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Home/ Questions/Q 8148853
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Editorial Team
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Editorial Team
Asked: June 6, 20262026-06-06T14:43:39+00:00 2026-06-06T14:43:39+00:00

I am having difficulty locating a memory leak. I am using cocos2d. This is

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I am having difficulty locating a memory leak. I am using cocos2d. This is the data area for two classes:

@interface Dungeon : CCLayerColor {
    DungeonLevel *aDungeonLevel;
    Player *thePlayer;

    // list of all monster file names
    NSMutableArray *monsterNames;

    // array of how many monsters there are of each monster level
    NSMutableArray *monsterLevels;

    MessageView *theMessageView;

    DungeonDisplay *theDisplay;

    bool processing;

    int currentDungeonLevel;    
}

@interface DungeonDisplay : CCLayerColor {
    NSMutableArray *displayGrid;
    NSMutableArray *displayGrid2;
    NSMutableArray *displayGrid3;
    NSMutableArray *displayGrid4;
    NSMutableArray *dungeonMatrix;
    NSMutableArray *monsterSprites;
    Dungeon *theDungeon;  
    int xdelt;
    int ydelt;
    CGPoint lowerLeft;
    Player *thePlayer;
    CCSprite *playerSprite;
    CCSprite *mSprite1;

    ButtonsLayer *buttonArea;

    double previousTime;
    double currentTime;
    double touchTimePrev;
    bool touchFlag;
    bool processing;
    bool processing2;
    bool animating;
    bool flipSprite;
    bool doIdleAnimation;
    bool isAttacking;
    int firstIteration;
    CGPoint dungeonOriginalPosition;
    CGPoint playerOriginalPosition;
    CGPoint mSprite1Original;
    CGPoint buttonOriginal;
    CCTimer *myTimer;

    // List of Messages
    NSMutableArray *messages;    
    int messageIndex;

    // player transparency level
    int transparency;

    // indicates that walls need to become transparent
    bool needTransparency;

    int pXInc;
    int pYInc;
    int tempx;
    int tempy;

    // debugging variables
    CCLabelTTF *debugLabel1;
    CCLabelTTF *debugLabel2;

    // the Map
    MiniMap *aMap;
}

Okay, now the Dungeon object creates the DungeonDisplay object by interacting with another object, DungeonLevel (I don’t think it is particularly relevant to figuring out why DungeonDisplay is not deallocated). This is all the code for creation of the “singleton” DungeonDisplay object:

-(void) displayDungeon
{
    if (!theDisplay) {
        theDisplay = [[DungeonDisplay alloc]init];
        [self addChild:theDisplay z:101];
        [theDisplay letTheDungeon:self];    
    }
    else {
        [thePlayer placePC:thePlayer.pCLocation];
        [theDisplay displayStructure];
    }
    theDisplay.visible = true;
    aDungeonLevel.visible = NO;
}

For some reason, after addChild (a cocos method) the retain count jumps to 4 (from 1). “letTheDungeon” has no effect on retain count (as expected).

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  1. Editorial Team
    Editorial Team
    2026-06-06T14:43:40+00:00Added an answer on June 6, 2026 at 2:43 pm

    Thanks for all your answers. The problem is resolved and I again have insignificant leaking. The problem was with CCTouchDispatcher in the child class, DungeonDisplay. I changed the code for processing touches to the dungeon class and made some other minor adjustments and everyone dealloc’s are being called.

    Anyway, its rock solid again. I moved over a hundred times back and forth and their was no change in allocated memory. In fact, I’m now cruising at under 70 MB, less than before.

    Thanks again, especially for your words of encouragement and support.

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