内存释放问题 - UIImages 的 NSArray
我的记忆力有问题。我可能不明白从导航控制器中弹出当前 UIViewcontroller 是如何工作的。但我认为它会释放它的内存,至少在内存不足时。就像调用dealloc方法一样。我有一个继承自 UIViewController 的类。我基本上是在做一个 png 动画序列。我无法使用animationImages,因为我需要一些交叉淡入淡出。不管怎样,当我观察活动监视器并打开页面(观察内存增加了 30MB)时,我就会弹出它。内存会减少几 MB,但不会减少全部。所以这种情况会一直发生,直到应用程序崩溃。泄漏检测器未显示任何泄漏的物体。我想我正在照顾它。如果有帮助的话我可以粘贴我的代码。关于 NavigationController 和发布 UIViewControllers 有什么我不明白的地方吗?
这是代码:
-(void)addImage:(NSString*)imageName{
if (!images){
images = [[NSMutableArray alloc] init];
}
// UIImage*image = [[UIImage alloc] initWithContentsOfFile:[[NSBundle mainBundle] pathForResource:[imageName stringByReplacingOccurrencesOfString:@".png" withString:@""] ofType:@"png"]];
[images addObject:imageName];
// [image release];
}
-(UIImage*)getImage:(NSString*)imageName{
return [UIImage imageNamed:imageName];
}
// left pad the image number with 0
-(NSString*)formatImageName:(int)num andName:(NSString*)imgName{
NSString* imgNum = [NSString stringWithFormat:@"%i",num];
if (num < 10){
imgNum = [NSString stringWithFormat:@"0%i",num];
}
return [NSString stringWithFormat:imgName,imgNum];
}
// Returns a UIImageView that contains the next image to display
- (UIImageView *)nextImageView
{
if(runOnce && hasRunOnce && pictureIndex == 0){
return nil;
}
// get the image at the next index
UIImage *image = [self getImage:[images objectAtIndex:pictureIndex]];
++pictureIndex; // increment the index
// create an image view for the image
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
//[image release];
// resize the image to fill the screen without distorting
imageView.frame = rotator.frame;
imageView.autoresizesSubviews = NO;
[imageView setContentMode:UIViewContentModeCenter];
// Makes the image move proportionally in any direction if the
// bounds of the superview change when the iPhone is rotated.
imageView.autoresizingMask = (UIViewAutoresizingFlexibleLeftMargin |
UIViewAutoresizingFlexibleRightMargin |
UIViewAutoresizingFlexibleTopMargin |
UIViewAutoresizingFlexibleBottomMargin);
if(pictureIndex > images.count -1){
pictureIndex = 0;
}
hasRunOnce = YES;
return imageView;
}
- (void)timerFired:(NSTimer *)_timer{
nextImageView = [self nextImageView];
if(nextImageView){
[self.view addSubview:nextImageView];
nextImageView.alpha = 0.0;
//NSLog(@"timerFired - image no: %i", pictureIndex);
// begin animation block
[UIView beginAnimations:nil context:nextImageView];
[UIView setAnimationDuration:animationDuration]; // set the animation length
[UIView setAnimationDelegate:self]; // set the animation delegate
// call the given method when the animation ends
[UIView setAnimationDidStopSelector:@selector(transitionFinished:finished:context:)];
// make the next image appear with the chosen effect
[nextImageView setAlpha:1.0]; // fade in the next image
[currentImageView setAlpha:0.0]; // fade out the old image
[UIView commitAnimations];
} else {
[timer invalidate];
timer = nil;
}
}
// called when the image transition animation finishes
- (void)transitionFinished:(NSString *)animationId finished:(BOOL)finished context:(void *)context
{
[currentImageView removeFromSuperview]; // remove the old image
currentImageView.image = nil;
[currentImageView release]; // release the memory for the old image
currentImageView = context; // assign the new image
}
-(void)startRotator{
pictureIndex = 0; // reset the index
currentImageView = [self nextImageView]; // load the first image
[self.view addSubview:currentImageView]; // add the image to the view
timer = [NSTimer scheduledTimerWithTimeInterval:scheduledInterval
target:self
selector:@selector(timerFired:)
userInfo:nil
repeats:YES];
}
-(void)stopRotator{
NSLog(@"ImageRotator - StopRotator Called");
[timer invalidate];
timer = nil; // set timer to nil
[currentImageView removeFromSuperview]; // remove the current image
currentImageView.image = nil;
[currentImageView release];
currentImageView = nil;
if(nextImageView){
[nextImageView removeFromSuperview]; // remove the current image
nextImageView.image = nil;
//[nextImageView release];
nextImageView = nil;
}
}
// called after this controller's view was dismissed, covered or otherwise hidden
- (void)viewWillDisappear:(BOOL)animated
{
[self stopRotator];
[images release];
images = nil;
[super viewWillDisappear:animated];
}
I am having a memory problem. I may not understand how popping the current UIViewcontroller from the navigationcontroller works. But I would think that it would release it's memory, atleast when it's running low. Like call the dealloc method. I have a class that inherits from UIViewController. I am basically doing an png animation sequence. I can't use animationImages because I need some cross fade. Anyways, when I watch the Activity Monitor and I open the page (watch the memory rise by 30MBs) then I pop it. The memory goes down by a few MBs but not by the full amount. So this keeps happening until the app crashes. The Leak detector doesn't show any leaked objects. I think I am taking care of it. I can paste my code if that would help. Is there something I don't understand about NavigationController and releasing UIViewControllers?
Here is the code:
-(void)addImage:(NSString*)imageName{
if (!images){
images = [[NSMutableArray alloc] init];
}
// UIImage*image = [[UIImage alloc] initWithContentsOfFile:[[NSBundle mainBundle] pathForResource:[imageName stringByReplacingOccurrencesOfString:@".png" withString:@""] ofType:@"png"]];
[images addObject:imageName];
// [image release];
}
-(UIImage*)getImage:(NSString*)imageName{
return [UIImage imageNamed:imageName];
}
// left pad the image number with 0
-(NSString*)formatImageName:(int)num andName:(NSString*)imgName{
NSString* imgNum = [NSString stringWithFormat:@"%i",num];
if (num < 10){
imgNum = [NSString stringWithFormat:@"0%i",num];
}
return [NSString stringWithFormat:imgName,imgNum];
}
// Returns a UIImageView that contains the next image to display
- (UIImageView *)nextImageView
{
if(runOnce && hasRunOnce && pictureIndex == 0){
return nil;
}
// get the image at the next index
UIImage *image = [self getImage:[images objectAtIndex:pictureIndex]];
++pictureIndex; // increment the index
// create an image view for the image
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
//[image release];
// resize the image to fill the screen without distorting
imageView.frame = rotator.frame;
imageView.autoresizesSubviews = NO;
[imageView setContentMode:UIViewContentModeCenter];
// Makes the image move proportionally in any direction if the
// bounds of the superview change when the iPhone is rotated.
imageView.autoresizingMask = (UIViewAutoresizingFlexibleLeftMargin |
UIViewAutoresizingFlexibleRightMargin |
UIViewAutoresizingFlexibleTopMargin |
UIViewAutoresizingFlexibleBottomMargin);
if(pictureIndex > images.count -1){
pictureIndex = 0;
}
hasRunOnce = YES;
return imageView;
}
- (void)timerFired:(NSTimer *)_timer{
nextImageView = [self nextImageView];
if(nextImageView){
[self.view addSubview:nextImageView];
nextImageView.alpha = 0.0;
//NSLog(@"timerFired - image no: %i", pictureIndex);
// begin animation block
[UIView beginAnimations:nil context:nextImageView];
[UIView setAnimationDuration:animationDuration]; // set the animation length
[UIView setAnimationDelegate:self]; // set the animation delegate
// call the given method when the animation ends
[UIView setAnimationDidStopSelector:@selector(transitionFinished:finished:context:)];
// make the next image appear with the chosen effect
[nextImageView setAlpha:1.0]; // fade in the next image
[currentImageView setAlpha:0.0]; // fade out the old image
[UIView commitAnimations];
} else {
[timer invalidate];
timer = nil;
}
}
// called when the image transition animation finishes
- (void)transitionFinished:(NSString *)animationId finished:(BOOL)finished context:(void *)context
{
[currentImageView removeFromSuperview]; // remove the old image
currentImageView.image = nil;
[currentImageView release]; // release the memory for the old image
currentImageView = context; // assign the new image
}
-(void)startRotator{
pictureIndex = 0; // reset the index
currentImageView = [self nextImageView]; // load the first image
[self.view addSubview:currentImageView]; // add the image to the view
timer = [NSTimer scheduledTimerWithTimeInterval:scheduledInterval
target:self
selector:@selector(timerFired:)
userInfo:nil
repeats:YES];
}
-(void)stopRotator{
NSLog(@"ImageRotator - StopRotator Called");
[timer invalidate];
timer = nil; // set timer to nil
[currentImageView removeFromSuperview]; // remove the current image
currentImageView.image = nil;
[currentImageView release];
currentImageView = nil;
if(nextImageView){
[nextImageView removeFromSuperview]; // remove the current image
nextImageView.image = nil;
//[nextImageView release];
nextImageView = nil;
}
}
// called after this controller's view was dismissed, covered or otherwise hidden
- (void)viewWillDisappear:(BOOL)animated
{
[self stopRotator];
[images release];
images = nil;
[super viewWillDisappear:animated];
}
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评论(3)
首先,内存会突然增加,因为您将所有图像存储在数组中,为此我建议您将它们存储在文档目录和数组中所有图像的地址(字符串数组)中。
另外,减少内存使用的一个想法是,
如果您使用任何 imageView 来显示图像,则在不显示任何图像时使用上面的行。
需要注意的一件事是,当应用程序内存不足时,它会调用
not
我建议您阅读内存管理
另外,您可以使用
Instruments
来检查内存泄漏first of all there is an abrupt increase in memory because you are storing all that images in your array, for that I would suggest you to store them in document directory and address of all those in array (array of stings).
Also one idea to decrease the memory use would be to use
if you are using any imageView to display image, use above line whenever you are not displaying any image.
One thing to mind is that when the application go out of memory then it calls
not
I would suggest you to read memory management
Also you can use
Instruments
to check for memory leaks我认为你应该更改的第一件事是下面的代码
}
The first thing that I think you should change is the code below
}
内存问题最终出在 ImageNamed 方法上。一旦我使用另一种方法用以下方法覆盖它,一切似乎都工作正常。
The memory problem ended up being the ImageNamed method. Once I used the other method overrode it with the following, everything seemed to work fine.