How can I manully release the memory which is allocated by auto release pool
By : user3755739
Date : March 29 2020, 07:55 AM
wish helps you , You'd need to create your own NSAutoreleasePool for this operation: code :
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
// Your code here
[pool drain];
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Release UIWebView content from the memory, force the app to release the memory
By : salamander face
Date : March 29 2020, 07:55 AM
around this issue I'm developing an app that use a lot of images, I'm using the UIWebView to represent about 200 image using JavaScript code (i'm using UIZE library), the problem is when i'm done with the UIWebView, i'm using the following code in the viewWillDisappear , Try this: code :
- (void)viewDidUnload
{
[webViews release];
webViews = nil;
}
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How to release correctly memory in iOS: Memory is never released; potential leak of memory pointed to by
By : Kate Schmieg
Date : March 29 2020, 07:55 AM
I think the issue was by ths following , You need to free the bytes, because NSData does not take ownership of it: it cannot know if the array is a temporary or a dynamic, so it makes a copy of it. To fix this problem, replace code :
return [NSData dataWithBytes:bytes length:c];
NSData *res = [NSData dataWithBytes:bytes length:c];
free(bytes);
return res;
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ComPtr<ID3D11Device> to IntPtr
By : Balaji Teja
Date : March 29 2020, 07:55 AM
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Understanding ID3D11Device and ID3D11DeviceContext
By : Priscilla dos Santos
Date : March 29 2020, 07:55 AM
it should still fix some issue The ID3D11Device is used for creating resources, for example, the many shaders in the pipeline. The ID3D11DeviceContext is used for binding those resources to the pipeline, for example, the many shaders. code :
device->CreatePixelShader(/*arguments*/);
context->PSSetShader(/*pass shader created with 'device'*/);
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