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Home/ Questions/Q 7049691
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Editorial Team
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Editorial Team
Asked: May 28, 20262026-05-28T03:03:09+00:00 2026-05-28T03:03:09+00:00

I’m working on an iOS app that will create a lot of small objects

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I’m working on an iOS app that will create a lot of small objects and floats, and trying to get an idea for how much memory usage it’s consuming.

When I run the “Allocations” instrument, it says I have about 2MB of “Live Bytes”, and the figure stays roughly constant as I move through the app (spikes up to 3MB or so when the App is busy, but then drops back down to 2MB).

But when I run the “Activity Monitory” instrument, my app’s “Real Memory” is 25MB once it finishes launching, and grows rapidly whenever drawing occurs inside my CALayer. In less than a minute, it goes over 100MB.

Why would “Live Bytes” show 2MB, but “Real Memory” shows 100MB?

My CALayer is drawing tons of paths, it pegs the CPU at 100% for a few seconds just to finish a single draw operation, and it’s loading all of these points out of an NSData object into CGPoint values, then deallocing them again (The NSData object is a compressed version of the points being drawn, storing deltas from one point to the next, so I keep it in RAM but don’t keep the actual CGPoints).

It also caches the result of the drawing in a UIImage, and these are kept in a first-in-first-out array that won’t grow to more than about 500KB.

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  1. Editorial Team
    Editorial Team
    2026-05-28T03:03:10+00:00Added an answer on May 28, 2026 at 3:03 am

    It turns out my problem was NSZombieEnabled.

    Disabling that in Edit Scheme > Run > Arguments > Environment Variables solved the extra memory use.

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