Big problem with object allocations...
Hi there!
I'm working in my app and I've found that while running in the simulator everything goes right, but when I try it in the device, after playing the game twice or likely, the app suddenly stops. I've traced the app with Instruments and I've found some memory leaks (which are not mine, they come from GraphicsServices, no idea of what is...), but I think my problem comes from object allocations. Since my app is running living objects counter doesn't decrease (almost). But when I search for allocated objects I've found that aprox. 11,000 over 16,000 allocations are mallocs (32, 64, 4, 512 kbs, etc) which come from, for example, glTexImage2D (which I think it's an OpenGL method, so no proper code inside), and responsible library is (accordingly to what I've supposed) OpenGLES. What can I do with this? I'm working with objects that use .png images and, of course, they need to be printed on screen. I've also tried to release images when they're not used, blah blah blah, but it doesn't seems to be enough... Before crushing the application sends 5 or 6 memory warnings, but I don't know what can I do with this warnings if I can't release (or so I think) malloc that I didn't made (or think I did not made).
Can anyone help me please? I can't go on with it, and I don't want to continue my app since this is solved (it has to be solved sooner or later, so the soon I solve it the better my app can run).
Thanks in advance!
Last edited by Johanovski; 11-18-2009 at 10:29 AM.
Reason: Some troubles with english... ^_^
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