I'm trying to figure out the best way to fix a memory leak in my app and use external classes. I am coding in Corona SDK and using Storyboard. I don't think I am removing objects properly when I create them through classes. Can you take a look and help with the following
1) At the bottom of the code, I show how I remove the keyboard. Is that sufficient or do I need to do more since the keyboard was created through another file?
2) in keyboard.lua , I need to create the objects in a way that thekeyboard.lua file can manipulate them with functions later. I did this by declaring theKeyboard, theCursor, theBackground.
Is there any reason to do that vs calling them M.theKeyboard, M.theCursor, M.theBackground and not declaring them in advance since M is local?
3) Would you implement this keyboard class differently? If so, can you give me pointers?
Here is example code. I want to reuse this keyboard code across my app. There should only be one keyboard at anytime. I want to remove the keyboard completely when the user exits the scene because many screens do not require the keyboard.
-- keyboard.lua
local M = {}
local theKeyboard, theCursor, theBackground
function M.newBackground()
if theBackground then
theBackground = nil
end
local newBackground = display.newRect(0,0,0,0)
-- set position, size, color, etc
theBackground = newBackground
return newBackground
end
... many other functions to create cursor, textlabels, etc
function M.newKeyboard()
if theKeyboard then
theKeyboard = nil
end
theKeyboard = display.newGroup()
theCursor = M.newCursor()
theBackground = M.newBackground()
-- lots more stuff... like I create buttons for each key on the keyboard
theKeyboard:insert(theCursor)
theKeyboard:insert(theBackground)
return theKeyboard
end
function M.removeKeyboard()
display.remove(theCursor)
display.remove(theBackground)
display.remove(theKeyboard)
theCursor = nil
theBackground = nil
theKeyboard = nil
end
return M
and then my app uses storyboard so here's an example of how I integrate the keyboard into a scene.
local keyboard = require ( "keyboard" )
local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
local keyboardGroup, otherobjects
function scene:createScene( event )
local group = self.view
keyboardGroup = keyboard.newKeyboard
group:insert( keyboardGroup )
end
end
-- other code
-- Called prior to the removal of scene's "view" (display group)
function scene:destroyScene( event )
local group = self.view
-- Is this sufficient for removing the keyboard completely?
keyboard.removeKeyboard()
keyboardGroup = nil
end
end
---------------------------------------------------------------------------------
-- END OF YOUR IMPLEMENTATION
---------------------------------------------------------------------------------
-- additional code that comes with storyboard
return scene
Please try -
if theKeyboard then
theKeyboard:removeSelf()
theKeyboard = nil
end
I think it will solve your problem.
In addition to what @Varsha say, you should have this code block. In corona its not enough to just remove objects. collectgarbage() function do the main work. Whenever you type object = nil afterwards it will be deleted by garbage collector.
local monitorMem = function() -- Garbage collector
collectgarbage()
--print( "MemUsage: " .. collectgarbage("count") )
local textMem = system.getInfo( "textureMemoryUsed" ) / 1000000
--print( "TexMem: " .. textMem )
end
Runtime:addEventListener( "enterFrame", monitorMem )
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