Walter,
I found the Mobile Orchard interview interesting and of course, it leads to further questions. (-;
There was a brief discussion on garbage collection - the reuse of texture maps into OpenGL instances is great.
Are you considering any way to expliciting force memory dealloc in lua (specifically for media assets)? Incremental garbage collection might be ok for simpler things, but as an example, where we have to unload all assets for a level and load up new assets for a new one, I’m concerned that as we load image assets, the OS will send a low memory warning. I can envisage the garbage collector being too slow in it’s incremental cleanup and the OS will terminate the app before garbage collection happens.
Also - what happens with audio assets? Are they buffered into memory? Any ways of expliciting dealloc-ing those? I have a couple of potential projects that require many audio assets and I’m wondering how Corona would handle this use-case.
From my work with FlashLite, these have been two of the major problematic areas (memory usage for images and audio) of the Flash Player runtime - so naturally, I’m concerned here about Corona.
On the section on performance, the eventual aim of compiling to native ARM code sounds very positive. Is there any way we can profile our code running on Corona on the device?
Also looking forward to hearing more in due course about triggering the keyboard as mentioned in the interview.
Thanks,
- Ian [import]uid: 238 topic_id: 96 reply_id: 300096[/import]