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 -- View this message in context: http://monotouch.2284126.n4.nabble.com/Tracking-down-Memory-Issues-on-iOS-tp3617222p3617222.html Sent from the MonoTouch mailing list archive at Nabble.com. _______________________________________________ MonoTouch mailing list [email protected] http://lists.ximian.com/mailman/listinfo/monotouch
