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  • XNA tempory pause

    - by Marivs
    I need to do a temporary pause. If I do a collision with an enemy I want to pause the game for 1.5 seconds. Take a look here to my code: bool tPause; float timer; public ovveride Update(GameTime gameTime) { if(!tPause) { //... if(enemy.rectangle.Intersects(player.rectangle)) { timer+=(float)gameTime.ElapsedGameTime.TotalMilliseconds; tPause=true; if(timer>1500) { tPause=false; timer=0; } } //... } } It doesn't function.

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  • Can I randomly generate an endless road?

    - by y26jin
    So suppose we stand on a position(x0, y0) of a map. We can only move on the horizontal plane(no jump and stuff) but we can move forward, left, or right (in a discrete math way, i.e. integer movement). As soon as we move to the next position(x1, y1), everything around us is generated randomly by a program. We could be surrounded by one of mountain, lake, and road. We can only move on the road. The road is always 2D as the map itself. My question is, are we able to play this game endlessly? "End" means that we come across a dead end and the only way out is to go backward.

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  • How can I implement smooth rotation from one direction to another?

    - by user1759052
    I'm having a problem with animating rotations with 1Matrix.CreateRotationY() with my basic 3D game. Based on where you click the mouse, I want the 3D object to rotate to that direction and then move. I am using this to determine the target direction: float rot = (float)(Math.Atan2(X, Z)); It gives me the correct value, but I am not sure how to handle the rotation animation from current direction to new direction. I've tried a few things, but to no avail. Do you guys know of any good ways of solving this issue?

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  • Making a physicalized melee weapon

    - by xuincherguixe
    The short version, is that I was asked to look into the feasibility of making a melee weapon, that one could swing at another object in the game, and have it interact physically. I completed the tutorial here http://www.mavrikgames.com/tutorials/melee-weapons, and proved that indeed it is. The thing is, that only for a brief period in the swing is the sword capable of knocking things around. I've looked through the editor and code for awhile now, and I'm still not sure how to do this. I was able to lengthen the amount of time it takes the animations run for, but not the length of time with which the sword can bash the barrel around.

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  • Basic/research RTS engine/model

    - by XTF
    Does a basic/research RTS engine/model exist that can be used as a basis for further experimentation/research? I'd like to avoid reinventing the wheel if possible. I'm aware of Spring Engine and Stratagus, but those are real game engines and may not be the best to experiment with and learn from. Ideally the docs for the model would answer questions like: How exactly do units move? (constant velocity? constant acceleration? constant force?) How is pathfinding handled? Does every grid cell become an A* graph node (may be expensive)? Does it consider threats? How are groups handled? (w.r.t pathfinding and movement) How is combat handled? I'm mostly interested in the low-level model details (for now), not the graphics etc. I've read a lot of the other quesions (and answers/references) tagged RTS but I haven't found my answer yet.

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  • Placing items randomly in a dynamically generated terrain

    - by Programlocura
    I'm currently working on a 'Tiny wings' like game. I've already asked about the angle of the items in curved lines and i solved (thank you for responses),i'm currently placing the items in random positions, but the terrain it's dynamically and i don't get this working. I've a vector with the points of the terrain, and i'm doing something similar to this (Iterating trough vector): if( _SPManager && i % 15 == 0 && i != 0 ) { if ( _settings.specialPoints && _currentPoints < _settings.specialPoints ) { _SPManager.addPoint( _hillsPosition[i].x , _hillsPosition[i].y ); _currentPoints++; } } But it isn't working as i expected. It isn't displaying the right number of items (Always shows less than i specified). How do i should place the items? Thanks :)

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  • Sound Delay With AVAudio Player

    - by Will Youmans
    I'm using the following code in my viewDidLoad to load a sound: NSURL * url = [NSURL fileURLWithPath: [NSString stringWithFormat:@"%@/Moto - Hit Sound.mp3", [[NSBundle mainBundle] resourcePath]]]; NSError * error; hitSoundPlayer = [[AVAudioPlayer alloc]initWithContentsOfURL:url error:&error]; hitSoundPlayer.numberOfLoops = 0; Then I'm using this in a void method to play the sound: if(CGRectIntersectsRect(main.frame, enemy1.frame)){ [hitSoundPlayer play]; } This does seem to work, however the first time the sound is played there is a lot of lag and the game stops temporarily. I'm using this same method for when in an IBAction and it works fine, it must be the fact that it's also detecting a collision that makes the sound lag. If I want to be able to play sounds quickly and on the spot without any sort of lag am I doing the right thing? Do I want to use another method? I'm not using any frameworks like cocos2d. If you need to see any more code just ask.

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  • Make the player run onto stairs smoothly

    - by misiMe
    I have a 2D Platform game, where the player Always runs to the right, but the terrain isn't Always horizontal. Example: I implemented a bounding-box collision system that just checks for intersections with player box and the other blocks, to stop player from running if you encounter a big block, so that you have to jump, but when I put stairs, I want him to run smoothly just like he is on the horizontal ground. With the collision system you have to jump the stairs in order to pass them! I thought about generating a line between the edges of the stairs, and imposing the player movement on that line... What do you think? Is there something more clever to do?

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  • Orienting ship movement in asteroids [closed]

    - by BadSniper
    Possible Duplicate: Move sprite in the direction it is facing? I'm programming asteroids game. I'm trying to give velocity in the direction of ship face. I've tried using velocity.x = velocity.x * cos r, velocity.y = velocity.y * sin r where velocity is a vector and r is the angle rotated. but it's not moving in right direction. Could someone help with this problem? It is supposed to return the vector in which ship is facing. I don't understand the problem.

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  • Does anyone write games in Delphi?

    - by MDV2000
    I am a very seasoned Delphi developer (over 12 years of experience not counting my Turbo Pascal experience) and was wondering does anyone write games in Delphi? I have seen DirectX API wrappers in Delphi that allow you to program against DirectX (even wrote a simple solitaire game with a friend), but haven't seen anything out there that shows me that I should keep up with Delphi. I just hate to walk away from so much knowledge and Object Pascal language, but I am not seeing much as to a reason to keep going with Delphi. I currently program in C# and thinking about XNA, but it seems to me that the dominating opinion is go C/C++ route with DirectX. Any other Delphi developers out there struggle with this too? Thanks, MDV

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  • Vector transform equation explanation

    - by cyberdemon
    I'm trying to understand the maths of moving points in a 3d space by making a game written in C#. I'm looking at this wolfire blog series which explains some basic 3d maths. I've read the first two parts but am stuck on the 3rd. I know it's all really rudimentary stuff but I find Googling for help with equations really hard. The one I'm struggling with is: 0*(0.66,0.75) + 2*(-0.75, 0.66) = (-1.5, 1.3) How can anything multiplied by 0 not be 0? So my question is how does this look in code: x(a,b) + y(c,d) I know it's basic stuff but I just can't see it.

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  • Managing shots of the player

    - by Bitbridge
    I'm currently developing a 2D Jump'n'Run and the situation is the following: The player has different weapons he can collect and is then able to shoot the weapon's projectiles (laser, rockets, whatever). In my previous game (space shooter) I just had a manager class for all the weapon-shots, it stored them in a container and then updates and draws every single one. When the "shoot-event" occurred, the "ProjectileManager" was notified and it added the wanted projectile. The input for player action is handled in the player-class, so the player would have to know the manager to call the function of the manager. I also have a collisionManager, that checks for collisions between, for example, enemies and the projectiles and then notifies these objects. However, I somehow have the feeling, that I shouldn't use this approach and that there might be a better way to handle this. I know, the question is a bit vague, I'm pretty much just looking for input and ideas to improve my design.

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  • MMORPG Server architecture: How to handle player input (messages/packets) while the server has to update many other things at the same time?

    - by Renann
    Yes, the question is is very difficult. This is more or less like what I'm thinking up to now: while(true) { if (hasMessage) { handleTheMessage(); } } But while I'm receiving the player's input, I also have objects that need to be updated or, of course, monsters walking (which need to have their locations updated on the game client everytime), among other things. What should I do? Make a thread to handle things that can't be stopped no matter what? Code an "else" in the infinity loop where I update the other things when I don't have player's input to handle? Or even: should I only update the things that at least one player can see? These are just suggestions... I'm really confused about it. If there's a book that covers these things, I'd like to know. It's not that important, but I'm using the Lidgren lib, C# and XNA to code both server and client. Thanks in advance.

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  • what is the best way to add avoidance behaviour to an AI framework?

    - by SirYakalot
    I have a small AI framework for a shooting based game. Although this is rarely needed, as when agents are close to each other they are usually fighting, I would none the less like some way of implementing avoidance behaviour. For example, if in the future I wanted to take away their weapons and have many of them wonder around in a crowd, how would I make them not hit / pass through each other, but instead avoid each other? two ideas I had would be to add steering behaviour and allow that to deviate from their path, or to use a dynamic pathfinding technique. Are there better ways? What is the more respected practice?

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  • Directional Lights

    - by Setrio
    I'm working on a game idea (2D) that needs directional lights. Basically I want to add light sources that can be moved and the light rays interact with the other bodies on the scene. What I'm doing right now is some test where using sensors (box2d) and ccDrawLine I could achieve something similar to what I want. Basically I send a bunch of sensors from certain point and with raycast detect collisions, get the end points and draw lines over the sensors. Just want to get some opinions if this is a good way of doing this or is other better options to build something like this? Also I would like to know how to make a light effect over this area (sensors area) to provide a better looking light effect. Any ideas?

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  • Android best source codes [on hold]

    - by lynndragon
    1) I would like to know best and simple android source code sites or forum for game development.. Especially, animation, graphics are needed.. 2) By the way, I'm now learning Adobe Air for Android ... Is it useful? I mean Adobe Air do not need to know programming knowledge..but it's simple.. Weakness of Adobe Air apps are that AdobeAir.apk must be installed...If not, they cannot run.. So,how is yours suggestions? Please answer me....Regards

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  • Multiple buttons on screen

    - by Rajas
    I am not a game developer. I am a java developer. However I need some information and I am hoping you can help me. I want to build an app that has 3 buttons on the touch screen - 1,2 and 3. Depending on the screen input the user has to press or release button 3 but (s)he will have to keep either 1 or 2 depressed all the time. For example: Keep 1 pressed while operating button 3 or Keep 2 pressed while operating button 3. Please let me know if this is even doable. Best Regards, \|/

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  • How to setup Cocos2D-X (Android) under Mac OS X?

    - by Beast
    Hi I've made a small game for iPhone that I also want to run on Android but I'm having problems setting up Cocos2D-X for Android. I've downloaded and installed Android SDK and NDK (under my "/Users/username/Android"). Installed all necessary packages under SDK and created an Emulator. Copied Cocos2D-x under "/Users/username/cocos2dx". Installed Eclipse IDE with ADT Plugin. Opened "Users/username/cocos2dx/tests/build_native.sh" and changed "NDK_ROOT_LOCAL=/Users/username/Android/android-ndk", "COCOS2DX_ROOT_LOCAL=/Users/username/cocos2dx" to the values shown. On running the script using Terminal it compiles test project. What's next?

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  • Large Sprite Performance

    - by Iansen
    I've got a large Sprite generated using a set of vertices(x,y coordinates) and a bitmap pattern (using moveTo, lineTo, beginBitmapFill, endFill ...etc). It's about 15000 pixels wide and between 1500 - 2000 pixels high depending on the level -it's the terrain for a 2D game. My question is: what is the best way to display/move it on the stage - performance wise? Currently I'm just adding it to the stage as is...I get decent frame rate/ memory/ cpu usage but I want to optimize it for slower PCs. Any ideas? I've been reading a little about blitting but I'm not sure how to implement it in my case. Thanks.

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  • Disable Windows 8 edge gestures/hot corners for multi-touch applications while running in full screen

    - by Bondye
    I have a full screen AS3 game maby with Adobe AIR that runs in Windows 7. In this game it may not be easy to exit (think about kiosk mode, only exit by pressing esc and enter a password). Now I want this game to run in Windows 8. The game is working like expected but the anoying things are these edge gestures/hot corners (left, top, right, bottom) and the shortcuts. I've read articles but none helped me. People talk about registery edits, but I dont get this working + the user needs to restart his/hers computer. I want to open my game, turn off gestures/hot corners and when the game closes the gestures/hot corners need to come back available again. I have seen some applications doing the same what I want to accomplish. I found this so I am able to detect the gestures. But how to ignore they're actions? I also read ASUS Smart Gestures but this is for the touch-pad. And I have tried Classic Shell but I need to disable the edge gestures/hot corners without such programs, just on-the-fly. I also found this but I don't know how to implement this. HRESULT SetTouchDisableProperty(HWND hwnd, BOOL fDisableTouch) { IPropertyStore* pPropStore; HRESULT hrReturnValue = SHGetPropertyStoreForWindow(hwnd, IID_PPV_ARGS(&pPropStore)); if (SUCCEEDED(hrReturnValue)) { PROPVARIANT var; var.vt = VT_BOOL; var.boolVal = fDisableTouch ? VARIANT_TRUE : VARIANT_FALSE; hrReturnValue = pPropStore->SetValue(PKEY_EdgeGesture_DisableTouchWhenFullscreen, var); pPropStore->Release(); } return hrReturnValue; } Does anyone know how I can do this? Or point me into the right direction? I have tried some in C# and C++, but I aint a skilled C#/C++ developer. Also the game is made in AS3 so it will be hard to implement this in C#/C++. I work on the Lenovo aio (All in one) with Windows 8.

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  • UIViewController not loading a UIView

    - by Cosizzle
    Hey, I'm playing around with a script my teacher provided for a table based application. However I can't seem to get my own view to load. Files: SubViewOneController (which is a sub view, also has a nib) TapViewController (Custom UIView I created and want to add to a cell) RootViewController (Main controller which loads in the views) SimpleNavAppDelegate How it works: Within the RootViewController, there's an NSArray that holds NSDictionary objects which is declared in the -(void)awakeFromNib {} method - (void)awakeFromNib { // we'll keep track of our views controllers in this array views = [[NSMutableArray alloc] init]; // when using alloc you are responsible for it, and you will have to release it. // ==================================================================================================== // ==================================================================================================== // LOADING IN CUSTOM VIEW HERE: // allocate a set of views and add to our view array as a dictionary item TapViewController *tapBoardView = [[TapViewController alloc] init]; //push onto array [views addObject:[NSDictionary dictionaryWithObjectsAndKeys: @"Tab Gestures", @"title", tapBoardView, @"controller", nil]]; [tapBoardView release]; //release the memory // ==================================================================================================== // ==================================================================================================== SubViewOneController *subViewOneController = [[SubViewOneController alloc] init]; // This will set the 2nd level title subViewOneController.title = @"Swipe Gestures"; //set it's title //push it onto the array [views addObject:[NSDictionary dictionaryWithObjectsAndKeys: @"Swipe Gestures", @"title", subViewOneController, @"controller", nil]]; [subViewOneController release]; //release the memory } Later on I set the table view: - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { // OUTPUT -- see console NSLog(@"indexPath %i", indexPath.row); // OUTPUT: tapController: <TapViewController: 0x3b2b360> NSLog(@"view object: %@", [views objectAtIndex:indexPath.row]); // OUTPUT: view object: controller = <TapViewController: 0x3b0e290>; title = "Tab Gestures"; // ----- Hardcoding the controller and nib file in does work, so it's not a linkage issue ------ // UNCOMMENT TO SEE WORKING -- comment below section. //TapViewController *tapContoller = [[TapViewController alloc] initWithNibName:@"TapBoardView" bundle:nil]; //NSLog(@"tapController: %@", tapContoller); //[self.navigationController pushViewController:tapContoller animated:YES]; // ----- Random Tests ----- //UIViewController *targetViewController = [[views objectAtIndex: 0] objectForKey:@"controller"]; // DOES NOT WORK // LOADS THE SECOND CELL (SubViewOneController) however will not load (TapViewController) UIViewController *targetViewController = [[views objectAtIndex: indexPath.row] objectForKey:@"controller"]; NSLog(@"target: %@", targetViewController); // OUTPUT: target: <TapViewController: 0x3b0e290> [self.navigationController pushViewController:targetViewController animated:YES]; } Reading the comments you should be able to see that hardcoding the view in, works - however trying to load it from the View NSArray does not work. It does however contain the object in memory, seeing that NSLog proves that. Everything is linked up and working within the TapViewController nib file. So ya, im kinda stuck on this one, any help would be great! Thanks guys

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  • iPhone app with tab bar and navigation bar as peers

    - by Mac
    I'm trying to write an application that uses a navigation bar and tab bar in what (I'm gathering) is an unusual manner. Basically, I've got several "pages" ("home", "settings", etc) that each have their own tab. I'd also like to have it so that the "home" page is the root view of the navigation bar, and the other pages are the second-level views of the navigation bar. That is, I should be able to navigate to any page by clicking the appropriate tab bar item, and should be able to navigate to the home page from any other page by clicking the navigation bar's back button. Currently, I have a UINavigationBar (through a UINavigationController) and a UITabBar (through a UITabController) as children of a UIView. The various pages' view controllers are set as the tab controller's viewControllers property, and the home page's controller is also set as the navigation controller's root view. Each page view's tag is set to its index in the tab control. I have the following logic in the tab controller's didSelectViewController delegate method: - (void) tabBarController:(UITabBarController*) tabBarController didSelectViewController:(UIViewController*) viewController { if ([navController.viewControllers count] > 1) [navController popViewControllerAnimated:NO]; [navController pushViewController:viewController animated:YES]; } Also, in the navigation controller's didShowViewController delegate method, I have the following code: - (void) navigationController:(UINavigationController *) navigationController didShowViewController:(UIViewController *)viewController animated:(BOOL)animated { tabController.selectedIndex = viewController.view.tag; } The problem that's occurring is that when I run this, the navigation bar, tab bar and home page all display ok, but the tab bar will not respond to input - I cannot select a different tab. I gather it's more usual to have the tab bar as the child of the navigation control, or vice versa. This doesn't seem to fit my approach, because I don't want to have to individually create the subordinate control each time a change occurs in the parent control - eg: recreate tab bar each time the navigation bar changes. Does anyone have suggestions as to what's wrong and how to fix it? I'm probably missing something obvious, but whatever it is I can't seem to find it. Thanks! EDIT: I'm guessing it has something to do with both controller's trying to have ownership of the page controller, but I can't for the life of me figure out a way around it.

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  • Creating meaningful routes in wizard style ASP.NET MVC form

    - by R0MANARMY
    I apologize in advance for a long question, figured better have a bit more information than not enough. I'm working on an application with a fairly complex form (~100 fields on it). In order to make the UI a little more presentable the fields are organized into regions and split across multiple (~10) tabs (not unlike this, but each tab does a submit/redirect to next tab). This large input form can also be in one of 3 views (read only, editable, print friendly). The form represents a large domain object (let's call it Foo). I have a controller for said domain object (FooController). It makes sense to me to have the controller be responsible for all the CRUD related operations. Here are the problems I'm having trouble figuring out. Goals: I'd like to keep to conventions so that Foo/Create creates a new record Foo/Delete deletes a record Foo/Edit/{foo_id} takes you to the first tab of the form ...etc I'd like to be able to not repeat the data access code such that I can have Foo/Edit/{foo_id}/tab1 Foo/View/{foo_id}/tab1 Foo/Print/{foo_id}tab1 ...etc use the same data access code to get the data and just specify which view to use to render it. My current implementation has a massive FooController with Create, Delete, Tab1, Tab2, etc actions. Tab actions are split out into separate files for organization (using partial classes, which may or may not be abuse of partial classes). Problem I'm running into is how to organize my controller(s) and routes to make that happen. I have the default route {controller}/{action}/{id} Which handles goal 1 properly but doesn't quite play nice with goal 2. I tried to address goal 2 by defining extra routes like so: routes.MapRoute( "FooEdit", "Foo/Edit/{id}/{action}", new { controller = "Foo", action = "Tab1", mode = "Edit", id = (string)null } ); routes.MapRoute( "FooView", "Foo/View/{id}/{action}", new { controller = "Foo", action = "Tab1", mode = "View", id = (string)null } ); routes.MapRoute( "FooPrint", "Foo/Print/{id}/{action}", new { controller = "Foo", action = "Tab1", mode = "Print", id = (string)null } ); However defining these extra routes causes the Url.Action to generate routs like Foo/Edit/Create instead of Foo/Create. That leads me to believe I designed something very very wrong, but this is my first attempt an asp.net mvc project and I don't know any better. Any advice with this particular situation would be awesome, but feedback on design in similar projects is welcome.

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  • JQuery timer plugin on ASP.NET MVC Page button click

    - by Rita
    Hi I have an ASP.NET MVC Page with a button called "Start Live Meeting". When the User clicks on this button, it calls a controller method called "StartLiveMeeting" that returns a string. If the controller returns empty string, then i want the Timer to call the Controller method until it returns the string. I am using jquery.timer.js plugin ( http://plugins.jquery.com/files/jquery.timers-1.2.js.txt ) On the button click, the controller method is being called. But Timer is not initiating. I have specified 5sec to call the controller method. I appreciate your responses. Code on ASPX Page: //When "Start Meeting" button is clicked, if it doesn’t return empty string, Display that text and Stop Timer. Else call the Timer in every 5 sec and call the StartLiveMeeting Controller method. $("#btnStartMeeting").click(function() { var lM = loadLiveMeeting(); if (lM == "") { $("#btnStartMeeting").oneTime("5s", function() { }); } else { $("#btnStartMeeting").stopTime("hide"); } return false; }); function loadLiveMeeting() { $("#divConnectToLive").load('<%= Url.Action("StartLiveMeeting") %>', {}, function(responseText, status) { return responseText; }); } <asp:Content ID="Content2" ContentPlaceHolderID="cphMain" runat="server"> <div id="divStartMeetingButton"><input id="btnStartMeeting" type="submit" value="Start Meeting" /> </div> <div id = "divConnectToLive"> <div id="loading" style="visibility:hidden"> <img src="../../img/MedInfo/ajax_Connecting.gif" alt="Loading..." /> </div> </div> Controller Method: [HttpPost] public string StartLiveMeeting() { int intCM_Id = ((CustomerMaster)Session["CurrentUser"]).CM_Id ; var activeMeetingReq = (from m in miEntity.MeetingRequest where m.CustomerMaster.CM_Id == intCM_Id && m.Active == true select m); if (activeMeetingReq.Count() > 0) { MeetingRequest meetingReq = activeMeetingReq.First(); return "<a href='" + meetingReq.URI + "'>" + "Connect to Live Meeting</a>"; } else { return ""; } }

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  • iPhone App is leaking memory; Instruments and Clang cannot find the leak

    - by Norbert
    Hi, i've developed an iPhone program which is kind of an image manipulation program: The user get an UIImagePickerController and selects an image. Then the program does some heavy calculating in a new thread (for responsiveness of the application). The thread has, of course, its own autorelease pool. When calculation is done, the seperated thread signals the main thread that the result can be presented. The app creates a new view controller, pushes it onto the navigation controller. In short: UIImagePickerController new thread (autorelease pool) does some heavy calculation with image data signal to main thread that it's done main thread creates view controller and pushes it onto navigation controller view controller presents image result My program works well, but if I dismiss the navigation controller's top view controller by tapping on the back button and repeat the whole process several times, my app crashes. But only on the device! Instruments cannot find any leaks (except for some minor ones which I don't feel responsible for: thread creation, NSCFString; overall about 10 kB). Even Clang static analyzer tells me that my could seems to be all right. I know that the UIImage class can cache images and objects returned from convenience methods get freed only whet their autorelease pool gets drained. But most of the time I work with CGImageRef and I use UIImage' alloc, init & release methods to free memory as soon as possible. Currently, I don't know how to isolate the problem. How would you approach this problem? Crash Log: Incident Identifier: F4C202C9-1338-48FC-80AD-46248E6C7154 CrashReporter Key: bb6f526d8b9bb680f25ea8e93bb071566ccf1776 OS Version: iPhone OS 3.1.1 (7C145) Date: 2009-09-26 14:18:57 +0200 Free pages: 372 Wired pages: 7754 Purgeable pages: 0 Largest process: _MY_APP_ Processes Name UUID Count resident pages _MY_APP_ <032690e5a9b396058418d183480a9ab3> 17766 (jettisoned) (active) debugserver <ec29691560aa0e2994f82f822181bffd> 107 syslog_relay <21e13fa2b777218bdb93982e23fb65d3> 62 notification_pro <8a7725017106a28b545fd13ed58bf98c> 64 notification_pro <8a7725017106a28b545fd13ed58bf98c> 64 afcd <98b45027fbb1350977bf1ca313dee527> 65 mediaserverd <eb8fe997a752407bea573cd3adf568d3> 319 ptpd <b17af9cf6c4ad16a557d6377378e8a1e> 142 syslogd <ec8a5bc4483638539fa1266363dee8b8> 68 BTServer <1bb74831f93b1d07c48fb46cc31c15da> 119 apsd <a639ba83e666cc1d539223923ce59581> 165 notifyd <2ed3a1166da84d8d8868e64d549cae9d> 101 CommCenter <f4239480a623fb1c35fa6c725f75b166> 161 SpringBoard <8919df8091fdfab94d9ae05f513c0ce5> 2681 (active) accessoryd <b66bcf6e77c3ee740c6a017f54226200> 90 configd <41e9d763e71dc0eda19b0afec1daee1d> 275 fairplayd <cdce5393153c3d69d23c05de1d492bd4> 108 mDNSResponder <f3ef7a6b24d4f203ed147f476385ec53> 103 lockdownd <6543492543ad16ff0707a46e512944ff> 297 launchd <73ce695fee09fc37dd70b1378af1c818> 71 **End**

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