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Re: Allocating too much memory kills my App rather than returning NULL
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Re: Allocating too much memory kills my App rather than returning NULL


  • Subject: Re: Allocating too much memory kills my App rather than returning NULL
  • From: Graham Cox <email@hidden>
  • Date: Wed, 09 Nov 2011 17:47:06 +1100

Getting back to the original problem, you don't state how big a grid you want. But it seems to me that a bitmap like this can be stored very efficiently because it has a lot of zeroed out space. Run-length encoding for example should compress it very substantially. You might need to roll your own bitmap structure to access it and store it since the overhead of arrays and so on might be what's killing you.

--Graham


On 05/11/2011, at 12:40 PM, Don Quixote de la Mancha wrote:

> My iOS App Warp Life is an implementation of the Cellular Automaton
> known as Conway's Game of Life:
>
>   http://www.dulcineatech.com/life/
>
> The game takes place on a square grid.  Each square is known as a
> "Cell", with the Dead or Alive state of the Cell being indicated by a
> single bit to conserve memory.
>
> I store the grid as an array-of-arrays rather than a two dimensional
> array.  That is, I have an array of pointers which has the same number
> of elements as there are rows.  Each row is array of unsigned longs,
> with the number of elements being the number of columns divided by
> thirty-two.

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