EasyAR MemoryLeak on macOS Standalone

0 votes
asked Jul 11, 2018 by ngc6543 (1,670 points)
Hey,

I'm testing my app for macOS Standalone(Unity3D), and there seems to be a memory leak due to EasyAR.

My app needs to run for almost 12 hours a day, and I implemented object pooling to reduce memory impact. My app show no memory accretion over time without EasyAR. But with EasyAR, the app's memory grows over time.

So I used the XCode's Instruments app to profile the memory allocations and leaks, and found out that these elements are getting piled up over time :

* CFBasicHash (value-store)

* CFRunLoopTimer

* CFSet (mutable)

* Malloc 32 Bytes

* Malloc 64 Bytes

(I exported the trace data to a file, but the file size is too huge(~5GB).)

I guess these are used for internal video capturing on EasyAR side?

I tested for HelloAR example for Standalone build and the leak pattern was the same. An empty Unity Scene didn't show that. And HelloAR for iOS build didn't show that, either.

The increment speed is not that fast, but over long period of time it can get hundreds of MBs.

If I'm wrong about something, please let me know.

Thanks,

NGC6543

1 Answer

0 votes
answered Jul 12, 2018 by albert52 (31,850 points)
Thank you for your feedback and we will give you a reply after the test
commented Jul 22, 2018 by ngc6543 (1,670 points)
Hey, how's the test going?
commented Jul 26, 2018 by albert52 (31,850 points)
The optimization of performance will be carried out later in the release iteration
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