I believe +[UIImage imageNamed] caches the image, so you would see
memory increasing.  I'm guessing that you eventually triggered a
memory warning, so UIImage dropped its caches, resulting in the crash
due to your over-release.

On Fri, Jul 24, 2009 at 1:04 PM, Dragos Ionel<dragosio...@gmail.com> wrote:
> You are right, I was over releasing and maybe that was crashing the app.
> But still, even without [image release] the memory used by the app on iPhone
> is slowly increasing (like 3K for each image display). Maybe that is
> supposed to happen , maybe something is cached somewhere.
> But the good thing is it did not crash anymore after 200-300 images
> displayed.
> Thanks a lot,
> Dragos
>
>
> On Fri, Jul 24, 2009 at 3:14 AM, Jonathan del Strother
> <maill...@steelskies.com> wrote:
>>
>> UIImage* image = [UIImage imageNamed:fileName];
>> UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
>> [image release];
>>
>> You're overreleasing the image there.  You sure the phone is dying
>> because it's out of memory, rather than because of that?
>>
>> On Fri, Jul 24, 2009 at 3:07 AM, Dragos Ionel<dragosio...@gmail.com>
>> wrote:
>> > Hi,
>> > I am working on a animal encyclopedia on iPhone. One of the pages
>> > displays
>> > one photo of an animal. When the user swipes the screen the image is
>> > replaced with another one.
>> >
>> > This works fine and when tested in the simulator with the Instrument for
>> > Object Allocation, all looks cool.
>> >
>> > When I tested on the real iPhone with Instrument, the memory used
>> > increases
>> > slowly but constantly so that eventually the application dies.
>> >
>> > Here is the method that is doing the image changing (direction means if
>> > the
>> > new image should come from left or from right). The class is a
>> > UIViewController
>> >
>> >
>> > -(void) displayAnimal: (int) animaIndex fromDirection:(int)direction{
>> >
>> >  crtIndex = animaIndex;
>> >
>> >  NSString* animalName = [[animalList objectAtIndex:animaIndex]
>> > objectForKey:
>> > @"name"];
>> >
>> > NSString* fileName   = [[animalList objectAtIndex:animaIndex]
>> > objectForKey:
>> > @"file"];
>> >
>> >  self.title = animalName;
>> >
>> >  //remove all the subviews
>> >
>> > for (UIView *view in self.view.subviews) {
>> >
>> > [view removeFromSuperview];
>> >
>> > }
>> >
>> >  UIView* backgroundView = [[UIView alloc] initWithFrame:CGRectMake(0, 0,
>> > 320,
>> > 480)];
>> >
>> > backgroundView.backgroundColor = [UIColor blackColor];
>> >
>> > [self.view addSubview:backgroundView];
>> >
>> > [backgroundView release];
>> >
>> >  UIImage* image = [UIImage imageNamed:fileName];
>> >
>> > UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
>> >
>> > [image release];
>> >
>> >  CGRect imageFrame = imageView.frame;
>> >
>> > imageFrame.origin = CGPointMake(320*direction,0);
>> >
>> > imageView.frame = imageFrame;
>> >
>> >  [self.view addSubview:imageView];
>> >
>> >
>> >  [UIView beginAnimations: nil context: @"identifier"];
>> >
>> > [UIView setAnimationCurve: UIViewAnimationCurveEaseInOut];
>> >
>> > [UIView setAnimationDuration:0.5];
>> >
>> >  imageFrame.origin = CGPointMake(0,0);
>> >
>> > imageView.frame = imageFrame;
>> >
>> >  [UIView commitAnimations];
>> >
>> > [imageView release];
>> >
>> > }
>> >
>> > Can you see anything that is not right? Why is the memory allocation
>> > showing
>> > different in simulator and on the iPhone?
>> >
>> > Thanks a lot,
>> > Dragos
>> > _______________________________________________
>> >
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>> >
>
>
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