Hi guys,
how it's going?
1)----------------------------------------------------------------------------------
Performance may be seriously affected by the fact that exists an OnEnterFrame Event within the object that is being instantiated a lot of times?
2)----------------------------------------------------------------------------------
Using Instruments:
- When (after how many MB) is considered a game uses too much memory?
- When (after how many %) is considered a game uses too much CPU?
3)----------------------------------------------------------------------------------
Leaks:
My app contains many leaks which not seems to belong to my code.
--- Many from AudioToolbox library:
Malloc 512 Bytes | AU3DMixerEmbeddedInputElement,
_NSCFDictionary | CreateDictionaryForDevice(unsigned long),
_NSCFArray | SimAggregateDevice::SimAggregateDevice(__CFString const*, __CFString const*, long&))
--- Many from Foundation library: All of these (from Foundation) seems to appear in SPTextureAtlas (parseAtlasXml:) (but maybe is my fault xD)
Malloc 512 Bytes | allocateCollectableUnscannedStorage,
NSConcreteMapTable | [NSMapTable alloc]
--- And many others from libLLVMContainer.dylib:
Malloc 32 Bytes | llvm::SmallVectorImpl<unsigned int>::grow(unsigned long)
There any way to solve them? Are these leaks "normal" (commons)?
Thanks a lot, I hope I've explained clearly.
Greetings,
Carlos.