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memory - 为背景图像设置动画时 iPad 崩溃

转载 作者:行者123 更新时间:2023-12-03 17:43:28 25 4
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我创建了一个带有 png 图像和长 jpg 背景的 View Controller (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。请参阅此图像以获取说明性引用:

image

在 iPad 上玩它时,只要我一个接一个地移动它超过 3-4 次,它就会崩溃。
有谁知道这些崩溃的原因是什么?我尝试检查内存泄漏,但我不确定它是否真的没有内存泄漏,但找不到。调试器发出内存过载警告,但我不认为那里有这么多消耗内存的 Assets 。有一个 2048X768 px(约 150 kb)的 jpg 背景图像和一个约 90 kb 的 png 静态图像。除此之外还有两种声音,一种约 200 kb 播放一次,另一种约 50 kb 在每个 touchmoved 事件上运行。
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,
乌里

最佳答案

您实际上只加载了一次图像,但这对于图像来说实际上相当大。加载后的图像在内存中保持未压缩。 2048x768,每像素 4 字节 = 6.2MB,可能(不确定)需要在底层渲染管道中复制为 GPU 的纹理。这很大,但不是愚蠢的巨大,这取决于您要加载的其他内容。

不能保证这是您的麻烦的根源,但请在没有图像的情况下尝试并查看。 :)

如果这是问题所在,请查看 CATiledLayer,或者在滚动时将其分 block 加载。

关于memory - 为背景图像设置动画时 iPad 崩溃,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/3161980/

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