2014-01-15 53 views
0

我正在編寫一個應用程序,該應用程序在視圖中繪製某些內容,並基於devicemotion進行繪製。但4分鐘使應用程序崩潰後,我得到這樣的警告:由於內存分配,iphone應用程序崩潰

2014-01-15 17:04:16.605 appName[3427:60b] Received memory warning. 

這是我的代碼有:

- (void) viewDidLoad 
{ 
    [super viewDidLoad]; 
    //FIXME: App crash due Memory allocations 
     self.motionManager =[[CMMotionManager alloc] init]; 
    self.motionManager.deviceMotionUpdateInterval = .2; 
    [self.motionManager startDeviceMotionUpdatesToQueue:[NSOperationQueue currentQueue] 
withHandler:^(CMDeviceMotion *motion, NSError *error) { 
     [self motionMethod:motion]; 
    }]; 
} 

-(void)motionMethod:(CMDeviceMotion *)deviceMotion 
{ 
    drawImage.image = nil; 
    drawImage = [[UIImageView alloc] init]; 
    drawImage.frame = self.view.frame; 

    [self.view addSubview:drawImage]; 
    float accelerationThreshold = 0.005; 
    CMAcceleration userAcceleration = deviceMotion.userAcceleration; 
    drawImage.image = UIGraphicsGetImageFromCurrentImageContext(); 
    UIGraphicsBeginImageContext(CGSizeMake(320, 568)); 
    CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound); 
    CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 2.5); 
    CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0, 1, 0, 1); 

    float diff = fabs((userAcceleration.x + userAcceleration.y + userAcceleration.z)-oldMove); 

    if (fabs(userAcceleration.x) < accelerationThreshold || 
     fabs(userAcceleration.y) < accelerationThreshold || 
     fabs(userAcceleration.z) < accelerationThreshold) 
    { 
     //vertical top 
     CGContextMoveToPoint(UIGraphicsGetCurrentContext(), self.view.bounds.size.width/2 , 
          self.view.bounds.size.height/2 + ((self.view.bounds.size.height/100)*2.5)); 
     CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), self.view.bounds.size.width /2, 
           self.view.bounds.size.height -((self.view.bounds.size.height/100)*30)); 
     //vertical down 
     CGContextMoveToPoint(UIGraphicsGetCurrentContext(), self.view.bounds.size.width/2 , 
          self.view.bounds.size.height/2 - ((self.view.bounds.size.height /100) *2.5)); 
     CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), self.view.bounds.size.width /2, 
           ((self.view.bounds.size.height/100)*30)); 

     //horizontal right 
     CGContextMoveToPoint(UIGraphicsGetCurrentContext(), self.view.bounds.size.width/2 + ((self.view.bounds.size.width/100)*5) , 
          self.view.bounds.size.height/2); 
     CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), self.view.bounds.size.width - ((self.view.bounds.size.width/100)*20) , 
           self.view.bounds.size.height /2 ); 
     //horizontal left 
     CGContextMoveToPoint(UIGraphicsGetCurrentContext(), self.view.bounds.size.width/2 - ((self.view.bounds.size.width/100)*5) , 
          self.view.bounds.size.height/2); 
     CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), ((self.view.bounds.size.width /100)*20), 
           self.view.bounds.size.height /2 ); 
    } 
    else 
    { 
     float pos = 300 * diff; 

     int radius = 100; 
     int cX = self.view.bounds.size.width/2 -50; 
     int cY = self.view.bounds.size.height /2 -50; 

     CGRect borderRect1 = CGRectMake(cX - pos, cY -pos, radius, radius); 
     CGRect borderRect2 = CGRectMake(cX + pos, cY -pos, radius, radius); 
     CGRect borderRect3 = CGRectMake(cX , cY + pos, radius, radius); 

     CGContextStrokeEllipseInRect(UIGraphicsGetCurrentContext(), borderRect1); 
     CGContextStrokeEllipseInRect(UIGraphicsGetCurrentContext(), borderRect2); 
     CGContextStrokeEllipseInRect(UIGraphicsGetCurrentContext(), borderRect3); 

    } 

    oldMove = accelerationThreshold; 

    CGContextStrokePath(UIGraphicsGetCurrentContext()); 

    } 

能有人幫我解決這個問題?非常感謝。

編輯: 這是我沒有內存泄漏的新方法:

-(void)motionMethod:(CMDeviceMotion *)deviceMotion 
{ 
    drawImage.image = nil; 
    if (drawImage.image == nil) { 
     [drawImage removeFromSuperview]; 
    } 
drawImage = [[UIImageView alloc] init]; 
drawImage.frame = self.view.frame; 
float accelerationThreshold = 0.002; 
CMAcceleration userAcceleration = deviceMotion.userAcceleration; 

UIGraphicsBeginImageContext(CGSizeMake(self.view.frame.size.width, self.view.frame.size.height)); 
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound); 
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 2.5); 
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0, 1, 0, 1); 

float diff = fabs((userAcceleration.x + userAcceleration.y + userAcceleration.z)-oldMove); 

if (fabs(userAcceleration.x) < accelerationThreshold || 
    fabs(userAcceleration.y) < accelerationThreshold || 
    fabs(userAcceleration.z) < accelerationThreshold) 
{ 
    //vertical top 
    CGContextMoveToPoint(UIGraphicsGetCurrentContext(), self.view.bounds.size.width/2 , 
         self.view.bounds.size.height/2 + ((self.view.bounds.size.height/100)*2.5)); 
    CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), self.view.bounds.size.width /2, 
          self.view.bounds.size.height -((self.view.bounds.size.height/100)*30)); 
    //vertical down 
    CGContextMoveToPoint(UIGraphicsGetCurrentContext(), self.view.bounds.size.width/2 , 
         self.view.bounds.size.height/2 - ((self.view.bounds.size.height /100) *2.5)); 
    CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), self.view.bounds.size.width /2, 
          ((self.view.bounds.size.height/100)*30)); 

    //horizontal right 
    CGContextMoveToPoint(UIGraphicsGetCurrentContext(), self.view.bounds.size.width/2 + ((self.view.bounds.size.width/100)*5) , 
         self.view.bounds.size.height/2); 
    CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), self.view.bounds.size.width - ((self.view.bounds.size.width/100)*20) , 
          self.view.bounds.size.height /2 ); 
    //horizontal left 
    CGContextMoveToPoint(UIGraphicsGetCurrentContext(), self.view.bounds.size.width/2 - ((self.view.bounds.size.width/100)*5) , 
         self.view.bounds.size.height/2); 
    CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), ((self.view.bounds.size.width /100)*20), 
          self.view.bounds.size.height /2 ); 
} 
else 
{ 
    float pos = 300 * diff; 

    int radius = 100; 
    int cX = self.view.bounds.size.width/2 -50; 
    int cY = self.view.bounds.size.height /2 -50; 

    CGRect borderRect1 = CGRectMake(cX - pos, cY -pos, radius, radius); 
    CGRect borderRect2 = CGRectMake(cX + pos, cY -pos, radius, radius); 
    CGRect borderRect3 = CGRectMake(cX , cY + pos, radius, radius); 

    CGContextStrokeEllipseInRect(UIGraphicsGetCurrentContext(), borderRect1); 
    CGContextStrokeEllipseInRect(UIGraphicsGetCurrentContext(), borderRect2); 
    CGContextStrokeEllipseInRect(UIGraphicsGetCurrentContext(), borderRect3); 

} 

oldMove = accelerationThreshold; 

CGContextStrokePath(UIGraphicsGetCurrentContext()); 
[drawImage setFrame:CGRectMake(0,0, self.view.frame.size.width, self.view.frame.size.height)]; 
drawImage.image = UIGraphicsGetImageFromCurrentImageContext(); 
UIGraphicsEndImageContext(); 

[self.view addSubview:drawImage]; 
} 

感謝所有幫助。

+0

它看起來像當你創建UIImageView(drawImage),然後將其傳遞給子視圖時,有一個內存泄漏。您正在創建大量的UIImageView,而無需發佈任何代碼 - 無論如何您都已顯示代碼。 –

+0

您是否使用過儀器來追蹤內存問題? – rmaddy

回答

1

的問題是在這裏:

[self.view addSubview:drawImage]; 

你一後添加一個子視圖而沒有刪除一個。照顧刪除/釋放未使用的子視圖,你的記憶問題將消失。