I am fairly experienced C programmer but IOS is new for me. I do have memory leak (I think this because I get MemoryWarning and soon my app gets killed with no mercy). But Instruments memory leak detector says all is fine. Yes, I have memory snapshotting running every X seconds. Meanwhile if I run VM Tracker I see memory usage is going up. Most of memory is taken by "CG Image" which seems to be clue. I used "if 0"-s to narrow down to place where leak occurs, so this is it:
- (void)captureOutput:(AVCaptureOutput *)captureOutput didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection *)connection {
UIImage *image = [self imageFromSampleBuffer:sampleBuffer];
#if 1
/****** Draw stuff on every frame screen *******/
CGImageRef imageRef = image.CGImage;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(NULL, image.size.width, image.size.height, 8, image.size.width * 4, colorSpaceRef,kCGImageAlphaPremultipliedLast | kCGBitmapByteOrderDefault);
CGContextDrawImage(context, CGRectMake(0, image.size.height*-0.1, image.size.width, image.size.height*1.2 ),imageRef);
#endif
#if 0
if (backgroundJobRunning1 == NO) {
backgroundJobRunning1 = YES;
NSValue *value1 = [NSValue valueWithPointer:image];
// start1 = [NSDate timeIntervalSinceReferenceDate];
NSArray *array = [NSArray arrayWithObjects:value1, nil];
// [self performSelectorInBackground:@selector(cleverStuffWithImage:) withObject:array ];
[self cleverStuffWithImage:(array)];
}
#endif
if(sum>0) {
CGPoint p1= CGPointMake(image.size.height-mycorners[0].y ,image.size.width-mycorners[0].x );
CGPoint p2= CGPointMake(image.size.height-mycorners[1].y ,image.size.width-mycorners[1].x );
CGPoint p3= CGPointMake(image.size.height-mycorners[2].y ,image.size.width-mycorners[2].x );
CGPoint p4= CGPointMake(image.size.height-mycorners[3].y ,image.size.width-mycorners[3].x );
[_layer setpoints:p1 withArg2:p2 withArg3:p3 withArg4:p4];
}
/***** Release everything we allocated */
#if 0
CGImageRef cgImage = CGBitmapContextCreateImage( context );
// imageRef = (CGImageRef)[[(id)imageRef retain] autorelease];
UIImage *image2 = [[UIImage alloc] initWithCGImage:cgImage];
if(_settingImage == NO) {
_settingImage = YES;
[self performSelectorInBackground:@selector(setImageToView:) withObject:image2];
} else {
CCLOG(@"missed frame");
}
CGImageRelease(cgImage);
#endif
#if 1
CGColorSpaceRelease( colorSpaceRef );
CGContextRelease( context );
#endif
}
#if 0
- ( IplImage * )createGrayIplImage: ( UIImage * )image {
CGImageRef imageRef = image.CGImage;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
IplImage * iplImage = cvCreateImage( cvSize( image.size.width, image.size.height ), IPL_DEPTH_8U, 4 );
CGContextRef context = CGBitmapContextCreate(iplImage->imageData,
iplImage->width,
iplImage->height,
iplImage->depth,
iplImage->widthStep,
colorSpaceRef,
kCGImageAlphaPremultipliedLast | kCGBitmapByteOrderDefault
);
CGContextDrawImage( context, CGRectMake(0, 0, image.size.width, image.size.height), imageRef);
CGContextRelease( context );
CGColorSpaceRelease( colorSpaceRef );
IplImage * returnImage = cvCreateImage( cvGetSize( iplImage ), IPL_DEPTH_8U, 1 );
cvCvtColor( iplImage, returnImage, CV_RGBA2GRAY );
cvReleaseImage( &iplImage );
return returnImage;
}
#endif
- (void)dealloc {
[[CCDirector sharedDirector] end];
[window release];
[super dealloc];
}
Leaks happens when "#if 1"-s are like now. What I am not releasing?
Actually I had more of similar problems and I assume there is something I do not know about UIImage and CGImage relationship. For example I do not clearly understand if "CGImageRef imageRef = image.CGImage;" allocates something and when it gets released. Trying to release it caused double free error. Meanwhile I pass sometime one of these to background thread and got memory leaks.
Hmm, seems like adding
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
to beginning and
[pool release]
made problem go away. I didn't knew it handles this like thread.