In putting together a prototype we came across an issue where we are loading alot of large images on the device (iPad) and runs fine on the simulator. Trying this on the device immediately causes the app to crash. Looking into it further it seems we are running out of memory (using about 122MB) and the OS is killing the app (yes, my fault, but read on…)
I then learned about the memorywarning event for iOS and added the code to the project. Running it in the simulator again works just fine and the event is never thrown. So the question is how are we supposed to know when we are getting close to the memory limit when testing on the simulator?
I’m trying to wrap my head around developing within the memory limits of the iPad and what a good methodology is for managing our usage with Corona. We can tell how much texture memory we’re using but seems this isn’t the whole picture and we may need more data exposed in the simulator or for the simulator to enforce the memory limits better. Any ideas?
[import]uid: 8692 topic_id: 8847 reply_id: 308847[/import]