instruments

Leak from NSURL and AVAudioPlayer using ARC

坚强是说给别人听的谎言 提交于 2019-12-17 10:45:24
问题 I am runung Instruments on an iPhone 4S. I am using AVAudioPlayer inside this method: -(void)playSound{ NSURL *url = [self.word soundURL]; NSError *error; audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error]; if (!error) { [audioPlayer prepareToPlay]; [audioPlayer play]; }else{ NSLog(@"Problem With audioPlayer on general card. error : %@ | url %@",[error description],[url absoluteString]); } I am getting leaks when playing the sound files: Leaked objects: 1. Object :

Memory leak every time UIScrollView is released

可紊 提交于 2019-12-17 09:52:25
问题 In my app I have a scroll view and four table views. Each time one is dragged and then released, I get a 48 byte leak. This really adds up. As you can see, both groups of leaks have the same source. Has anyone seen a leak like this before? Edit 1: When I click on the arrow next to the leak, I get this information for the leak: 回答1: What you are seeing is a known bug in iOS 5.1 and is being discussed in the iOS Developer Forums as such. You can find the relevant thread by searching in the

Memory leak every time UIScrollView is released

╄→гoц情女王★ 提交于 2019-12-17 09:52:01
问题 In my app I have a scroll view and four table views. Each time one is dragged and then released, I get a 48 byte leak. This really adds up. As you can see, both groups of leaks have the same source. Has anyone seen a leak like this before? Edit 1: When I click on the arrow next to the leak, I get this information for the leak: 回答1: What you are seeing is a known bug in iOS 5.1 and is being discussed in the iOS Developer Forums as such. You can find the relevant thread by searching in the

Deciphering instruments readout

浪子不回头ぞ 提交于 2019-12-14 02:15:07
问题 CPU usage at ~50% / energy usage "Very high" in my sprite kit game. I use tile sets to setup the levels. After the tile sets are in place I use clear, non-dynamic sprites with collision/contact bit masks for floors/walls/etc. I get a constant 60FPS, and my memory usage is only ~32MBs. For animations as of now I have: 3 roving (forever) enemies which are not removed from the scene unless stepped on and killed 9 vertically moving platforms (up and down forever). Each platform uses an SKaction

In Cocoa under ARC can I get a list of objects that have references to another object (either programmatically or using Instruments)?

♀尐吖头ヾ 提交于 2019-12-13 14:08:37
问题 I am debugging the my Cocoa application and noticed using the Instruments.app allocation profile that the model object graph is not deallocating as I expect. Basically when I remove a root model object from the my NSDocument I was expecting the whole object graph for that object to be deallocated. That doesn't happen, which means that there is a strong reference to my root model object somewhere else in the application. Is it possible to get a list of object which have a reference to a

iOs high memory usage

家住魔仙堡 提交于 2019-12-13 05:45:13
问题 Now i 've got a project with ARC, which use over 6m memory on pushing chat ViweController(UItableview with custom cells). I have no idea about why it happening. The most interesting that i cant identify for what reason it needs too much memory. So this is my Instruments screenshot: In more detail view it looks like: I think libRip.A.dylib needs too much memory. Have you got any ideas about it? And please explain me what is and strange libRip.A.dylib library? 回答1: According to this that libRIP

ViewController transition bottleneck in UITabBarController

邮差的信 提交于 2019-12-13 04:38:27
问题 When I tap on a specific UITabBarItem to switch ViewControllers, the transition takes about 4 - 5s. There is no heavy processing being done, so this leads me to believe that the code is simply inefficient. After having taken a look inside Instruments as suggested in the comments, I have pinpointed the following process to be taking ~> 2500 ms Running Time Self (ms) Symbol Name 2485.0ms 44.3% 0.0 TDescriptorSource::CopyDescriptorsForRequestFromArray(__CFArray const*, __CFDictionary const*,

Compiler error regarding Boost file ONLY when trying to use Instruments in Xcode 7.1

不打扰是莪最后的温柔 提交于 2019-12-13 02:58:20
问题 I get a Boost circular buffer file not found issue when trying to profile my C++ code in Xcode 7.1 but no such error when running the code normally. Do I need to pass some parameters to the Profile section in Edit Scheme ? EDIT: I should add that in the same project #include <boost/lexical_cast.hpp> doesn't give an error! 回答1: It seems Instruments always uses the latest SDK, even when the main project doesn't. I solved the issue by including boost framework in the proper place within latest

Is “Running Time”, “CPU Usage” a useful metric under Instruments to draw any conclusions?

懵懂的女人 提交于 2019-12-13 02:20:47
问题 Have profiled an app on an iPhone 4 using "Time Profiler" and "CPU Monitor" and trying to make sense of it. Given that execution time is 8 minutes, CPU "Running Time" is around 2 minutes. About 67% of that is on the main thread, out of which 52% is coming from "own code". Now, I can see the majority of time being spent in enumerating over arrays (and associated work), UIKit operations, etc. The problem is, how do I draw any meaningful conclusions out of this data? i.e. there is something

Missing symbol names when profiling iPhone app in Instruments

混江龙づ霸主 提交于 2019-12-12 12:28:48
问题 I don't get any symbol names when I'm profiling my iPhone app. It works in the simulator and when using Debug mode on the device, but not when using Release (as you should use when profiling). I know the dsym-file is generated for both release and debug, so that is not the problem. I've tried the solution described here: Missing symbol names when profiling IPhone application with Instruments But when i choose "Re-Symbolicate Document" my app's name doesn't appear in the binary list (it does