DNESS / cocos2d-iphone

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Object Alloc keeps raising in 3.0beta5 OS #391

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
1. attach the director to a window or view
2. create a scene
3. run the scene

This is the bare minimum code I stripped my game down to..
http://pastie.org/493695

What is the expected output? What do you see instead?
On iPhone OS 2.2.1, the Object Alloc levels off and stops going up, but on
iPhone OS 3.0beta5, it keeps raising for no reason. 

What cocos2d version are you using ?
Tested with 0.7.2, 0.7.3, and a trunk of 0.8

What iPhoneSDK are you using ?
3.0 beta 5

Debug or Release ?
Both

Does this happens on device ? or on the simulator ? or on both ?
Device. For some reason the simulator crashes when I try and run
instruments with it.

Please provide any additional information below.
3 blocks are the ones that keep raising..

Instances / Responsible / Responsible Caller
-------------------------------------------------------------
GeneralBlock-8 / QuartzCore / x_list_prepend_
GeneralBlock-56 / QuartzCore / CAImageQueueCollect
IOSurface / IOSurface / IOSurfaceLookup

Screenshots of instruments..
http://thisiskeith.com/objalloc1.png
http://thisiskeith.com/objalloc2.png
http://thisiskeith.com/objalloc3.png
http://thisiskeith.com/objalloc4.png

Original issue reported on code.google.com by TehDN...@gmail.com on 2 Jun 2009 at 9:27

GoogleCodeExporter commented 9 years ago
This bug is still present in the GM Seed build of 3.0. I threw together a simple
project with the latest (r1013) build of cocos2d and pretty much the bare 
minimum
that should be able to reproduce the memory problems on 3.0. 

http://thisiskeith.com/Cocos2d_MemoryTest.zip

Original comment by TehDN...@gmail.com on 9 Jun 2009 at 6:10

GoogleCodeExporter commented 9 years ago
This issue has been discussed in Apple Developer forums:
Graphics and Media Tech. > Open GL ES > Sample GLSprite consumes memory

The explanation offered is a "known bug in ObjectAlloc".
So, it's not cocos2d related. The solution is to use Memory Monitor instead.

The increasing allocs we've been seeing all use the same memory address,
reserving the same memory over and over again.

Original comment by simo.sav...@gmail.com on 6 Aug 2009 at 10:34