Cocos2D / iOS7:不断增加样板代码的内存使用 [英] Cocos2D/iOS7: continuously increasing memory usage for boilerplate code

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问题描述

这是什么样子的iOS7模拟器,当应用程序只是运行没有任何用户交互(也没有运行我的任何代码,只有样板Cocos2D):

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):

>

没有问题5.0 - > 6.1。产生这个问题的代码是Cocos2D样板代码,我试图通过注释最小化这是来自App委托的最小代码:

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;
}

我也注释掉了 CCDirector directorDidReshapeProjection 启动以消除我自己的代码。所以当应用程序启动现在我只看到黑屏上的帧速率。

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.

我从Instruments看到的结果相同。

The same result I see from Instruments.

很遗憾,无法在设备上测试iOS 7,

Unfortunately can't test iOS 7 on device, but I don't expect simulator to act like that.

更新:

我做了2个Mark Generations结果。

I made 2 Mark Generations with the following result.

所有项目都是这些64字节分配。我没有线索它们是什么类型。值得一提的是我使用的是最新稳定的Cocos2D 2.1。

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.

更新#2:

64字节分配。

/ p>

推荐答案

这不是一个确认的答案:它似乎是特定于iOS 7.0和cocos2d 2.1的问题。

Not so much an answer as a confirmation: it seems to be a problem specific to iOS 7.0 and cocos2d 2.1.

我观察到相同的行为:在iOS 7.0模拟器上的cocos2d 2.1增加了内存使用量。还有很多,每几秒钟〜1 MB。但是让我们不要理会,模拟器不是一个真正的设备。

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.

在一个设备上(iPod touch第5代iOS 7)内存几乎没有上升。在5分钟的时间内使用标记的世代指示至多15KB的生长。偶尔有一个10-15 KB的块,但最终放开,至少大部分。在5分钟内添加和粘贴的内存量约为5 KB。没有太多,但也不是一个模板应用程序不做或响应任何东西。

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.

在设备上添加并从未发布的内存大多标记为< non-object> 在模拟器中,几个CGPath之间插入。所以这可能表明在iOS 7的cocos2d 2.1中可能会有内存管理问题 - 虽然它对大多数应用程序没有任何负面影响(每小时大约100 KB泄漏)。

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和OpenGL应用程序以及在iOS 6模拟器上运行(我无法在iOS 6设备上测试)不显示任何此类问题,活动字节保持稳定,标记的世代报告没有成长。

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.

这篇关于Cocos2D / iOS7:不断增加样板代码的内存使用的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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