在动画背景图像时iPad崩溃

时间:2010-07-01 21:59:18

标签: memory animation ipad crash png

我创建了一个带有png图像和长jpg背景的视图控制器(它的宽度是iPad宽度的两倍--2048px)。移动png图像使背景图像以无缝方式向左移动。有关说明性参考,请参阅此图片:

image

在iPad上玩它时,它会随着我一次又一次地移动3-4次而崩溃。 有谁知道这些崩溃的原因是什么?我尝试检查内存泄漏但找不到一个虽然我不确定它真的没有它们。调试器会发出内存过载警告,但我不认为那里有太多内存消耗资产。有一个2048X768像素(约150 kb)的jpg背景图像和约90 kb的png静态图像。除此之外,有两个声音,一个约200 kb播放一次,一个约50 kb播放每个touchmoved事件。 我的实现代码如下:

    #import "Page5.h"

    #define kUpdateRate (1.0 / 60.0)
    #define kRightX (1024.0)
    #define kLeftX (0.0)

    @implementation Page5
    @synthesize animationTiny, bg, kMoveX;
    @synthesize narPlayer, fxPlayer, narPath, fxPath;


    - (void)viewDidLoad {

    animationTiny.image = [UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"5-tiny-ipad-1" ofType:@"png"]];

    [super viewDidLoad];

    timer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:@selector(flipIntervalEnded) userInfo:nil repeats:NO];
    }

- (void)narPlayPath:(NSString *)path {
        if (narPlayer!=nil) [narPlayer release];
        narPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
        narPlayer.delegate = self;
        [narPlayer play];
    }

    - (void)fxPlayPath:(NSString *)path {
        if (fxPlayer!=nil) [fxPlayer release];
        if ([tmbHDPrefs integerForKey:@"SoundFX"]==YES) {
            fxPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
            fxPlayer.delegate = self;
            if ([narPlayer isPlaying]==YES) {
                fxPlayer.volume = 0.2;
            }
            [fxPlayer play];
        }
    }


    - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
        return (interfaceOrientation == UIInterfaceOrientationLandscapeRight);
    }

    - (void)didReceiveMemoryWarning {
        // Releases the view if it doesn't have a superview.
        [super didReceiveMemoryWarning];

        // Release any cached data, images, etc that aren't in use.
    }


    - (void)viewDidUnload {
        [super viewDidUnload];
        // Release any retained subviews of the main view.
        // e.g. self.myOutlet = nil;
    }

    -(void)flipIntervalEnded {
        timer=nil;
        int trackNumber = 8;
        NSString *narrationString = [NSString stringWithFormat:@"tmbtrack%i_%i",[tmbHDPrefs integerForKey:@"Narration"],trackNumber];
        narPath = [[NSBundle mainBundle] pathForResource:narrationString ofType:@"caf"];
            [self narPlayPath:narPath];     
        narPath=nil;
    }

- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
        UITouch *touch = [[event allTouches] anyObject];
        if ([touch view] == animationTiny) {
            if ( [timerFloat isValid]){
                [timerFloat invalidate];
                timerFloat = nil;
            }
        self.kMoveX = 30.0;
            fxPath = [[NSBundle mainBundle] pathForResource:@"fx5-water-swoosh" ofType:@"caf"];
            [self fxPlayPath:fxPath];
            fxPath = nil;   
        timerFloat = [NSTimer scheduledTimerWithTimeInterval:kUpdateRate target:self selector:@selector(scrollView) userInfo:nil repeats:YES];
        }
    }


-(void)scrollView {
        float oldX = self.bg.center.x - self.kMoveX;
        float newX = oldX;

        if (oldX < kLeftX) {
            newX = kRightX;
        }

        self.bg.center = CGPointMake(newX, self.bg.center.y);

        self.kMoveX -= 0.05;

        if (kMoveX <= 0.0) {
            kMoveX = 0.0;
        }    
    }

- (void)dealloc {
        self.animationTiny = nil;
        self.bg = nil;
        self.narPlayer = nil;
        self.fxPlayer = nil;
        self.narPath = nil;
        self.fxPath = nil;
        [super dealloc];
    }


@end
tnx提前, URI

1 个答案:

答案 0 :(得分:0)

实际上,您只需加载一次图像,但实际上对于图像来说这是非常大的。加载后的图像在内存中保持未压缩状态。 2048x768,每像素4个字节= 6.2MB,这可能(不确定)需要复制为底层渲染管道中GPU的纹理。这很大,但不是很愚蠢,取决于你正在装载的其他东西。

不保证这是你的困境的来源,但尝试没有图像,看看。 :)

如果这是问题,请查看CATiledLayer,或在滚动时将其加载到块中。