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. > _______________________________________________ > MonoTouch mailing list > [email protected] > http://lists.ximian.com/mailman/listinfo/monotouch > -- David Moles [email protected]
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