Re: Scroller With CATiledLayer Running out of Memory
Re: Scroller With CATiledLayer Running out of Memory
- Subject: Re: Scroller With CATiledLayer Running out of Memory
- From: David Duncan <email@hidden>
- Date: Fri, 6 Aug 2010 13:23:48 -0700
On Aug 6, 2010, at 12:29 PM, Gordon Apple wrote:
> I'm having a major problem. If I scroll slowly, or in small jumps, no
> problem. However, if I scroll fast over a longer length, the app terminates
> with memory exceeded. I don't believe I have any significant leaks. This
> doesn't happen in the simulator, only on the iPad. Am I simply outrunning
> the app's ability to recover memory? What gives?
>
> I notice that default fadeDuration for CATiledLayer is 0.25 sec. However, I
> see no way to set this (i.e., to 0.0). Could this be related to my problem?
> Any workarounds?
I don't think the fade duration is related, but it is possible that you are out running the buffer reclamation that Core Animation performs. 1024x512 tiles are about 2MB a piece, and if you manage to trigger a large number of them to vend to draw – especially if each of them takes a while to draw, which is a function of their size – then you could end up blowing past available memory pretty quickly.
You might try using smaller tiles instead. Fade duration is unlikely to have any effect (as that is applied after a tile is rendered).
--
David Duncan
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