Why am I getting memory leaks iOS5 ARC project on UICalloutView? - memory-leaks

I'm getting memory leaks on an ARC iOS5 project which appear to be from my map annotation callouts. When I track the leaks they appear to be internal to QuartzCore, MapKit, UIKit -- none of them track back into my code. Is this a known bug in iOS5 SDK or is there something I can do to fix it?

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best approach to debug "corrupted double-linked list" crash

I am in the process of debugging a "corrupted double-linked list" crash. I have seen the source and understand the chunk struct and the fd/bk pointers, etc, so I think I know why this crash has occurred. I am now trying to fix it and I have a couple of questions.
Question #1: where (with respect to the pointer returned from malloc) is the malloc_chunks struct maintained? Are they before the memory block or after it?
Question #2: the malloc_chunks for allocated memory are different from the malloc_chunks for unallocated memory. It appears (??) that the allocated buffer case does not have the fd/bk pointers. Is this correct?
Question #3: what is the recommended approach to debug this type of error? I am assuming that I should put a break point for the malloc_chunks so I can break on when the struct is overwritten. But I am not sure how to access those malloc structs so I can set a break point in gdb.
Any suggestions on how to proceed would be very appreciated.
Thanks,
-Andres
what is the recommended approach to debug this type of error?
The usual way is not to peek into GLIBC internals, but to use a tool like Valgrind or AddressSanitizer, either of which is likely to point you straight at the problem.
Update:
Valgrind crashes ...
You should try building the latest Valgrind version from source, and if that still crashes, report the crash to Valgrind developers.
Chances are the Valgrind problem is already fixed, and building new Valgrind and testing your program with it will still be faster than trying to debug GLIBC internals (heap corruption bugs are notoriously difficult to find by program inspection or debugging).
AddressSanitizer, I thought it was a clang only tool -- I do not think it is available for linux.
Two points:
Clang works just fine on Linux, I use it almost every day,
Recent GCC versions have an equivalent -fsanitize=address option.
There are ways to debug heap overruns without valgrind.
One way is to use a malloc debug library such as Electric Fence. It will make your rogram crash exactly at the moment of accessing an illegal address in the heap.
The other way is to use built-in debug capabilities of GNU malloc. See man mcheck. If you call mcheck_pedantic before the first call to malloc, then every memory block is checked at every allocation. This is very slow but does allow you to isolate the fault.

Crash in ID3DXConstantTable SetFloat/SetVector

We have a application with a render engine developed in Direct3d/C++. Recently we have come across a crash( access violation) involving ID3DXConstantTable SetFloat/SetVector and shows inside D3dx9_42.dll when we attached a debugger in release binaries with PDBs. One of the ways this crash vanishes when we reduce the number of D3dPOOL Rendertarget textures which are used but from estimating the GPU memory load its no where close to even half of the total available as we are using 3GB NVIDIA cards.
Suspected it to be some heap corruptions due to memory overwrites we went about code checking and following that we used the Application Verifier along with a debugger to root out of memory overwrites which might crash at a later stage of running.. We came across few issues which we ironed out. But still that crash remains at the very first frame render ID3DXConstantTable SetFloat/SetVector . More info :This is 32 bit application running with LARGEADDRESSAWARE flag. Any pointers ?
Well a moment later only i found out the issue I executed the application with the registry switch MEM_TOP_DOWN(AllocationPreference=0x100000) and it instantly crashed at the first setfloat() location.Then goto to know the constant table had to be retrieved using D3DXGetShaderConstantTableEx() with the D3DXCONSTTABLE_LARGEADDRESSAWARE flag :) Thanks

Crash at draw call in nvoglv32.dll on new video card

Some days ago I set up my computer and installed a new copy of Windows 8 because of some hardware changes. Among others I changed the video card from Radeon HD 7870 to Nvidia GTX 660.
After setting up Visual Studio 11 again, I downloaded my last OpenGL project from Github and rebuilt the whole project. I ran the application out of Visual Studio and it crashed because of nvoglv32.dll.
Unhandled exception at 0x5D9F74E3 (nvoglv32.dll) in Application.exe: 0xC0000005: Access violation reading location 0x00000000.
In the old environment the application worked as expected. I didn't changed anything of the project or source code. The only difference was the language of the Visual Studio installtion which is English now and was German before. Therefore I created a new project and adopted all settings, but the error remains.
In order to locate the crash, I noticed that all initialization (window, shaders, ...) succeeded and the error is at the draw call glDrawElements() which referrs to the gemoetry pass of my deferred renderer.
After some reseach I found out that nvoglv32.dll is from Nvidia and is about a services called Compatible OpenGL ICD. Does that somehow mean that my application runs in a compatible mode? That sounds like a mode to support older applications and I want mine to run in a regular mode! By the way I installed the lastest stable drivers for my video card.
To be honest, I have no clue how to approach fixing this crash. What could cause it and how to fix it?
Update: I found a post on Geforce Forums about my issue. Although there was no reply, the autor could fix the problem by changing the order of two OpenGL calls.
Hi all,
After poking around with my application source code for a few hours, I found that calling the functions...
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, #)
glBindVertexArray(#)
...in that order causes the crash in nvoglv64.dll.
Reversing the order of these calls to...
glBindVertexArray(#)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, #)
...prevents the crash and appears to be well-behaved.
Cheers,
Robert Graf
Since I do not use vertex arrays I cannot simple do this fix but there might be a similar issue. I will report my progress.
Update: I have absolutely no clue how to solve my problem. I tried different video driver versions but it makes no difference. I completely rewrote the renderer using minimal shaders and simple forward rendering. But the crash sill occurs at the first draw call.
In order to locate the crash, I noticed that all initialization (window, shaders, ...) succeeded and the error is at the draw call glDrawElements().
Most likely you had a out-of-bounds access in your code all the time, but the AMD Radeon Catalyst drivers did reserve more address space, or caught them beforehand. And now your NVidia GeForce driver's don't.
Either you're passing glDrawElements a too large number for count elements to draw, or your index buffer contains values that index beyond the range of your vertex arrays. If it's the later, then you're probably using client side vertex arrays, as VBOs usually catch out-of-bounds accesses; also those wouldn't crash your client side program, but just render garbage.
Finally I came up with a solution to fix the crash.
The SFML framework I use to create the window and more provides a function to reset the OpenGL state of the context. I called it right after window creation.
Even though I can't explain why, removing that function call solved the crash. Maybe it is because GLEW or something else isn't yet initialized that moment.
sf::RenderWindow window;
window.create(VideoMode(1024, 768), "Window Title");
window.resetGLStates(); // removing this line fixed the crash
window.setVerticalSyncEnabled(true);

what causes memory leak in java

I have a web application deployed in Oracle iPlanet web server 7. Website is used actively in Internet.
After deploying, heap size is growing and after 2 or 3 weeks, OutOfMemory error is thrown.
So I began to use profiling tool. I am not familiar with heap dump. All I noticed that char[], hashmap and String objects occupy too much at heap. How can I notice what causes memory leak from heap dump? My assumptations about my memory leak;
I do so much logging in code using log4j for keeping in log.txt file. Is there a problem with it?
may be an error removing inactive sessions?
some static values like cities, gender type stored in static hashmap ?
I have a login mechanism but no logout mechanism. When site is opened again, new login needed. (silly but not implemented yet.) ?
All?
Do you have an idea about them or can you add another assumptions about memory leak?
Since Java has garbage collection a "memory leak" would usually be the result of you keeping references to some objects when they shouldn't be kept alive.
You might be able to see just from the age of the objects which ones are potentially old and being kept around when they shouldn't.
log4j shouldn't cause any problems.
The hashmap should be okay, since you actually want to keep these values around.
Inactive sessions might be the problem if they're stored in memory and if something keeps references to them.
There is one more thing you can try: new project, Plumbr, which aims to find memory leaks in java applications. It is in beta stage, but should be stable enough to give it a try.
As a side node, Strings and char[] are almost always on top of the profilers' data. This rarely means any real problem.

j2me Application shows out of memory exception in JBLEND

my j2me application shows out of memory exception in JBLEND. It work fine in JBED. By monitoring the memory, I realized that the document.parse(xmlParser) method consumes a lot of memory. I think the reason for the excption is memory is not freeing after parsing xml. is it right??? How can i solve the problem???
Whatever document.parse(xmlParser) returns, you should dereference it as soon a you don't need it anymore, i.e. you should set fields pointing to the returned object to null (or unset indirect references).
I've never used JBLEND or JBED, but the Wireless Toolkit respectively JaveME SDK also has a nice memory profiler which helps you track down memory and object reference problems.

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