Re: Pixel corruption in PICT images with 16-bit GWorlds on Intel
Re: Pixel corruption in PICT images with 16-bit GWorlds on Intel
- Subject: Re: Pixel corruption in PICT images with 16-bit GWorlds on Intel
- From: David Duncan <email@hidden>
- Date: Fri, 26 Oct 2012 10:16:53 -0700
As an aside, this really isn't the right list for this. At best you might consider Carbon-Dev given that you seem to be working entirely with legacy technologies.
On Oct 25, 2012, at 7:20 PM, Stephen Kay <email@hidden> wrote:
> Most of the user interface objects are based on PICT resources.
I would recommend that your first step should be changing this to use a modern image format instead.
> I understand that ideally I should stop using GWorlds for much of this since it's no longer necessary on Mac OS X - so I'm aware of that advice. But for now, I just want to get the code ported without making major rewrites if possible.
I would recommend that you take the plunge and just get this part over with. I've often seen developers waste more time fixing bugs and resolving issues than a rewrite would actually take. Avoiding major re-writes when dealing with systems that have been deprecated for over half a decade is just not the right approach here.
> However, again this uses twice the memory. For example, with 16-bit GWorlds, the app uses about 145 MB of real memory. With 32-bit GWorlds, it uses about 248 MB of real memory, and more virtual memory as well.
Do you know where the additional memory is actually going? "Real Memory" is a really blunt instrument of memory usage and likely not nearly informative enough to make decisions on. I would recommend you run Instruments on your application with the Allocations tool to see where that memory is actually going.
--
David Duncan
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