I want to organize somehow my iPhone game's level-views, but I simply cannot (without expanding Object Allocations). I made a really "skeleton" of my code (this game has 2 levels, the goal is to release the iPhone display). I just cannot dealloc the previous level, so Instrunments shows incrementing BGTangramLevel instances.
Please, take a look on it, I need some helpful ideas on designing (my 3rd question on it).
viewcontroller.h
@interface compactTangramViewController : UIViewController
{
//The level.
BGTangramLevel *currentLevel;
UIColor *levelColor;
}
//It is to be just a reference, therefore I use assign here.
@property (nonatomic, retain) BGTangramLevel *currentLevel;
-(void) notificationHandler: (NSNotification*) notification;
-(void) finishedCurrentLevel;
@end
viewcontroller.m
@implementation compactTangramViewController
@synthesize currentLevel;
//Initializer functions, setting up view hierarchy.
-(void) viewDidLoad
{
//Set up levelstepper.
levelColor = [UIColor greenColor];
//Set up "state" classes.
[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(notificationHandler:) name:@"finishedCurrentLevel" object:nil];
//Attach level 1.
currentLevel = [BGTangramLevel levelWithColor: levelColor frame:self.view.frame];
[self.view addSubview:currentLevel];
[super viewDidLoad];
}
//Release objects.
-(void) dealloc
{
[currentLevel release];
[super dealloc];
}
//Notification handling.
-(void) notificationHandler: (NSNotification*) notification
{
//Execute level swap.
if ([notification name] == @"finishedCurrentLevel") [self finishedCurrentLevel];
}
-(void) finishedCurrentLevel
{
//Remove previous level.
[currentLevel removeFromSuperview];
//[currentLevel release];
//Step level.
if (levelColor == [UIColor greenColor]) levelColor = [UIColor blueColor]; else levelColor = [UIColor greenColor];
//Attach level 2.
currentLevel = [BGTangramLevel levelWithColor: levelColor frame:self.view.frame];
[self.view addSubview:currentLevel];
}
@end
BGTangramLevel.h
@interface BGTangramLevel : UIView
{
BOOL puzzleCompleted;
}
//Initializer.
+(BGTangramLevel*)levelWithColor: (UIColor*) color frame: (CGRect) frame;
//Test if the puzzle is completed.
-(void) isSolved;
@end
BGTangramLevel.m
@implementation BGTangramLevel
//Allocated instance.
+(BGTangramLevel*)levelWithColor: (UIColor*) color frame: (CGRect) frame
{
BGTangramLevel *allocatedLevel = [[BGTangramLevel alloc] initWithFrame:frame];
allocatedLevel.backgroundColor = color;
return allocatedLevel;
}
//Finger released.
-(void) touchesEnded: (NSSet*)touches withEvent: (UIEvent*)event
{
//The completement condition is a simple released tap for now...
puzzleCompleted = YES;
[self isSolved];
}
//Test if the puzzle is completed.
-(void) isSolved
{
//"Notify" viewController if puzzle has solved.
if (puzzleCompleted) [[NSNotificationCenter defaultCenter] postNotificationName:@"finishedCurrentLevel" object:nil];
}
-(void) dealloc
{
NSLog(@"Will ever level dealloc invoked."); //It is not.
[super dealloc];
}
@end
So what should I do? I tried to mark autorelease the returning level instance, release currentLevel after removeFromSuperview, tried currentLevel property synthesized in (nonatomic, assign) way, but Object Allocations still grow. May I avoid Notifications? I'm stuck.