Je travaille actuellement sur un jeu iPhone et j'ai besoin de créer de l'animation à la volée. L'animation est basée sur plusieurs images, et comme la gamme de combinaisons d'images est trop grande et qu'il est impossible de pré-créer toutes les séquences, j'aimerais pouvoir recalculer un ensemble d'images chaque fois que la situation change.La mémoire fuit dans la fonction de création d'image
La fonction crée une série d'images à utiliser comme séquence d'animation. J'ai besoin d'aide avec deux choses:
- Il y a plusieurs grandes fuites de mémoire que je vais avoir du mal à trouver - je besoin d'aide pour les localiser
- Depuis que je suis nouveau à l'iPhone, je veux savoir si est une meilleure façon de le faire, si vous avez une meilleure idée sur la façon de l'écrire, s'il vous plaît partager ...
code:
(void) updateImages:(int) smallPicID
{
CGRect smallPicRect;
smallPicRect.size = CGSizeMake(25.0f, 25.0f);
//TODO: add smallPic location for every image. Currently the values only match the first image...
static const CGPoint smallPicLocation[11][SMALLPIC_LOCATION_COUNT] =
{
{ {126.0f, 153.0f},{105.0f, 176.0f}, {115.0f, 205.0f}, {145.0f, 211.0f}, {166.0f, 188.0f}, {156.0f, 159.0f} },
{ {183.0f, 91.0f}, {201.0f, 97.0f}, {205.0f, 115.0f}, {191.0f, 127.0f}, {173.0f, 122.0f}, {169.0f, 124.0f} },
{ {183.0f, 91.0f}, {201.0f, 97.0f}, {205.0f, 115.0f}, {191.0f, 127.0f}, {173.0f, 122.0f}, {169.0f, 124.0f} },
{ {183.0f, 91.0f}, {201.0f, 97.0f}, {205.0f, 115.0f}, {191.0f, 127.0f}, {173.0f, 122.0f}, {169.0f, 124.0f} },
{ {183.0f, 91.0f}, {201.0f, 97.0f}, {205.0f, 115.0f}, {191.0f, 127.0f}, {173.0f, 122.0f}, {169.0f, 124.0f} },
{ {183.0f, 91.0f}, {201.0f, 97.0f}, {205.0f, 115.0f}, {191.0f, 127.0f}, {173.0f, 122.0f}, {169.0f, 124.0f} },
{ {183.0f, 91.0f}, {201.0f, 97.0f}, {205.0f, 115.0f}, {191.0f, 127.0f}, {173.0f, 122.0f}, {169.0f, 124.0f} },
{ {183.0f, 91.0f}, {201.0f, 97.0f}, {205.0f, 115.0f}, {191.0f, 127.0f}, {173.0f, 122.0f}, {169.0f, 124.0f} },
{ {183.0f, 91.0f}, {201.0f, 97.0f}, {205.0f, 115.0f}, {191.0f, 127.0f}, {173.0f, 122.0f}, {169.0f, 124.0f} },
{ {183.0f, 91.0f}, {201.0f, 97.0f}, {205.0f, 115.0f}, {191.0f, 127.0f}, {173.0f, 122.0f}, {169.0f, 124.0f} },
{ {183.0f, 91.0f}, {201.0f, 97.0f}, {205.0f, 115.0f}, {191.0f, 127.0f}, {173.0f, 122.0f}, {169.0f, 124.0f} }
};
for(int i = 0; i < self.m_finalImages.count; ++i)
{
// start with base image
UIImage * baseImg = [self.m_finalImagesEmpty objectAtIndex:i];
CGImageRef baseImgCtx = baseImg.CGImage;
// Create the bitmap context that matches the baseImg parameters
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef newImgCtx = CGBitmapContextCreate(NULL,
CGImageGetWidth(baseImgCtx),
CGImageGetHeight(baseImgCtx),
8, 0, colorSpace,
(kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst));
CGColorSpaceRelease(colorSpace);
if (newImgCtx == NULL)
{
// error creating context
assert(0);
return;
}
// Get empty drum image width, height.
size_t w = CGImageGetWidth(baseImgCtx);
size_t h = CGImageGetHeight(baseImgCtx);
CGRect rect = {{0,0},{w,h}};
// Draw the image to the bitmap context.
// newImgCtx now contains the full empty drum image.
CGContextDrawImage(newImgCtx, rect, baseImgCtx);
CGContextSaveGState(newImgCtx);
// translate & scale because of origin difference between UIKit and CG
CGContextTranslateCTM(newImgCtx, 0, h);
CGContextScaleCTM(newImgCtx, 1, -1);
int startLocation = 0;
int endLocation = SMALLPIC_LOCATION_COUNT;
// for each location
for(int j = startLocation; j < endLocation; j++)
{
// if its empty, nothing to do, move to next bullet
if (m_locationStatus[j] == CY_EMPTY)
continue;
UIImage * srcImg;
switch (m_locationStatus[j])
{
case CY_FULL: srcImg = [self.m_finalImagesLoaded objectAtIndex:i]; break;
case CY_USED: srcImg = [self.m_finalImagesSpent objectAtIndex:i]; break;
}
// create small image containing only the smallpic from the src img
smallPicRect.origin = smallPicLocation[i][j];
CGImageRef smallpicCGImg = CGImageCreateWithImageInRect(srcImg.CGImage, smallPicRect);
// draw the smallpic into the new context
CGContextDrawImage(newImgCtx, smallPicRect, smallpicCGImg);
CGImageRelease(smallpicCGImg);
}
CGContextRestoreGState(newImgCtx);
// update the image from the context
UIImage *baseImg = [self.m_finalImages objectAtIndex:i];
CGImageRef imgref = CGBitmapContextCreateImage(newImgCtx);
//[baseImg release];
[baseImg initWithCGImage:imgref];
CGContextRelease(newImgCtx);
}
}
Voici un fil de discussion connexe sur le site d'Apple: http://discussions.apple.com/thread.jspa?threadID=1664673 – Demi