(This is linked to my last post on the list, however it's a completely different topic so I posted it separately) To sum it up, my app allows to do some basic modifications to an image (brightness/contrast/saturation among others).... those are applied via CIFilters, the app also allows to re-size images...Right now I'm trying to work exclusively with BitmapImageRep since it seems to be faster than using NSImage...

I display a "live" preview of the image (I say "live" because basically all my sliders (to control brightness etc.) do not send continuously but only once the mouse released them)... anyway the way I got it working right now is like this:

I have an NSBitmapImageRep called "previewImage"... this contains the preview image and it gets updated everytime the brightness/contrast/ saturation sliders are released...

in my preview window, I have an NSImageView.. I bound the data of this image view to the "previewImageData" key of my controller which basically only does this:

return [previewImage TIFFRepresentation];


Now, all this is working well, however, I see HUGE ram increases every time I move a slider.. (it gets in the 100+ mb very fast)...and it never seems to drop... I tried to set my sliders to continuous for fun, it gets at about 200mb of ram in a matter of seconds...

I ran Instruments and MallocDebug, apparently I have no leaks (the only leaks I have are NSPathStore which I am not creating)...

Is anything wrong with the way Im doing it? Why the huge ram increases that never drops? If there was an obvious leak I guess Instrument or MallocDebug would've catch it?

(also, it might have nothing to do with this but the preview image is generated in an NSOperation.. I'm mentioning it since I know that threads usually have their own autorelease pool... Im not sure how it is with NSOperations...)

Jean-Nicolas Jolivet
[EMAIL PROTECTED]
http://www.silverscripting.com

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