I've made a game in objective-C for iphone and is getting slow after playing it for 20- 30 times.I am using 3 timers but i am also releasing them.I am allocating 9 UIImageViews but again releasing them also. Please help?
Have you tried using Instruments to look for any other memory leaks or performance issues?
Related
I created a test project to confirm my memory leaks:
Project file: https://dl.dropbox.com/u/3703182/PickerView.zip
Basically a UIPickerView is connected to a datasource via IB. When it's connected to a datasource, it leaks. If not, no leak. I need to use a UIPickerView for an imminent app that needs to be released ASAP, unfortunately it guarantees a crash every 2 hours because of the leak. How can I use the UIPickerView despite the memory leaks without crashing?
EDIT:
It only leaks on device, not in simulator.
That is not a leak. It's an allocation.
If it was a leak it would show a red spike in the second row.
The real test for a leak is presenting and dismissing several times over. If you can do that and show that the allocations keep rising then there is a leak. Not otherwise.
Adding my comments as answer,
Your app will not crash due to this leak since it is a very small leak caused by framework which you dont have to worry about. The screenshot shows that it is in terms of a few bytes. If your app is crashing every 2 hours, that means there is something else which is using a lot of memory. Please check if you are using anything else in your code which could cause this and update the question with your finding.
In allocation tool, make sure you are checking the live bytes section and check how much it is going up. If it stays below 15-20 MB, you dont have to worry much anyways. Check this for more details about memory usage in app. Also check this XCode Instruments Allocations: Look at Live Bytes or Overall Bytes?.
This is the Apple library that is leaking. You cannot do anything about this. It is Apple's fault.
This isn't a leak you can control, it's internal... but this is a very small amount of memory and will not crash your application. I'd be interested in seeing what this looks like an hour in... Can you provide a backtrace of the crash? That would probably better help determine the real cause of the crash.
i'm new to iphone development. im developing app like talking tom. Here im using timers to animate images. for every animation im using separate timer. there is no problem in devices which have more then 5gb free space. But im gettin problem while playing in low memory devices. animation getting slow in those devices. Pleaase help me on this. thanks in advance. Please guide me in right way...
Try to run your timers in different threads.
I am working on an iPhone game which receives memory warning that I am not experienced enough to interpret. I have been watching some iTunesU tutorial but I am still not very good at this..
I have received various memory leaks whilst running my game and I wanted to understand how to interpret the stack trace show in Instruments properly.
I attach a screenshot of the ObjectAllocation instrument output . Even when I zoom filter I don't manage to filter the data in the ObjectSummary .
The peaks in memory usage in 1 happen when the GameScene is initialized and all the data is loaded (ParallaxBackground, CCSpriteBatchNode) and Sprites and bullets frames are created (in an CCArray of spriteFrames).
The big blue peak is just at load time but the app freezes and then crashes only after a while and from the graph I see that the memory usage (blue bar) has gone down.. so I don't quiet get that. Also, whenver I try to use the leaks instrument the App crashes..
I know is a very silly question for someone experienced, but I just need some extra help getting started with this toolset.
I think the memory problem are due to the sprites I allocate in sprite cache classes, but I am not sure on this and hence wanted to investigate this using Instruments but can't find out how to see what is the object causing the memory warning and how to access the stack trace..
PS: I am running on an iPod 4th generatio and I am using Cocos2D as library
EDIT: I do not also understand why if the Live Bytes are only 1.01 MB the App crashes and why I still receive a memory warning (see black flags). Is it due to some pointer referencing to some null variable or due to an excessive memory allocation? 1.01 MB doesn't seem much to me..
EDIT 2: Following Marion's advice I used the Activity Monitor and realized that the effective real memory usage is 55.39 MB. I misinterpreted the "live bytes" word. I will try to dig into this further and will leave the question as unaccepted for now to allow other people contribute. If I won't have any other answer within one-two days I'll mark as accepted the current answer. Thanks!
Thanks a lot!
If you want to find leaks, use Leaks instrument instead of Allocations. To find out, how much memory use at the moment, use ActivityMonitor.
If you will have problems with memory in cocos2d, you can try to purge cache. In cocos2d you can purge CCTextureCache, CCSpriteFrameCache, CCAnimationCache. It will release unused textures and frames.
If you want to check if all of unnessesary textures were removed from memory, you can place breakpoint to CCTextureCache class and call, for example, sharedTextureCache and look throw the content of textures_ dictionary. Or add some method to this class to be able to dump current state of cache.
I have a working iPhone app using SDK 4.0. It shows no leaks in the 'Instruments' tool, and I am fairly convinced that the code does not have any memory leaks.
I then tried to add iAds to the app, and it started showing memory leaks. In order to nail down the problem, I removed all additional code.
All that is left is an added AdBannerView to the .xib file (without doing a single modification to the working version of the code without iAds). This shows memory leaks.
Every time the view loads, the 'Instruments' tool shows 5 leaked blocks of 16 bytes each, with the Responsible Library 'Foundation', and Responsible frame
[NSCFString copywithZone:]
Further running the app gives me leaks from the Responsible library 'iAd' (2 leaks of 48 bytes each), and the responsible frame:
[AdBrandingFrame initWithFrame:]
Further, I also get 48 byte leaks with the responsible library 'UIKit' and responsible frame
-[UIView _createLayerWithFrame:]
Since there is absolutely no addition to my working non-leaking code, except an added AdBannerView to the .xib file, I wonder if it is Apple's code that causes the leak. Although the leak is relatively small, I would like to iron it out. I understand that there is a possibility that a leak shows up even though there may not be one (the pointers might still be held by the OS in some way that Leaks does not know about - It would be great to know if this is the case).
So I had two questions:
1) Is there any chance the problem is actually my code, and the leak for some reason only shows up after adding AdBannerView? If there is such a possibility, I would run another thorough code test.
2) If this is a problem with Apple's code and any of you have encountered this, are there any workarounds you have found?
Any help would be greatly appreciated. Thanks!
I just had the same issue. I think this has been fixed in IOS 4.1
When I test in 4.0 I got a couple leaks "NSCFString copyWithZone"
When testing in 4.1 all is good.
I have a strange problem with a memory leak (the only one ;-) ) in my iPhone app:
alt text http://img253.imageshack.us/img253/8530/bildschirmfoto20091105u.png
I don't know where I have to look for the cause of this leak... the strange thing is that this, exactly this leak also shows up if I create a new navigation-based app and just run it without any changes. I'm testing it in the simulator BTW because I don't have my developer certificate until now.
Has anybody an idea what could be the cause of this leak?
Apple is not perfect and sometimes has leaks in the code. If all your app is leaking is 256 BYTES then I think you will just be wasting your time trying to track it down. My advice is to forget about it.