Re: memory allocation different in simulator and on the iPhone
Re: memory allocation different in simulator and on the iPhone
- Subject: Re: memory allocation different in simulator and on the iPhone
- From: Jesse Armand <email@hidden>
- Date: Fri, 24 Jul 2009 21:29:01 +0700
Try to use image allocation methods besides imageNamed
Jesse Armand
----------------------------------------
(http://jessearmand.com)
On Fri, Jul 24, 2009 at 9:07 AM, Dragos Ionel<email@hidden> wrote:
> Hi,
> I am working on a animal encyclopedia on iPhone. One of the pages displays
> one photo of an animal. When the user swipes the screen the image is
> replaced with another one.
>
> This works fine and when tested in the simulator with the Instrument for
> Object Allocation, all looks cool.
>
> When I tested on the real iPhone with Instrument, the memory used increases
> slowly but constantly so that eventually the application dies.
>
> Here is the method that is doing the image changing (direction means if the
> new image should come from left or from right). The class is a
> UIViewController
>
>
> -(void) displayAnimal: (int) animaIndex fromDirection:(int)direction{
>
> crtIndex = animaIndex;
>
> NSString* animalName = [[animalList objectAtIndex:animaIndex] objectForKey:
> @"name"];
>
> NSString* fileName = [[animalList objectAtIndex:animaIndex] objectForKey:
> @"file"];
>
> self.title = animalName;
>
> //remove all the subviews
>
> for (UIView *view in self.view.subviews) {
>
> [view removeFromSuperview];
>
> }
>
> UIView* backgroundView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 320,
> 480)];
>
> backgroundView.backgroundColor = [UIColor blackColor];
>
> [self.view addSubview:backgroundView];
>
> [backgroundView release];
>
> UIImage* image = [UIImage imageNamed:fileName];
>
> UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
>
> [image release];
>
> CGRect imageFrame = imageView.frame;
>
> imageFrame.origin = CGPointMake(320*direction,0);
>
> imageView.frame = imageFrame;
>
> [self.view addSubview:imageView];
>
>
> [UIView beginAnimations: nil context: @"identifier"];
>
> [UIView setAnimationCurve: UIViewAnimationCurveEaseInOut];
>
> [UIView setAnimationDuration:0.5];
>
> imageFrame.origin = CGPointMake(0,0);
>
> imageView.frame = imageFrame;
>
> [UIView commitAnimations];
>
> [imageView release];
>
> }
>
> Can you see anything that is not right? Why is the memory allocation showing
> different in simulator and on the iPhone?
>
> Thanks a lot,
> Dragos
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