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I have a IPhone drawing application which is slowing down when I use the spray can tool. But when I check for leaks by running the application with leaks no leaks are shown. All other tools are working fine can some help me out in resolving this issue.

enter image description here

My Spray can tools class code is as following:

    - init {
    if ((self = [super init])) 
    { 
        trackingTouches = [[NSMutableArray array] retain]; 
        startPoints = [[NSMutableArray array] retain]; 
        paths = [[NSMutableArray array] retain];
    } 
    return self;
}

- (void)activate { } - (void)deactivate {

    [trackingTouches removeAllObjects]; 
    [startPoints removeAllObjects]; 
    [paths removeAllObjects];

} 

- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
        //  UIView *touchedView = [delegate viewForUseWithTool:self];
    UITouch *theTouch = [touches anyObject];
    UIView *touchedView = [delegate viewForUseWithTool:self]; 
    endPoint = [theTouch locationInView:touchedView];

    for (UITouch *touch in [event allTouches]) {
        // CGFloat lineWidth=10;

            // remember the touch, and its original start point, for future
        [trackingTouches addObject:touch];
        CGPoint location = [touch locationInView:touchedView];
        [startPoints addObject:[NSValue valueWithCGPoint:location]];
        UIBezierPath *path = [UIBezierPath bezierPath];

        path.lineCapStyle = kCGLineCapRound;
        [path moveToPoint:location];
        [path setLineWidth:delegate.strokeWidth];
        [path addLineToPoint:location];
        [paths addObject:path];
    }   
} 

- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
    [self deactivate];
} 

- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
//  UITouch *theTouch = [touches anyObject];
//  UIView *touchedView = [delegate viewForUseWithTool:self]; 
        //endPoint = [theTouch locationInView:touchedView];

    for (UITouch *touch in [event allTouches]) 
    { // make a line from the start point to the current point 
        NSUInteger touchIndex = [trackingTouches indexOfObject:touch]; 
            // only if we actually remember the start of this touch... 
        if (touchIndex != NSNotFound) {
            UIBezierPath *path = [paths objectAtIndex:touchIndex];
            PathDrawingInfo *info = [PathDrawingInfo pathDrawingInfoWithPath:path fillColor:[UIColor clearColor] strokeColor:delegate.strokeColor];
            [delegate addDrawable:info];
            [trackingTouches removeObjectAtIndex:touchIndex];
            [startPoints removeObjectAtIndex:touchIndex];
            [paths removeObjectAtIndex:touchIndex];
        }
    } 
}

- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
        //  UIView *touchedView = [delegate viewForUseWithTool:self]; 
    UITouch *theTouch = [touches anyObject];
    UIView *touchedView = [delegate viewForUseWithTool:self]; 
    currentpoint = [theTouch locationInView:touchedView];
        //currentpoint.y -=20;
        //[self drawCircle];
    for (UITouch *touch in [event allTouches]) {
        CGFloat lineWidth=10;

            // make a line from the start point to the current point 
        NSUInteger touchIndex = [trackingTouches indexOfObject:touch]; 
        UIBezierPath *path = [UIBezierPath bezierPath];
        if (touchIndex != NSNotFound) {
            // CGPoint location = [touch locationInView:touchedView]; 
            UIBezierPath *path = [paths objectAtIndex:touchIndex]; UIBezierPath *circle = [UIBezierPath bezierPathWithOvalInRect:CGRectMake((currentpoint.x-lineWidth),( currentpoint.y-lineWidth), lineWidth*2, lineWidth*2)];
        NSInteger i,x,y;
        NSInteger modNumber =5*(int)lineWidth;
        for (i = 0; i < (lineWidth*lineWidth)/2; i++) {
            do {
                x = (random() % modNumber)+currentpoint.x - lineWidth*2;
                y = (random() % modNumber)+currentpoint.y - lineWidth*2;
            } while (![circle containsPoint:CGPointMake(x,y)]);

            [path appendPath:[UIBezierPath bezierPathWithRect:CGRectMake(x,y,0.0025,0.0025)]];
        }

        [path moveToPoint:currentpoint];
        [path setLineWidth:delegate.strokeWidth];
        [path addLineToPoint:currentpoint];
                    // only if we actually remember the start of this touch... 
        }  
         [paths addObject:path];;

    } 
}
- (void)drawTemporary {
    for (UIBezierPath *path in paths) { 
        [delegate.strokeColor setStroke]; 
        [path stroke];
    }
}
- (void)dealloc {
    [trackingTouches release]; 
trackingTouches = nil; 
[startPoints release]; 
startPoints = nil; 
[paths release]; 
paths = nil;
self.delegate = nil;
    [super dealloc];
}
Cœur
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Ravi shankar
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  • What is that Spary Tool? never heard of it. Is your application running normally when you run it standalone, i.e with out any tool running ? – RK- May 23 '11 at 10:30
  • Its Spary Can Tool I have edited my question. My app runs fine when I use other tool like Brush, Rectangle etc. My app don't crash also but it slows down considerable after using Spray Can tool. – Ravi shankar May 23 '11 at 10:37

2 Answers2

1

define the properties in the h block and synthesize in the m block.

@property (nonatomic, retain) NSMutableArray *trackingTouches;
@property (nonatomic, retain) NSMutableArray *startPoints;
@property (nonatomic, retain) NSMutableArray *paths;

@synthesize trackingTouches,startPoints,paths;

and use the dealloc block like this

    - (void)dealloc {
         [self setTrackingTouches:nil]; 
     [self setStartPoints:nil];
     [self setPaths:nil];
     self.delegate = nil;
         [super dealloc];
}
deoKasuhal
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0

don't use UIBezierPath. create a CGMutablePathRef instead with the plain Core Graphics functions.

  • Hi Madhu I am using same UIBezierPath for other tool like pencil and brush but using these tool don't slow down my application. – Ravi shankar May 25 '11 at 10:59