I'm getting a series of memory warnings (via the Organizer Console) when
running my app on iOS with actually devices iTouch and iPhone 4.  These
warnings eventually lead to a crash.

FWIW, I'm using MonoGame on top of MonoTouch to do XNA game development on
iOS.

Using Apple's Instruments, it reports that I have a 16 byte leak that starts
up around load time, but I get this on the boilerplate MonoGame project as
well, so for now I'm not worrying about it.

Given I see no other leaks in Instruments, I'm guessing it's my allocation
spikes, resulting in memory pressure and then if I have enough warnings the
app is ejected.  

When doing a GC.GetTotalMemory(false) I hover around 600,000 - 650,000
bytes.  It doesn't grow over time, so memory is pretty constant.

Some questions...

1 Am I correct in assuming an app is ejected if multiple warnings are
received and not just because of total memory pressure?

2 What tools are there for tracking down my source of memory pressure? 
Instruments reports only the lowest level of allocations, in the o-C and
OpenGL layer it would seem.  These are pretty useless to me :|.

3 What are the recommended ways for reducing and working through allocation
/ memory pressure issues?

TIA


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