我正在开发iOS 5的大规模应用程序,在xcode中使用ARC。除了当我试图释放其中一个接口时,系统似乎运行良好。我使用名为WhirlyGlobe的框架在第一个视图控制器中创建3D交互式地球仪。我是否错过了ARC?
当我切换视图控制器(我有4之间),我注意到用于视图控制器与地球仪的内存没有被释放。所有其他的视图控制器(只使用简单的视图和图像)释放他们的内存很好 - 但全球保持常驻或看起来如此。在导航回全球时,由于“glsmLoadTextureLevelBuffer”中的1mb分配,我获得了近10mb的内存跳跃。
要继续我的问题 - 有什么更多的我可以做,与ARC活跃,帮助释放我的对象?我注意到我的viewDidUnload和dealloc的方法并不是在所有的调用,我可以得到什么火的唯一方法是使用viewDidDisappear(这是不理想的很明显) - 见下文:
- (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设置我不再需要的所有零。这是最佳做法吗?
全球设置代码: [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];
你在应用程序上运行泄漏仪器吗?我的第一个倾向将是检查WhirlyGlobe的泄漏。 – 2012-01-17 01:19:35
我已经运行泄漏仪器 - 无论如何,每次全球部分打开时,只有1mb内存分配的巨大跳跃......如果我弹出视图控制器并设置,整个部分不应该被释放它为零? – 2012-01-17 01:26:59
您可以使用此分配工具。使用堆镜头,您可以在应用程序的生命周期中的各个点上标记堆,并比较构成每个快照点处内存当前分配的对象图。这应该有助于缩小保留的内容和由谁来保存的内容。 – 2012-01-17 01:33:11