Help understanding Memory Allocations / Low Memory events

So I’m working on updating the lite version of my game and adding InMobi ads to it.

I play for a bit, background it, come back later and I immediately get a “Low Memory” warning (I show a message on the screen when that event fires).

I was convinced that InMobi was leaking memory since its really the only change I made to the game.

So I built a development version, put it on the phone and brought up Instruments looking at the “Memory Allocation” tool as well as the “Leaks” tool.

Well the good news is that I didn’t detect a single leak beyond the initial ones I always see with Audio Mixer. Over 5 minutes of play, not a drop of leaked memory…

But on the allocations graph, it continued to grow the whole time (both with ads on and ads off) There are several columns of data including:

Live Bytes: 4.17MB

Living: 20237

Trasnitory: 483412

Overall Bytes: 117.61MB

Overall: 84667 (I missed this on the first, run, that number was around 30MB of overall bytes)

Even if I’m just sitting on my menu screen (all timers and such halted), this number continues to climb. When the game first boots up, its clocks in around 26MB and just sitting doing nothing, all these numbers keep climbing.

So what does all of this mean? Should I be concerned about these allocations climbing?

And for the low memory warning? Exactly what triggers that event? It seems to happen reasonably often after I come back from a suspend event. While watching all of this in instruments, I saw the low memory event fire while I was around 70MB “Overall Bytes”, but I didn’t get another one even though those numbers kept climbing.

Anyone know what is going on here?

Thanks
Rob
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