
"Restore All" can require a few GB to process a large sample. changing the way the data is displayed and/or the charge/focus settings can require a lot of memory.something seems wrong, but perhaps that indicates an issue in your program (many transient allocations?). I can run a osx unit test (primarily c/c++ apis) with allocations alone, it consumes about 1MB/s when recording.

If you are having problems, it helps to stick to the official releases. The bleeding edge Developer Tools releases can be really shaky.You should be able to reduce total consumption by disabling some of these options and testing for them individually. Running leaks on a process will then consume more memory because your heap sizes will be larger - leaks and zombies should not be combined. Never freeing objc allocations will obviously consume more memory.
#XCODE IOS MEMORY MONITOR FREE#
If you do free them, you may only detect transient zombies (not sure if there's an option for that in instruments.). When debugging zombies, it's most effective to never free them. Zombie detection usually implies ref count recording. iirc, it's executed as a subprocess in instruments. this could consume more memory than your app. say you have 100MB allocated - leaks will periodically pause the process, clone the memory and scan it for patterns. Leaks detection itself can consume a lot of memory because it scans memory, basically cloning your allocations.
#XCODE IOS MEMORY MONITOR 32 BIT#
You can reduce the memory usage somewhat by running the toolset as 32 bit processes. Xcode 3 used a lot less memory - not sure if that's also the case for Instruments. can you give a more exact description of what you are recording in that time? (instruments you use, what the process you record is doing, etc).

for example, you can often specify what (or what not) to record, or lower sampling frequencies(if applicable).ġ00MB/s is unusually high. Depending on what you are recording, you may reduce its memory usage.
