+(void)setup { UIImage* spriteSheet = [UIImage imageNamed:@"mySpriteSheet.png"]; CGRect rect; animation = [NSMutableArray arrayWithCapacity:numberOfFramesInSpriteSheet]; int frameCount = 0; for (int row = 0; row < numberFrameRowsInSpriteSheet; row++) { for (int col = 0; col < numberFrameColsInSpriteSheet; col++) { frameCount++; if (frameCount <= numberOfFramesInSpriteSheet) { rect = CGRectMake(col*frameHeight,row*frameWidth,frameHeight,frameWidth); [animation addObject:[UIImage imageWithCGImage:CGImageCreateWithImageInRect(spriteSheet.CGImage,rect)] ]; } } } }
在启用ARC的情况下编译上面的代码. Analyze工具报告可能的内存泄漏,因为imageWithCGImage ::返回计数为1的UIImage,然后引用丢失.泄漏仪器报告根本没有内存泄漏.这里发生了什么?
此外,由于ARC禁止使用手动释放等,如何修复泄漏?
感谢任何能提供任何建议的人.
解决方法
ARC不管理C类型,可以考虑CGImage.完成CGImageRelease(图像)后,必须手动释放引用;
+(void)setup { UIImage* spriteSheet = [UIImage imageNamed:@"mySpriteSheet.png"]; CGRect rect; animation = [NSMutableArray arrayWithCapacity:numberOfFramesInSpriteSheet]; int frameCount = 0; for (int row = 0; row < numberFrameRowsInSpriteSheet; row++) { for (int col = 0; col < numberFrameColsInSpriteSheet; col++) { frameCount++; if (frameCount <= numberOfFramesInSpriteSheet) { rect = CGRectMake(col*frameHeight,frameWidth); //store our image ref so we can release it later //The create rule says that any C-interface method with "create" in it's name //returns a +1 foundation object,which we must release manually. CGImageRef image = CGImageCreateWithImageInRect(spriteSheet.CGImage,rect) //Create a UIImage from our ref. It is now owned by UIImage,so we may discard it. [animation addObject:[UIImage imageWithCGImage:image]]; //Discard the ref. CGImageRelease(image); } } } }