我正在開發iOS 5的大規模應用程序,在xcode中使用ARC。除了當我試圖釋放其中一個接口時,系統似乎運行良好。我使用名爲WhirlyGlobe的框架在第一個視圖控制器中創建3D交互式地球儀。我是否錯過了ARC?
當我切換視圖控制器(我有4之間),我注意到用於視圖控制器與地球儀的內存沒有被釋放。所有其他的視圖控制器(只使用簡單的視圖和圖像)釋放他們的內存很好 - 但全球保持常駐或看起來如此。在導航回全球時,由於「glsmLoadTextureLevelBuffer」中的1mb分配,我獲得了近10mb的內存跳躍。
要繼續我的問題 - 有什麼更多的我可以做,與ARC活躍,幫助釋放我的對象?我注意到我的viewDidUnload和dealloc的方法並不是在所有的調用,我可以得到什麼火的唯一方法是使用viewDidDisappear(這是不理想的很明顯) - 見下文:
- (void)clear
{
[[NSNotificationCenter defaultCenter] removeObserver:self];
if (self.layerThread)
{
[self.layerThread cancel];
while (!self.layerThread.isFinished)
[NSThread sleepForTimeInterval:0.001];
}
self.glView = nil;
self.sceneRenderer = nil;
if (theScene)
{
delete theScene;
theScene = NULL;
}
self.theView = nil;
self.texGroup = nil;
self.layerThread = nil;
self.earthLayer = nil;
self.vectorLayer = nil;
self.labelLayer = nil;
self.interactLayer = nil;
self.pinchDelegate = nil;
self.panDelegate = nil;
self.tapDelegate = nil;
self.longPressDelegate = nil;
self.rotateDelegate = nil;
}
- (void)viewDidDisappear:(BOOL)animated {
NSLog(@"dealloc - viewDidDisappear");
[self clear];
}
我m設置我不再需要的所有零。這是最佳做法嗎?
全球設置代碼: [super viewDidLoad];
AppDelegate *appDelegate = (AppDelegate *)[[UIApplication sharedApplication] delegate];
// Set up an OpenGL ES view and renderer
EAGLView *ev = [[EAGLView alloc] initWithFrame:CGRectMake(0, 0, 824, self.view.frame.size.height)];
self.glView = ev;
self.sceneRenderer = [[SceneRendererES1 alloc] init];
UIColor *whiteC = [UIColor whiteColor];
[sceneRenderer setClearColor:whiteC];
glView.renderer = sceneRenderer;
glView.frameInterval = 2; // 60 fps (2)
[self.view addSubview:glView];
self.view.backgroundColor = [UIColor blackColor];
self.view.opaque = YES;
self.view.autoresizesSubviews = YES;
//glView.frame = self.view.bounds;
glView.frame = CGRectMake(275, GLOBE_HEIGHT_FIX, 768, SCREEN_HEIGHT+STATUS_BAR_HEIGHT); // was 260 x
glView.backgroundColor = [UIColor whiteColor];
self.view.backgroundColor = [UIColor whiteColor]; // red for debug
// Create the textures and geometry, but in the right GL context
[sceneRenderer useContext];
self.texGroup = [[TextureGroup alloc] initWithInfo:[[NSBundle mainBundle] pathForResource:@"bdGlobe_info" ofType:@"plist"]];
// Need an empty scene and view
theScene = new WhirlyGlobe::GlobeScene(4*texGroup.numX,4*texGroup.numY);
self.theView = [[WhirlyGlobeView alloc] init];
[theView setFarPlane:5.0];
[theView setHeightAboveGlobe:GLOBE_HEIGHT_VIEW];
if (globeShouldAnimate) glView.alpha = 1.0;
// Need a layer thread to manage the layers
self.layerThread = [[WhirlyGlobeLayerThread alloc] initWithScene:theScene];
// Earth layer on the bottom
self.earthLayer = [[SphericalEarthLayer alloc] initWithTexGroup:texGroup];
[self.layerThread addLayer:earthLayer];
// Set up the vector layer where all our outlines will go
self.vectorLayer = [[VectorLayer alloc] init];
[self.layerThread addLayer:vectorLayer];
// General purpose label layer.
self.labelLayer = [[LabelLayer alloc] init];
[self.layerThread addLayer:labelLayer];
self.interactLayer = [[InteractionLayer alloc] initWithVectorLayer:self.vectorLayer labelLayer:labelLayer globeView:self.theView
countryShape:[[NSBundle mainBundle] pathForResource:@"10m_admin_0_map_subunits" ofType:@"shp"]
oceanShape:[[NSBundle mainBundle] pathForResource:@"10m_geography_marine_polys" ofType:@"shp"]
regionShape:[[NSBundle mainBundle] pathForResource:@"10m_admin_1_states_provinces_shp" ofType:@"shp"]];
self.interactLayer.maxEdgeLen = [self.earthLayer smallestTesselation]/10.0;
[self.layerThread addLayer:interactLayer];
// Give the renderer what it needs
sceneRenderer.scene = theScene;
sceneRenderer.view = theView;
// Wire up the gesture recognizers
self.panDelegate = [PanDelegateFixed panDelegateForView:glView globeView:theView];
self.tapDelegate = [WhirlyGlobeTapDelegate tapDelegateForView:glView globeView:theView];
self.longPressDelegate = [WhirlyGlobeLongPressDelegate longPressDelegateForView:glView globeView:theView];
// Kick off the layer thread
// This will start loading things
[self.layerThread start];
你在應用程序上運行泄漏儀器嗎?我的第一個傾向將是檢查WhirlyGlobe的泄漏。 – 2012-01-17 01:19:35
我已經運行泄漏儀器 - 無論如何,每次全球部分打開時,只有1mb內存分配的巨大跳躍......如果我彈出視圖控制器並設置,整個部分不應該被釋放它爲零? – 2012-01-17 01:26:59
您可以使用此分配工具。使用堆鏡頭,您可以在應用程序的生命週期中的各個點上標記堆,並比較構成每個快照點處內存當前分配的對象圖。這應該有助於縮小保留的內容和由誰來保存的內容。 – 2012-01-17 01:33:11