Cocos2d update leaking memory
- by Andrey Chernukha
I have a weird issue - my app is leaking memory on device only, not on a simulator. It is leaking if i schedule update method anywhere, on any scene. It is leaking despite update method is empty, there's nothing inside it except NSLog. How can it be? I have even scheduled update on the very first scene where it seems there's nothing to leak, and scheduled another empty and it's leaking or not leaking but allocating something, the result is the same - the volume of the memory consumed is increasing and my app is crashing soon. I can detect the leakage via using Instruments-Memory-Activity Monitor or with help of following function:
void report_memory(void)
{
struct task_basic_info info;
mach_msg_type_number_t size = sizeof(info);
kern_return_t kerr = task_info(mach_task_self(),
TASK_BASIC_INFO,
(task_info_t)&info,
&size);
if( kerr == KERN_SUCCESS )
{
NSLog(@"Memory in use (in bytes): %u", info.resident_size);
}
else
{
NSLog(@"Error with task_info(): %s", mach_error_string(kerr));
}
}
Can anyone explain me what's going on?