I develop cocos2d iOS app for iPad. When I test memory leaks and object allocation my Live Bytes are stable, but when I run Activity Monitor I see that the Real Memory Usage of my app increase every second with 0.02MB.
I want to ask is it normal and did someone have similar problems?
This is entirely plausible, because Cocos2d (at least the 0.9.x and 1.0 branches) tends to autorelease everything. This can lead to memory build up on situations where you're spawning a lot of sprites onscreen in a loop. If you're indeed autoreleasing and not leaking, adding an autorelease pool along with your loop may be a quick fix. That said, you might actually be leaking.
To debug memory leaks, I'd start with the Leaks Instrument and perhaps the Allocations instrument as well. In Xcode, hit Command + I, or
Product -> Profile
Once you've got the profiler open, you'll see a menu which contains a bunch of debugging instruments:
Once you select leaks, you'll see this handy windows with all kinds of useful information:
On top, you'll see memory allocations and leaks as a graph. On the bottom you can see all kinds of useful information, such as what objects are allocated, how much memory is in use, and a lot more.
For a full treatment of Xcode debugging with instruments, check out this handy Apple Developer video (login required).
I remember that I have this problem because I log debug messages!
I logging this messages in loop cycles (every frame) and this was the reason why the memory increasing!
Please clear or comment all log messages, this will slove your problem :)
A year later and I had this exact question. Turned out, I had zombies enabled and that was responsible for my increase in memory every second.