In my iPhone Project when i select build and analyze (shift + mac + A ) it will give me all potential memory leak in my project... but in my current project it is not working... when i intentionally put a memory leak and select build and analyze... it doesn't give me any potential memory leak as analyzer result
if i write
NSMutableArray *tempArray = [[NSMutableArray alloc] initWithCapacity:6];
NSMutableArray *tempArrayfinal = [[NSMutableArray alloc] initWithCapacity:12];
and doesn't release it... it is not giving me any potential leak but if i write
NSString *leakyString = [[NSString alloc] initWithString:@"Leaky String "];
NSLog(@"%@",leakyString);
here it gives me potential leak as analyzer result...why it is not giving potential leak in NSMutableArray and why it gives potential leak in NSString ?... how can i rely on Build and analyze for memory leak...
I've run the app with Leak tool and it is showing me leak in tempArray
and tempArrayfinal
Here is my function
- (void)viewDidLoad
{
[super viewDidLoad];
maxOnSnaxAppDelegate *delegate = (maxOnSnaxAppDelegate *)[[UIApplication sharedApplication] delegate];
lblMessage.tag = MESSAGE_LABEL;
lblGuess.tag = GUESS_LABEL;
lblScore.tag = SCORE_LABEL;
self.gameCompleteView.tag = FINAL_SCORE_VIEW;
lblFinalScore.tag = FINAL_SCORE_LABEL;
lblGuess.text = @"";
lblMessage.text = @"";
lblScore.text = @"";
int row = 0;
int column = 0;
maxImagrArray = [[NSMutableArray alloc] init];
for(UIView *subview in [self.view subviews]) {
if([subview isKindOfClass:[CustomImageView class]])
{
[subview removeFromSuperview];
}
}
for(int i = 0 ; i < 12 ; i++)
{
if(i%3 == 0 && i != 0)
{
row++;
column = -1;
}
if(i != 0 )
{
column++;
//row = 0;
}
CustomImageView *tempImageView = [[CustomImageView alloc] initWithImage:[UIImage imageNamed:@"max-img.png"]];
tempImageView.frame = CGRectMake((column*tempImageView.frame.size.width) + 45, (row*tempImageView.frame.size.height)+ 60, tempImageView.frame.size.width, tempImageView.frame.size.height);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextClearRect(context, tempImageView.bounds);
[self.view addSubview:tempImageView];
tempImageView.tag = i+1;
tempImageView.userInteractionEnabled = YES;
[maxImagrArray addObject:tempImageView];
[tempImageView setIndex:i];
[tempImageView release];
}
NSMutableArray *tempArray = [[NSMutableArray alloc] initWithCapacity:6];
NSMutableArray *tempArrayfinal = [[NSMutableArray alloc] initWithCapacity:12];
for(int i = 0 ; i < 12 ; i++)
{
if(i < 6)
{
int temp = (arc4random() % 10) + 1;
NSString *tempStr = [[NSString alloc] initWithFormat:@"%d",temp];
[tempArray insertObject:tempStr atIndex:i];
[tempArrayfinal insertObject:tempStr atIndex:i];
[tempStr release];
}
else
{
int temp = (arc4random() % [tempArray count]);
[tempArrayfinal insertObject: (NSString *)[tempArray objectAtIndex:temp] atIndex:i];
//int index = [(NSString *)[tempArray objectAtIndex:temp] intValue];
[tempArray removeObjectAtIndex:temp];
}
CustomImageView *tmpCustom = [maxImagrArray objectAtIndex:i];
tmpCustom.frontImageIndex = [(NSString *)[tempArrayfinal objectAtIndex:i] intValue];
NSLog(@"%d",tmpCustom.frontImageIndex);
}
[maxImagrArray release];
delegate.time = 60.0;
timer = nil;
timer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:@selector(countDown) userInfo:nil repeats:YES];
delegate.view = self.view;
//[tempArray release];
//[tempArrayfinal release];//these 2 lines are deliberately commented to see
//...it is not showing any potential memory leak though....
delegate.viewController = self;
}
please help...