问题
This is what it looks like with iOS7 simulator when application is just running without any user interaction(also I'm not running any code of mine, only boilerplate Cocos2D):
No such issue with 5.0->6.1. The code producing this problem is Cocos2D boilerplate code which I tried to minimize with commenting and this is the minimum code from App delegate:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
// Create the main window
window_ = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
// CCGLView creation
CCGLView *glView = [CCGLView viewWithFrame:[window_ bounds]
pixelFormat:kEAGLColorFormatRGB565
depthFormat:0
preserveBackbuffer:NO
sharegroup:nil
multiSampling:NO
numberOfSamples:0];
director_ = (CCDirectorIOS*) [CCDirector sharedDirector];
director_.wantsFullScreenLayout = YES;
// Display FSP and SPF
[director_ setDisplayStats:YES];
// set FPS at 60
[director_ setAnimationInterval:1.0/60];
// attach the openglView to the director
[director_ setView:glView];
[glView setMultipleTouchEnabled:YES];
// 2D projection
[director_ setProjection:kCCDirectorProjection2D];
// [director setProjection:kCCDirectorProjection3D];
// Enables High Res mode (Retina Display) on iPhone 4 and maintains low res on all other devices
if( ! [director_ enableRetinaDisplay:YES] )
CCLOG(@"Retina Display Not supported");
// Default texture format for PNG/BMP/TIFF/JPEG/GIF images
// It can be RGBA8888, RGBA4444, RGB5_A1, RGB565
// You can change this setting at any time.
[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA8888];
// If the 1st suffix is not found and if fallback is enabled then fallback suffixes are going to searched. If none is found, it will try with the name without suffix.
// On iPad HD : "-ipadhd", "-ipad", "-hd"
// On iPad : "-ipad", "-hd"
// On iPhone HD: "-hd"
CCFileUtils *sharedFileUtils = [CCFileUtils sharedFileUtils];
[sharedFileUtils setEnableFallbackSuffixes:NO]; // Default: NO. No fallback suffixes are going to be used
[sharedFileUtils setiPhoneRetinaDisplaySuffix:@"-hd"]; // Default on iPhone RetinaDisplay is "-hd"
[sharedFileUtils setiPadSuffix:@"-ipad"]; // Default on iPad is "ipad"
[sharedFileUtils setiPadRetinaDisplaySuffix:@"-ipadhd"]; // Default on iPad RetinaDisplay is "-ipadhd"
// Assume that PVR images have premultiplied alpha
[CCTexture2D PVRImagesHavePremultipliedAlpha:YES];
// Create a Navigation Controller with the Director
navController_ = [[MyNavigationController alloc] initWithRootViewController:director_];
navController_.navigationBarHidden = YES;
// for rotation and other messages
[director_ setDelegate:navController_];
// set the Navigation Controller as the root view controller
[window_ setRootViewController:navController_];
// make main window visible
[window_ makeKeyAndVisible];
return YES;
}
I also commented out CCDirector
from directorDidReshapeProjection
startup to eliminate my own code. So when application launches now I only see frame rate on black screen.
The same result I see from Instruments.
Unfortunately can't test iOS 7 on device, but I don't expect simulator to act like that.
Update:
I made 2 Mark Generations with the following result.
All items are those 64 byte allocations. I have no clue what type they are. Worth to mention that I'm using latest stable Cocos2D 2.1.
Update #2:
Call stack of 64 byte allocation.
回答1:
Not so much an answer as a confirmation: it seems to be a problem specific to iOS 7.0 and cocos2d 2.1.
I observed the same behavior: cocos2d 2.1 on iOS 7.0 simulator increases memory usage over time. And a lot, too, every few seconds by ~1 MB. But let's disregard that, the Simulator is not a real device.
On a device (iPod touch 5th gen with iOS 7) memory is barely going up. Using marked generations over a period of 5 minutes indicates a growth of at most 15 KB. Occasionally there is a block of 10-15 KB allocated but eventually let go, at least most of it. The amount of memory added and sticking around over a 5 minute period is about 5 KB. Not much, but also more than nothing for a template app that doesn't do or respond to anything.
The memory that is added and never released on the device is mostly marked as <non-object>
as in the Simulator, with a few CGPath thrown in between. So this may indicate that there could be a memory management issue in cocos2d 2.1 on iOS 7 - though it's too minor to have any negative effect on most apps (~100 KB "leaked" per hour).
Sprite Kit and OpenGL applications as well as running on a iOS 6 Simulator (I couldn't test on a iOS 6 device) don't show any such issue, live bytes remains steady with marked generations reporting no growth at all.
回答2:
Are you sure you don't have zombie objects enable?
Click on your product -> Edit scheme and at diagnostics tab if you have "Enable zombie objects" checked, uncheck it and try again.
回答3:
I know this is too late to reply this issue but just leave it here. There is a guy talk about nszoombie, so if you enable debug of xcode with this option, it will cause this issue. Turn it off and check again
来源:https://stackoverflow.com/questions/19111272/cocos2d-ios7-continuously-increasing-memory-usage-for-boilerplate-code