I got a memory leaking problem from a very simple function. Here is my code:
  -(void) drawPuzzle
 {
      gameView.image=nil;     
      UIGraphicsBeginImageContext(gameView.frame.size);
      [gameView.image  drawInRect:CGRectMake(0,
                                             0, 
                                             gameView.frame.size.width,
                                             gameView.frame.size.height)];
       CGContextRef con=UIGraphicsGetCurrentContext();
       CGContextMoveToPoint(con, 20,0);
       CGContextAddLineToPoint(con,20, gameView.frame.size.height);
       CGContextStrokePath(con);
       UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext(); 
       UIGraphicsEndImageContext();
       [gameView setImage:newImage];
  }
The instruments report as below:
Event Type    RefCt      Responsible Caller
Malloc        1          +[UIImage imageWithCGImage: scale: orientation:] 
Autorelease              +[UIImage imageWithCGImage: scale: orientation:] 
Retain        2          -[UIImageView setImage:]
Release       1          -[NSAutoreleasePool drain]