Re: Leak when animating Core Animation Superlayer
Re: Leak when animating Core Animation Superlayer
- Subject: Re: Leak when animating Core Animation Superlayer
- From: Brian Christensen <email@hidden>
- Date: Sun, 1 Jun 2008 08:40:28 -0400
On Jun 1, 2008, at 5:03 , Stéphane Droux wrote:
I've changed the timer function to do random animations and this
time it
really "leaks":
- (void) fromTimer: (NSTimer *) t
{
l2.frame = CGRectMake((double)random() / RAND_MAX*30,
(double)random() /
RAND_MAX*30, (double)random() / RAND_MAX*40, (double)random() /
RAND_MAX*40);
l1.opacity = (double)random() / RAND_MAX;
}
I ran it in Object alloc and can see a trend of increasing memory
usage :
the memory usage keeps changing up and down but the general trend is
up and
it doubled after a minute or so.
Could that be caused by some kind of caching in Core Animation ?
If it is, is there a way to flush the cache ?
Even with this new code I'm still not observing any leaking. Are you
using garbage collection? With GC enabled you will observe
fluctuations until the collector gets a chance to free up unused
memory, but even then after a few minutes or so the usage level should
periodically return to a reduced level.
I am not privy to the caching Core Animation is doing internally, but
also keep in mind that it maintains both presentation and model layers
behind the scenes, in addition to whatever internal caching might be
happening to improve performance.
What kind of hardware are you running? I suspect we may be seeing some
differences in our results based on that (perhaps different graphics
hardware is causing Core Animation to have to do more - or different -
work on your machine). I still don't see why this would be leaking on
your machine though.
/brian
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