Memory issues - Living vs. overall -> app is killed

Posted by D33 on Stack Overflow See other posts from Stack Overflow or by D33
Published on 2012-09-01T08:18:41Z Indexed on 2012/09/01 9:38 UTC
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I'm trying to check my applications memory issues in Instruments. When I load the application I play some sounds and show some animations in UIImageViews. To save some memory I load the sounds only when I need it and when I stop playing it I free it from the memory.

problem 1:

My application is using about 5.5MB of Living memory. BUT The Overall section is growing after start to 20MB and then it's slowly growing (about 100kB/sec). But responsible Library is OpenAL (OAL::Buffer), dyld (_dyld_start)-I am not sure what this really is, and some other stuff like ft_mem_qrealloc, CGFontStrikeSetValue, …

problem 2:

When the overall section breaks about 30MB, application crashes (is killed). According to the facts I already read about overall memory, it means then my all allocations and deallocation is about 30MB. But I don't really see the problem. When I need some sound for example I load it to the memory and when I don't need it anymore I release it. But that means when I load 1MB sound, this operation increase overall memory usage with 2MB. Am I right? And when I load 10 sounds my app crashes just because the fact my overall is too high even living is still low??? I am very confused about it.

Could someone please help me clear it up?

(I am on iOS 5 and using ARC)

SOME CODE:

creating the sound OpenAL:

MYOpenALSound *sound = [[MyOpenALSound alloc] initWithSoundFile:filename willRepeat:NO];

if(!sound)
    return;

[soundDictionary addObject:sound];

playing:

[sound play];

dispatch_after(dispatch_time(DISPATCH_TIME_NOW, ((sound.duration * sound.pitch) + 0.1) * NSEC_PER_SEC), dispatch_get_current_queue(), ^{
[soundDictionary removeObjectForKey:[NSNumber numberWithInt:soundID]];
    });
}

creating the sound with AVAudioPlayer:

[musics replaceObjectAtIndex:ID_MUSIC_MAP withObject:[[Music alloc] initWithFilename:@"mapMusic.mp3" andWillRepeat:YES]];

pom = [musics objectAtIndex:musicID];
[pom playMusic];

and stop and free it:

[musics replaceObjectAtIndex:ID_MUSIC_MAP withObject:[NSNull null]];

AND IMAGE ANIMATIONS: I load images from big PNG file (this is realated also to my other topic : Memory warning - UIImageView and its animations) I have few UIImageViews and by time I'm setting animation arrays to play Animations...

UIImage *source = [[UIImage alloc] initWithCGImage:[[UIImage imageNamed:@"imageSource.png"] CGImage]];

cutRect = CGRectMake(0*dimForImg.width,1*dimForImg.height,dimForImg.width,dimForImg.height);
image1 = [[UIImage alloc] initWithCGImage:CGImageCreateWithImageInRect([source CGImage], cutRect)];
cutRect = CGRectMake(1*dimForImg.width,1*dimForImg.height,dimForImg.width,dimForImg.height);
...
image12 = [[UIImage alloc] initWithCGImage:CGImageCreateWithImageInRect([source CGImage], cutRect)];

NSArray *images = [[NSArray alloc] initWithObjects:image1, image2, image3, image4, image5, image6, image7, image8, image9, image10, image11, image12, image12, image12, nil];

and this array I just use simply like :

myUIImageView.animationImages = images, ... duration -> startAnimating

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