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> On May 1, 2023, at 5:04 AM, Gabriel Zachmann wrote:
>
> Thanks so much again!
>
> I tried, and it didn't give me a good clue, though.
> What I got as output is:
> All zones: 1466 nodes malloced - Sizes: 117040KB[25] 96KB[25] 8KB[2] 5.5KB[1]
> 5KB[1] 4KB[2] 3KB[3] 2.5KB[2] 2KB[4] 1.5KB[4] 65
malloc is not the only way for your app to leak memory. CGImage in particular
allocates its own anonymous VM regions. footprint against your process (man 1
footprint) is a good way to get a quick look at where the system thinks this
memory is going. Once you’ve looked at that, Instruments or vmm
Hm, on closer inspection, maybe it did help.
At the moment, at least, the memory footprint of my app levels out at 3GB
(which would be OK).
In any case, thanks again so much to everybody who chimed in!
Best regards, Gabriel
> On 1. May 2023, at 12:43, Gabriel Zachmann wrote:
>
> Thanks a lot
Thanks so much again!
I tried, and it didn't give me a good clue, though.
What I got as output is:
All zones: 1466 nodes malloced - Sizes: 117040KB[25] 96KB[25] 8KB[2] 5.5KB[1]
5KB[1] 4KB[2] 3KB[3] 2.5KB[2] 2KB[4] 1.5KB[4] 656[15] 592[2] 528[2] 512[2]
448[5] 400[3] 384[2] 368[3] 352[1] 336[1] 30
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Thanks a lot for your response!
I am not sure, though, I understand what you mean.
I've got 3 autoreleasepool's in different places in my source code. They are
just
@autoreleasepool { ... do something ... }
What do you mean by "insufficient use" ? and how do you mean "exit the nearest
autor
Yet another possible issue is that Apple’s frameworks tend to like to hold onto
and reuse objects like CALayers. As a result they also hold onto the contents
for much longer than you might think. I would at least try imgLayer.contents =
nil as soon as you’re sure the layer won’t be displayed aga