On May 5, 2010, at 9:25 PM, Shripada Hebbar wrote:
I don't see any point in doing this on our own as the iPhone OS anyway gives
you memory warning when we are consuming too much of it, and this is the
right occasion to cleanup anything that is not needed ( in
On May 6, 2010, at 10:13 AM, Philip Mobley wrote:
I am trying to implement David Duncan's suggestion, but because I am dealing
with images and sound, its not clear how much memory is actually being used
(although worst case estimates can be made).
For images I would use a cost estimate of
On May 6, 2010, at 10:13 AM, Philip Mobley wrote:
I am trying to implement a generic resource management singleton
class that will load all of the images, sounds, and data files for
the app. This resource manager will keep track of how frequently
each object is requested (or in the case
On May 6, 2010, at 11:02 AM, David Duncan wrote:
For images I would use a cost estimate of width * height * 4 (this
is typically what the memory cost to decompress and display an
optimized PNG).
Agreed. There are CG APIs that let you render an image directly from
compressed file data
On May 6, 2010, at 11:02 AM, David Duncan wrote:
I am trying to implement David Duncan's suggestion, but because I am dealing
with images and sound, its not clear how much memory is actually being used
(although worst case estimates can be made).
For images I would use a cost estimate of
On May 6, 2010, at 11:19 AM, Philip Mobley wrote:
For images I would use a cost estimate of width * height * 4 (this is
typically what the memory cost to decompress and display an optimized PNG).
Yes, this is what I was planning for image memory estimates. Should I also
add in something
On Thu, May 6, 2010 at 2:12 PM, Jens Alfke j...@mooseyard.com wrote:
An intermediate level would be if the library loads the _compressed_ audio.
This is a lot less memory usage. It may even memory-map the file, which
wouldn't affect your process's heap space at all. (I know the iPhone doesn't
I am designing a slightly smarter resource cache that purges less frequently
used resources instead of a purge all when getting an UIApplication delegate
applicationDidReceiveMemoryWarning: message. I know the target (currently)
is 20 MBs (although that could change with future hardware). The
On May 5, 2010, at 4:27 PM, Philip Mobley wrote:
I am designing a slightly smarter resource cache that purges less frequently
used resources instead of a purge all when getting an UIApplication delegate
applicationDidReceiveMemoryWarning: message. I know the target (currently)
is 20 MBs
-requ...@lists.apple.com
cocoa-dev-requ...@lists.apple.com wrote:
Message: 10
Date: Wed, 5 May 2010 16:27:29 -0700
From: Philip Mobley p...@dreystone.com
Subject: iPhone resource cache - memory question
To: Cocoa-dev@lists.apple.com
Message-ID: eb4e4887-2fa9-41fa-8d69-1ab675a4a
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