dealloc'd. I've also run static analysis on the app and fixed anything it found.
The weird part to me is this: Shouldn't any performance problems caused by running multiple animations be processor bound (i.e. shouldn't I see a bunch of slowdown and such)? It seems that everything performs just fine, it just runs up memory too fast and there's nothing more I can free. Is there something in the framework on the UIView side of things that will need lots of memory to do these operations? Is there perhaps a leak in the framework I need to avoid when doing these?
Additional note: I'm animating a custom class that extends UIView and has a label and a UIImageView inside of them.
Multiple animation shouldn't cause memory warnings..
I suggest you should run Instruments for Leaks, ObjectAlloc & CPU Samplers..
That would give a much better view than NSLogs in dealloc
You don't show any code so it's hard to give specific advice, however, have you considered using Core Animation layers instead of UIViews? If you need to animate text, you'll have to use a view since there is no CATextLayer on the phone, however, Core Animation provides the facilities to draw complex sprites in a 2d space making it a great candidate for many games.
Best Regards.

iPhone: Steadily increasing memory usage in apps using touches

I've observed similar behavior in an Apple example app and a game I am working on. In the game, the behavior is eventually causing the app to crash due to running out of memory. The example app is Touches.
At any point when touches are being tracked, which is when you're moving one of the objects around in Touches, and pretty much any time a touch is down in my game, memory usage goes up steadily, for as long as you continue moving the touch around. Once the touch sequence completes, the memory usage does not go back down. I've gotten Touches, which starts off using less than half a meg, up to about 4MB net allocations with a few minutes playing around. That memory is never deallocated.
So my question is: why does this memory never get deallocated? Am I fundamentally misunderstanding something? Is this a framework flaw? I've read some about issues with the accelerometer and touches leaking, but I'm not using the accelerometer at all in this game.
I apologize if this seems TOO elementary, but...
There's no chance you have NSZombiesEnabled set to YES, do you?
That would prevent the deallocation of any objects whatsoever, and if you did allocate new ones, then EVENTUALLY the app will run out of memory.
Use instruments to find what instances are not being deallocated. I had a similar problem, and all it came down to was that I was calling retain, but not release (due to a logic error).
Im in a very similar situation. In fact, if i just let me app run without touching anything (all it does is run an NSTimer to update the display). And i notice the memory slowly but steadily increasing in usage.
If there are memory leaks its not obvious. Because ive seen memory leaks popup whenever it detects one.
So does that mean there are undetectable memory leaks?