i have this code:
Texture2D *cachedTexture;
if(cachedTexture = [cachedTextures objectForKey:aName]) {
return cachedTexture;
}
// We are using imageWithContentsOfFile rather than imageNamed, as imageNamed caches the image in the device.
// This can lead to memory issue as we do not have direct control over when it would be released. Not using
// imageNamed means that it is not cached by the OS and we have control over when it is released.
NSString *filename = [aName stringByDeletingPathExtension];
NSString *filetype = [aName pathExtension];
NSString *path = [[NSBundle mainBundle] pathForResource:filename ofType:filetype];
UIImage *maskImage=[UIImage imageWithContentsOfFile:path];
CGImageRef maskRef = maskImage.CGImage;
CGImageRef mask = CGImageMaskCreate(CGImageGetWidth(maskRef),
CGImageGetHeight(maskRef),
开发者_JAVA百科 CGImageGetBitsPerComponent(maskRef),
CGImageGetBitsPerPixel(maskRef),
CGImageGetBytesPerRow(maskRef),
CGImageGetDataProvider(maskRef), NULL, false);
cachedTexture = [[Texture2D alloc] initWithMask:mask filter:aFilter];
[cachedTextures setObject:cachedTexture forKey:aName];
static analyzer wrote this: 1)call to function CGImageMaskCreate returns a core foundation object with a +1 retain counter 2) object allocated and stored into mask is not referenced later in this execution path and has a retain counter of +1 [mask release] not work...mask is not a poiner... how can i fix this leak?
Here is a non-leaking util method that does what you need:
- (UIImage*) maskImage:(UIImage *)image
withMask:(UIImage *)maskImage
{
CGImageRef imageRef = image.CGImage;
CGImageRef maskRef = maskImage.CGImage;
CGImageRef mask = CGImageMaskCreate(CGImageGetWidth(maskRef),
CGImageGetHeight(maskRef),
CGImageGetBitsPerComponent(maskRef),
CGImageGetBitsPerPixel(maskRef),
CGImageGetBytesPerRow(maskRef),
CGImageGetDataProvider(maskRef),
NULL, // decode should be NULL
FALSE // shouldInterpolate
);
CGImageRef masked = CGImageCreateWithMask(imageRef, mask);
CGImageRelease(mask);
UIImage *maskedImage = [UIImage imageWithCGImage:masked];
CGImageRelease(masked);
return maskedImage;
}
Use CGImageRelease(mask)
CGImageMaskCreate returns a CGImageRef with a retain count of 1.
精彩评论