We have faced the following issue: the same graphics is loading into memory on iPod Touch 3 (256 mb ram) and iPad1 (256 ipad ram), os -- ios 5. While on the ipod touch it is loading well, the ipad claims for "low memory warning accured" and crashes. [s3e] MemSize and [s3e] MemSizeDebug is the same on both devices.
Any suggestions?
Hello, I have a problem. Can`t build project for android after including s3eDialog.












Hi,
Is the app "Crashing" or "Asserting"?
Since a "low memory warning" message is being shown (probably in a Marmalade pop-up with three buttons "Stop", "Ignore" & "Continue"), I think it's an assert.
Know that the assert will only occur/be shown during debug builds of an app, not in release builds.
I often get a low-memory warning on my iPad 1 and it's always because I have many suspended app taking up resources. If I close the suspended apps and re-start my app, no low-memory warning occurs.
Probably not saying anything you don't already know, but IMHO I wouldn't worry about it. :)
-David
Just a though Are you taking into account the ipads bigger screen ? or
using offscreen surfaces the same size as the main buffer?
?
Thanks for replies.
David,
Yep, app is "Crashing". It's a release build, but we can see "low memory warning" in device logs (using "iPhone Configuration Utility").
Mstr Tea,
I'm afraid i don't understand your question.
We use the graphics made for iPad resolution (1024x768) on both devices, but on iPod it's scaling.
The problem is still actual.
The ipod3 is 480x320 while ipad is 1024x768 as you know is over 4 times bigger and this comes out of what memory you allocated.
You probably have something like MemSize=[s3e]DispAreaQ * 2 + "x amount" in your icf anyway so it shouldn't be a problem unless your allocating a few full size offscreen surfaces - as I had a similar issue, but I had quite a few offscreen surfaces.