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我试图弄清楚为什么 iOS 会以粗暴的方式使我的应用程序崩溃(没有崩溃日志,立即关闭并出现黑屏死机,并显示一段时间的微调器)。当我使用 Quartz 为 CALayer 渲染内容时会发生这种情况。我怀疑内存问题(仅在设备上测试时发生),但内存日志以及仪器分配日志看起来还不错。让我过去的致命功能:

- (void)renderTiles{

    if (rendering) {
        //NSLog(@"====== RENDERING TILES SKIP =======");
        return;
    }
    rendering = YES;



    CGRect b = tileLayer.bounds;
    CGSize s = b.size;
    CGFloat imageScale = [[UIScreen mainScreen] scale];
    s.height *= imageScale;
    s.width *= imageScale;

    dispatch_async(queue, ^{

        NSLog(@"");
         NSLog(@"====== RENDERING TILES START =======");

        NSLog(@"1. Before creating context");
        report_memory();

        CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
        NSLog(@"2. After creating color space");
        report_memory();

        NSLog(@"3. About to create context with size: %@", NSStringFromCGSize(s));
        CGContextRef ctx = CGBitmapContextCreate(NULL, s.width, s.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast);

        NSLog(@"4. After creating context");
        report_memory();

        CGAffineTransform flipTransform = CGAffineTransformMake(1.0, 0.0, 0.0, -1.0, 0.0, s.height);
        CGContextConcatCTM(ctx, flipTransform);

        CGRect tileRect = CGRectMake(0, 0, tileImageScaledSize.width, tileImageScaledSize.height);
        CGContextDrawTiledImage(ctx, tileRect, tileCGImageScaled);

        NSLog(@"5. Before creating cgimage from context");
        report_memory();

        CGImageRef cgImage = CGBitmapContextCreateImage(ctx);
        NSLog(@"6. After creating cgimage from context");
        report_memory();

        dispatch_sync(dispatch_get_main_queue(), ^{
            tileLayer.contents = (id)cgImage;        
        });

        NSLog(@"7. After asgning tile layer contents = cgimage");
        report_memory();

        CGColorSpaceRelease(colorSpace);
        CGContextRelease(ctx);
        CGImageRelease(cgImage);

        NSLog(@"8. After releasing image and context context");
        report_memory();


        NSLog(@"====== RENDERING TILES END =======");
        NSLog(@"");
        rendering = NO;

    });
}

以下是日志:

====== RENDERING TILES START =======
1. Before creating context
    Memory in use (in bytes): 28340224 / 519442432 (5.5%)
2. After creating color space
    Memory in use (in bytes): 28340224 / 519442432 (5.5%)
3. About to create context with size: {6324, 5208}
4. After creating context
    Memory in use (in bytes): 28344320 / 651268096 (4.4%)
5. Before creating cgimage from context
    Memory in use (in bytes): 153649152 / 651333632 (23.6%)
6. After creating cgimage from context
    Memory in use (in bytes): 153649152 / 783159296 (19.6%)
7. After asgning tile layer contents = cgimage
    Memory in use (in bytes): 153653248 / 783253504 (19.6%)
8. After releasing image and context context
     Memory in use (in bytes): 21688320 / 651288576 (3.3%)
====== RENDERING TILES END =======

应用程序在随机位置崩溃。有时在到达函数的 en 时,有时在随机步骤中。

我应该向哪个方向寻找解决方案?GDC是否可能导致问题?或者可能是上下文大小或一些核心动画底层引用?

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1 回答 1

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After accurate debugging and experimenting with the rendered context size it turned out to be memory related issue. The solution was to restrict the size of the context to maximum 2048 width and 1024 height

于 2012-09-12T21:36:16.597 回答