Getting lot of memory leaks in Cocos2D iphone game. I used these calls to play music and effect.
[[SimpleAudioEngine sharedEngine] preloadEffect:kSoundTap];
[[SimpleAudioEngine sharedEngine] playBackgroundMusic:kMusic_LaunchScreen] ;
[[SimpleAudioEngine sharedEngine] playEffect:kSound_GettingPowerUp] ;
Anything wrong or need to release anything? In iPad3 if I play for more time the lots of performance problems occurs...In instrument only these leaks are found. How can I solve this problem ?
Here is one other similar thread, but no accepted solution. How can I overcome this problem?
Do not retain or release AVAudioPlayer objects. Instead your must end your session. From what I can tell from instruments in the second screenshot on the highlighted row the event is "release" but according to documentation AVAudioPlayer events should not be released (or retained).
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I made a basic opengl program and opened it up and I was only getting 2400fps with dips to 700fps in release mode, and I was really confused so I took out everything in the main loop till the code looks like below
while (true)
{
glfwSwapBuffers(window);
}
and now I'm only getting 3400-4000fps (I switched to release mode).
For a bit of context, I've made a game in DirectX 11 where when nothing is drawing it gets 8000fps and that's with input and game logic not an empty loop.
I've tried compiling my own glfw and using precompiled binaries. Im thinking that maybe I need to figure out how to build glfw as apart of my project so I can get more optimization.
I'm really confused, I want to do some heavy stuff in this game but i'm already getting 2-4x less performance when nothing is going on.
Last second addition:
People have talked about glfwswapbuffers having low performance on other threads but in all those cases they are using vysnc. (im using glfwSwapInterval(0))
There might be a multiple reasons to impact the performance of glfwSwapBuffers. Since it works asynchronously, performance might be reduced by synchronizations as v-sync, or monitor refresh rate (60Hz?). Usually you want your engine to be in sync with other processes (even if they are a limiting factor). You might also want to try glfwSwapInterval(0).
I am creating a small 2D game library (That's right world, another one!) in C++ using SDL and I finally got around to testing its current state (very much a work in progress) on linux(xubuntu 12.04). Up until now I have mostly been working on my Windows 10 install. Note: My linux and windows 10 installs are on the same machine.
At first I was using the xorg nvidia driver, my code was using hardware accelerated rendering (i.e. using the SDL_RENDERER_ACCELERATED flag when creating the SDL_Renderer) but when I ran my code I was getting poor frame rate ~100FPS, bear in mind that at this point I am only testing it by drawing one little animation on screen and on windows I was getting ~1200FPS.
I had the idea that it may be because of the graphics driver. So I switched to the recommended nvidia proprietary driver for my GPU, restarted, recompiled, and ran my game again. Then an empty window appeared, my computer froze but the FPS counter in the window title reported ~15000 FPS (woohoo!). I sighed, began bashing on my keyboard, ctrl-alt-del logged me out, and I logged back into the same frozen screen as before.
After a hard-restart I examined my test program's log and it reported that it successfully entered the game loop i.e. began rendering frames.
Now, if I add a delay in the main loop or use vsync everything is fine (and faster when using the proprietary nvidia driver), no crashes. Everything as defined.
I am confused as to what is happening, I know that my program is trying to go as fast as it can if I don't have a sleep in there but I wouldn't have thought the scheduler would give it so much processor time as to neglect the rest of the system. I tried looking into the differences between the Windows and linux schedulers but I can find a solid reason as to why my program would runaway on linux.
You can view the library code here: https://github.com/callumW/Howler the library is in Howler/ and the test program is in testsrc/ the main loop being in Game.cpp: run().
(As a side note, if you have any suggestions to the library code I would be glad to receive them).
Does anyone have any ideas as to what is happening?
It is evident that I need to cap the frame rate, and seeing as I'm not short of FPS that is not an issue. I also assume this is good practice as to not use power unnecessarily. But this peaked my interest and I wondered if anyone had an answer for me.
Hint for the future - there is no need to reboot. Enable X kill sequence (usually ctrl-alt-backspace, but disabled by default in modern distros, you have to enable it manually) as last resort, but usually it is just ctrl-alt-f1, login to tty, kill offending process, then return back to X with ctrl-alt-fN (the number of tty where X sits, most often 7). If you're working with graphics you probably will need that sooner or later.
Not sure if your problem was exactly the same as I've seen when running your program, but it is very likely so. You display FPS in window title, sending it to window manager on each frame, 15 thousands times per second. Window manager gets confused by so many window title updates (at least openbox does. Haven't tested with different WMs). Not sure if it will eventually flush accumulated changes or just hang forever; didn't wait.
Basically don't update window title more often than 10 times per second.
I'd add SDL_Delay() inside the main loop. Something like :-
while(running) {
while(SDL_PollEvent(&e) != 0) {
if(e.type == SDL_KEYDOWN) {
if(e.key.keysym.sym == SDLK_ESCAPE) {
running = false;
break;
}
}
else if(e.type == SDL_QUIT) {
running = false;
break;
}
}
update();
frames++;
//Add a delay here
SDL_Delay(0);
}
This is to give the cpu time back to the OS. In some OS (like older Windows if I'm not mistaken) if you infinitely spin loop, your application will freeze, the OS would think your application is unresponsive and will try to kill it. Etc.
I'm not really sure if this is your case, give it a try. You might want to change the value of the parameter (essentially it's the length of time you want to delay, though it's not guaranteed to be exact). I usually use 0 or 1 in the case that I don't want to limit the framerate. 13 will cap your framerate at around 60fps.
I'm just trying to make an empty game loop that doesn't lag!
My loop does basically nothing, yet sometimes it lags enough to drop frames (I'm trying to run at 60fps)
I traced the problem to SDL_GL_SwapWindow. I made sure vsync is turned off.
Most of the time SDL_GL_SwapWindow(window); takes <1ms. But sometimes it can take long enough to drop frames. Is this normal? I can't believe my raw C++ empty game loop is sometimes dropping frames!
My code doesn't do anything interesting, I've tried tweaking it quite a bit, but I've seen no improvement. You can see it all here http://pastebin.com/GpLAH8SZ
P.S. I'm on a decent gaming desktop!
I think it is the OS, which may not schedule you 100% of time.
You can change the msdn : process class. But there is going to be intervals where windows does not have resources to keep running your code, and keep running.
I am working on a little app in C++ with Xcode which uses OpenGL.
I tried to find a way to add simple sounds to my app. I was not too succesful with OpenAL (Alut is not available in Mac) and couldn't make sfml and SDL work on my system. So I decided to try Apple's PlayFile example:
http://developer.apple.com/library/mac/#samplecode/PlayFile/Introduction/Intro.html#//apple_ref/doc/uid/DTS40008651
I can play sounds using this example. However, when a sound starts playing, OpenGL freezes, namely all the animation stops until sound is done playing.
I checked the file PlayFile.cpp and found this line:
usleep ((int)(fileDuration * 1000. * 1000.));
which I think is responsible for freezing OpenGL. Before this line, we start playing sound. After this line we clean up buffers. Is there any way that I can change the code, so that, sound starts playing, OpenGL continues its tasks, once sound is done playing we clean the buffers? I tried to use other solutions like pointers, to clean up after playing started, but now I can not make any sound out of the app.
Any suggestions?
OK, after days of research I found a way to fix this problem. I used pthread to create multiple threads, one for each sound. I just added
#include <pthread.h>
to any file that defines a thread. I defined a list for my sounds and threads:
pthread_t threads[3];
string sounds[3] = {"back.wav", "Arrow1.wav", "Arrow2.wav"};
And used a simple function:
void * playSound(void *threadid)
{
long tid;
tid = (long)threadid;
player(sounds[tid], 1);
pthread_exit(NULL);
}
that plays a sound when I create a thread:
pthread_create(&threads[2], NULL, playSound, (void *)2);
This way my animation can be combined with sound easily.
In Cocos2d documents it is written that it is not a good idea to use NSTimer. Why is it not recommended to use NSTimer. I know there is a schedule method of Cocos2d.
Try NOT to use Cocoa’s NSTimer. Instead use cocos2d’s own scheduler.
If you use cocos2d scheduler, you will have:
automatic pause/resume.
when the
CCLayer (CCScene, CCSprite, CCNode)
enters the stage the timer will be
automatically activated, and when it
leaves the stage it will be
automatically deactivated. Your
target/selector will be called with a
delta time
from here (old broken link)
http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:best_practices
updated link
http://ec2-50-16-191-191.compute-1.amazonaws.com/wiki/doku.php/prog_guide:best_practices
I would add you are adding some unwanted overhead too. If you have a lot of timers that could be a good bit of overhead.