i got this message from the debugger:
Pixture(1257,0xa0610500) malloc: *** error for object 0x21a8000: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug
so i did a bit of tracing and got:
(gdb) shell malloc_history 1257 0x21a8000
ALLOC 0x2196a00-0x21a89ff [size=73728]: thread_a0610500 |start | main | UIApplicationMain | GSEventRun | GSEventRunModal | CFRunLoopRunInMode | CFRunLoopRunSpecific | __CFRunLoopDoObservers | CA::Transaction::observer_callback(__CFRunLoopObserver*, unsigned long, void*) | CA::Transaction::commit() | CA::Context::commit_transaction(CA::Transaction*) | CALayerDisplayIfNeeded | -[CALayer _display] | CABackingStoreUpdate | backing_callback(CGContext*, void*) | -[CALayer drawInContext:] | -[UIView(CALayerDelegate) drawLayer:inContext:] | -[AvatarView drawRect:] | -[AvatarView overlayPNG:] | +[UIImageUtility createMaskOf:] | UIGraphicsGetImageFromCurrentImageContext | CGBitmapContextCreateImage | create_bitmap_data_provider | malloc | malloc_zone_malloc
and i really can't understand what i am doing wrong. here's the code of the [UIImageUtility createMaskOf:]
function:
+ (UIImage *)createMaskOf:(UIImage *)source {
CGRect rect = CGRectMake(0, 0, source.size.width, source.size.height);
UIGraphicsBeginImageContext(CGSizeMake(source.size.width, source.size.height));
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextTranslateCTM(context, 0, source.size.height);
CGContextScaleCTM(context, 1.0, -1.0);
UIImage *original = [self createGrayCopy:source];
CGContextRef context2 = CGBitmapContextCreate(NULL, source.size.width, source.size.height, 8, 4 * source.size.width,
CGColorSpaceCreateDeviceRGB(), kCGImageAlphaNoneSkipLast);
CGContextDrawImage(context2, CGRectMake(0, 0, source.size.width, source.size.height), original.CGImage);
CGImageRef unmasked = CGBitmapContextCreateImage(context2);
const float myMaskingColorsFrameColor[6] = { 1,256,1,256,1,256 };
CGImageRef mask = CGImageCreateWithMaskingColors(unmasked, myMaskingColorsFrameColor);
CGContextSetRGBFillColor (context, 256,256,256, 1);
CGContextFillRect(context, rect);
CGContextDrawImage(context, rect, mask);
UIImage *whiteMasked = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return whiteMasked;
}
the other custom function called before that is the following:
- (UIImage *)overlayPNG:(SinglePart *)sp {
NSLog([sp description]);
// Rect and context setup
CGRect rect = CGRectMake(0, 0, sp.image.size.width, sp.image.size.height);
NSLog(@"%f x %f", sp.image.size.width, sp.image.size.height);
// Create an image of a color filled rectangle
UIImage *baseColor = nil;
if (sp.hasOwnColor) {
baseColor = [UIImageUtility imageWithRect:rect ofColor:sp.color];
} else {
SinglePart *facePart = [editingAvatar.face.partList objectAtIndex:0];
baseColor = [UIImageUtility imageWithRect:rect ofColor:facePart.color];
}
// Crete the mask of the layer
UIImage *mask = [UIImageUtility createMaskOf:sp.image];
mask = [UIImageUtility createGrayCopy:mask];
// Create a new context for merging the overlay and a mask of the layer
UIGraphicsBeginImageContext(CGSizeMake(sp.image.size.width, sp.image.size.height));
CGContextRef context2 = UIGraphicsGetCurrentContext();
// Adjust the coordinate system so that the origin
// is in the lower left corner of the view and the
// y axis points up
CGContextTranslateCTM(context2, 0, sp.image.size.height);
CGContextScaleCTM(context2, 1.0, -1.0);
// Create masked overlay color layer
CGImageRef MaskedImage = CGImageCreateWithMask (baseColor.CGImage, mask.CGImage);
// Draw the base color layer
CGContextDrawImage(context2, rect, MaskedImage);
// Get the result of the masking
UIImage* overlayMasked = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIGraphicsBeginImageContext(CGSizeMake(sp.image.size.width, sp.image.size.height));
CGContextRef context = UIGraphicsGetCurrentContext();
// Adjust the coordinate system so that the origin
// is in the lower left corner of the view and the
// y axis points up
CGContextTranslateCTM(context, 0, sp.image.size.height);
CGContextScaleCTM(context, 1.0, -1.0);
// Get the result of the blending of the masked overlay and the base image
CGContextDrawImage(context, rect, overlayMasked.CGImage);
// Set the blend mode for the next drawn image
CGContextSetBlendMode(context, kCGBlendModeOverlay);
// Component image drawn
CGContextDrawImage(context, rect, sp.image.CGImage);
UIImage* blendedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
CGImageRelease(MaskedImage);
return blendedImage;
}
Best Answer
I've had the same problem, with a lot of the same symptoms:
If I change the build target to 3.1, the errors in the simulator go away. If I run the code on the device, the errors don't appear. Possibly a bug in 3.0
My advice is to test with 3.1 as your target, and if you want, you can build for 3.0 for release and not worry about the errors as they don't happen on the device.