hi friends..
how do you manage your sparrow ios memory usage correctly ?
#1st Confusion
what to do after im done with an allocated container object ? is it ok just to release them ? do i have to manually call removeAllChild inside the container object to remove all displayobjects attached to the containerobject ?
eg:
GameController.m
// MsgBox is container object composed of images, buttons and other stuff..
MsgBox msgbox = [Msgbox alloc] init);
[self addchild:m]
msgbox.release // <-- should i call removeAllChild in the MsgBox.m too ?
#2nd Confusion
Which graphic format is prefered in light of the limited memory (RAM) available to the older iOS devices ? (eg. iPad 1 memory RAM is only 256mb). is there really difference in RAM memory usage by using a texture atlas from a .png and from a compresser PVR textures ?
Which pixel format (RGBA8888,RGBA4444,RGB565, PVRTC4 etc) is considered balanced (from quality and memory usage point of view) ?
#3rd Confusion
how many texture atlas do you put in memory at the sametime ? should i separate a big texture atlas in multiple atlas files ? currently im use a small texture atlas (512*256) for user interface elements and a big (2048x2048) atlas for changing game elements. the atlas for UI stays in memory and the game element atlas constantly unloaded based on the game levels. should i use multiple smaller atlas (1024x1024) instead of 1 big atlas (2048x2048) ?
Anyone can share their experience in memory managements ?
Regards
dprijadi
nb: special thanx to durrza, shilo and daniel