Hi Seth.
You might want to try putting an autorelease pool around your method. See the
Tip in this document:
https://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/CoreImaging/ci_tasks/ci_tasks.html%23//apple_ref/doc/uid/TP30001185-CH203-TPXREF101
I've used this tip
That's not applicable here. I'm not drawing many many things before returning
to run loop so my memory usage isn't increasing due to repeated calls. It's
just this single image. Just for giggles I tried it anyway, and as expected
there's no difference at all.
--
Seth Willits
On Jan
On 16/01/2011, at 8:03 PM, Seth Willits wrote:
It's not like I'm leaking any memory here, so why the large permanent
increase? I'd like to avoid it if I can because I'm getting criticized for
using too much memory despite it not being my fault. :-p
Who complains about a 30MB memory
On Jan 16, 2011, at 1:43 PM, Graham Cox wrote:
It's not like I'm leaking any memory here, so why the large permanent
increase? I'd like to avoid it if I can because I'm getting criticized for
using too much memory despite it not being my fault. :-p
Who complains about a 30MB memory
On Jan 16, 2011, at 2:43 PM, Graham Cox wrote:
Who complains about a 30MB memory usage increase these days? Who even
notices? This is not Mac OS 9, it doesn't matter what your app's memory
footprint is (within reason).
Two kinds of people:
1. Experienced users that watch Activity Monitor