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Re: iPhone resource cache - memory question
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Re: iPhone resource cache - memory question


  • Subject: Re: iPhone resource cache - memory question
  • From: Philip Mobley <email@hidden>
  • Date: Thu, 6 May 2010 11:19:42 -0700

On May 6, 2010, at 11:02 AM, David Duncan wrote:

>> I am trying to implement David Duncan's suggestion, but because I am dealing with images and sound, its not clear how much memory is actually being used (although worst case estimates can be made).
>
> For images I would use a cost estimate of width * height * 4 (this is typically what the memory cost to decompress and display an optimized PNG).

Yes, this is what I was planning for image memory estimates.  Should I also add in something for a image header especially if I use a lot of tiny images?  I was thinking something like +64 to +128 bytes to the estimate.  Also I think I will be storing the UIImage object in resource manager but only exposing the CGImageRef as read-only data.  I would assume that most of the header properties would be mapped from the CGImageRef to the UIImage.

> For audio this is more difficult as it is unlikely that the entire file will be loaded into memory, or even that a significant amount of it will be loaded into memory unless it is playing (in which case you do not want to unload it).

At this point, I don't even know which sound API am going to use.

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References: 
 >Re: iPhone resource cache - memory question (From: Shripada Hebbar <email@hidden>)
 >Re: iPhone resource cache - memory question (From: Philip Mobley <email@hidden>)
 >Re: iPhone resource cache - memory question (From: David Duncan <email@hidden>)

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