I haven't had any memory warnings that weren't the result of just having too
many other apps open, and I haven't had the OS kill my app due to memory
overuse, so I don't have any advice -- sorry.

Poking around on SO it looks like it's at least in principle possible to run
MT apps with the Xcode memory profiler, though the results aren't always
completely reliable:
http://stackoverflow.com/questions/5003419/why-does-monotouch-cause-lots-of-memory-leaks-as-reported-by-instruments-even-w

On Thu, Jun 23, 2011 at 9:20 AM, SmokeyBadger <[email protected]>wrote:

> Kinda bummed no one has thots on this.  Seems weird.
>
> Anyways, here's some info...
>
> The more I trim out of my game the longer I can play until it crashes...
> but
> it still crashes.
>
> I'm not at a point where I have my main character with no animations, just
> stand pose, no level background or tiles and no sounds - I'm doing a
> platformer, no scrolling.  It's getting pretty nuts how limited my
> resources
> are.
>
> Does anyone have the specs on the various devices, my heap is constantly
> around 0.5 Mb... is heap size what I should be worried about?  What exactly
> triggers a memory warning on iOS?  How do I measure for it?
>
> TIA
>
> --
> View this message in context:
> http://monotouch.2284126.n4.nabble.com/Tracking-down-Memory-Issues-on-iOS-tp3617222p3620347.html
> Sent from the MonoTouch mailing list archive at Nabble.com.
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-- 
David Moles
[email protected]
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