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IDMah

macrumors 6502
Original poster
May 13, 2011
317
11
Hi all..

Getting closer to a release.
In Zombies I have a gazillion GSEventRunModal allocs.
Figuring it has to do with My Animation images.

Basically a clock. which ticks second animating to a frame and then pausing.

Do I need to remove the animation after I animate it??

here is the Animation code:
Code:
-(void)animateTime:(NSArray *)framesArray 
		  timeView:(UIImageView *)timeViewer
		position_X:(CGFloat)animPosX 
		position_Y:(CGFloat)animPosY 
	   totalFrames:(NSInteger)totalFrames 
{
	
	//UIImageView *animatedOSeconders = [[UIImageView alloc] initWithFrame:CGRectMake(18.5,315.5, 55.11, 55.11)];
	/*
	animatedOSeconders = [[UIImageView alloc] 
									   initWithFrame:CGRectMake(animPosX,animPosY, 55.11, 55.11)];
	*/
	
	timeViewer.alpha = 1.00;
		 
	//[self.window addSubview:heldAnimatedOSeconders];
	//[self.window bringSubviewToFront:timeViewer];
	[self.window makeKeyAndVisible];

	//animatedOSeconders.animationImages = [NSMutableArray arrayWithArray:oSecondesFrames];
	timeViewer.animationImages = [NSMutableArray arrayWithArray:framesArray];
	
	// One cycle through all the images takes 1 seconds
	 
	timeViewer.animationDuration = (totalFrames/12);
	
	// Repeat forever
	timeViewer.animationRepeatCount = 1;
	
	
	// Add subview and make window visible
	
	//[self.window addSubview:animatedOSeconders];
	//[self.window insertSubview:timeViewer aboveSubview:heldAnimatedOSeconders];
	[self.window makeKeyAndVisible];
	//[animatedOSeconders release];
	/*
	if (clockStart) {
		timeViewer.startAnimating;
	}
	*/
	if (!clockStart) {
		//NSLog(@"animation begun");
		}
	//!(clockStart);
	[timeViewer startAnimating];

	[self performSelector:@selector(doNothing) withObject:nil afterDelay:(totalFrames/12)];
	//[timeViewer removeFromSuperview];
	
    
}

no crashes but Zombies say I keep allocating memory.. and I'd like to plug as many leaks as I can before submission to itunes..

thanks
Ian

ps.
Code:
[timeViewer removeFromSuperview];
just crashes the app. think because it removes it before complete.. ?si? where is the correct place to do this?? in AnimationDidEnd?? stop???
 
Leaks, zombies, Allocation which do I use.

Thanks trying to avoid arc right now.
Part(s) as a lesson in writing good code and learning to debug better.

Well I guess I'll keep slugging. but confused which tool is best for
this sort of thing.. Zombies yields a lot of Data but so much that
it constantly crashes. Leaks less but I don't get what it's telling me.

any good (ie for a dummy like me) tutorials on memory leak finding???

thanks
Ian
 
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