Re: Puzzling memory creep
Re: Puzzling memory creep
- Subject: Re: Puzzling memory creep
- From: Richard Kennaway <email@hidden>
- Date: Fri, 04 Sep 2015 17:57:37 +0100
> On 4 Sep 2015, at 16:55, Scott Ribe <email@hidden> wrote:
> I would not be surprised if that callback to an observer is something triggered by your updates--some part of the window event/update/redraw handling deep in the framework. I don't have any advice to offer as to how to get from that suspicion to a solution, sorry. But varying the frequency of your updates, and checking to see if that drives the rate of leakage through the observer callback, will at least establish if it's truly independent or correlated.
>
> If it is correlated, then the prior suggestion of stripping down your update code bit by bit is a good one. I'd make one change though, first I'd remove *all* the code in the NSTimer callback. Find out if simply having a timer fire is enough, or if you have to actually do some updating--then if it doesn't leak with no code, start adding back gradually. And of course if it does leak with no code, you're ready to file a bug report and/or open a DTS incident.
With no code, or even with all the code except for updating the UILabels, there is no leak. With any UILabel updates, there is a leak whose rate is independent of the number of UILabels being updated. The rate goes up with the timer frequency, but not proportionally.
In the message I found on the gamedev.net forum from March 2014, and I linked in another reply here, the leak was triggered by updating a slider, and the writer there says that further experimenting gave this leak when updating any sort of GUI element. I've joined that forum and sent him a message, but he may no longer be active there.
-- Richard Kennaway
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