Possible excessive (video) memory crash on iPad 1 but not 3GS?
First up, thanks to the team for AIR 2.6! It works unbelievably well for such young (on IOS) software!
We have quite a graphically rich game in development and have had a lot of success with the 3GS, iPhone 4 and iPad 2. On the iPad 1 however, we're getting an intermittent screen blackout followed by a crash back to the operating system. We're getting no flash error and no crash log.
The 3GS and the iPad 1 have the same amount of memory, and the app is crashing sometimes while using 7 MB (according to Doob Stats) and sometimes when using 14 MB, so it's not consistently a memory problem.
What is consistent however is that it crashes while putting rich menus on screen while lots of bitmaps (tiles) for our level are in memory. The iPad has unified memory usage (system and GPU ram are served by the 256MB) but a much bigger display area, so our thought is that it's probably the video memory being slammed by details, rich menus (with transparent PNGS) appearing and sucking up video ram while we still have level tiles in memory.
Our game's complete and submitted for iPhone so far, and there's a limited amount we can do about the png graphics in a tight iPad conversion turnaround period, so we're endeavouring to learn all we can about the AVM and video memory on the iPad.
We have a few questions:
1: Can running out of memory cause an app to black out and crash without any warning/explanation?
2: Is there any way to profile video memory usage on the iPad? Any way at all to keep tabs on the video memory?
3: Is there any way in AIR to listen for the iOS low memory warning? In Objective C they implement the applicationDidReceiveMemoryWarning handler function.
4: What's best practise on loading bitmaps? Will calling the myBitmap.bitmapData.dispose() function explicitly clear up video memory?
5: Will AIR 2.7 have any notable changes in usage of video memory?
6: Any other solutions in mind?
Thanks everyone!
