Memory Management Question
Memory Management Question
- Subject: Memory Management Question
- From: Mike Burns <email@hidden>
- Date: Fri, 25 May 2007 21:03:45 -0400
I saw a question similar to this posted a few weeks ago to no reply,
so I thought I'd throw out my own version and see if got any takers...
In my continuing effort to build a World Builder-like application, I
have come across another issue that I can't seem to wrap my head
around. In my application the user is allowed to build scenes
(basically a collection of NSBezierPath shapes) and all sorts of
other data (text, sounds, etc). When they are through creating their
game, the user can "build an application" -- done by (as some of you
suggested) plugging in their project data objects in to a player
application (created by me and bundled in the editor).
Now I have created some of these objects and I'm unsure how to go
about storing them. For instance, my Scene object contains a scene
name, scene window frame, scene text, and array of graphic elements.
The way I have been going about it is to have an NSDictionary that
stores all of the scenes, and then when it's time to save the project
it writes it to a file using NSKeyedArchiver.
This occured to me -- by doing this I am potentially storing
thousands of these scene objects in memory. That just seems off to
me. Should I be saving each scene in its own individual file and
loading it from disk as it needs to be edited/display? Or better
yet, is there a way that I can archive/unarchive specific objects
from one file using NSKeyedArchiver? (So I could save all my scenes
in one file).
Any help would be appreciated!
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