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The app I am working with has run into memory issues on iOS, specifically the iPad ("reason" : "vm-pageshortage"). Are there rules of thumb that might help me resolve this? For example, how much memory is typically 'OK' for an iOS app, and when does it start to become a resource issue? I am also using a Stage3D library.
I have used Scout to do some analysis, but besides the vast amount of used memory being 'uncategorized' (200MB), I am not sure what to look for, or what to optimize first. As an example, one stage of the app profiled in Scout on the AIR iOS simulator shows overall allocation of 300MB and GPU allocation of 110MB.
I wrote about it here
https://discuss.as3lang.org/t/memory-and-performance/242
see the list of learning materials
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I wrote about it here
https://discuss.as3lang.org/t/memory-and-performance/242
see the list of learning materials
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Thank you, it looks like it will help and I'll have to go through it properly. I am also going to set up a test on a newer iPad, since the one I was using is probably long in the tooth to represent the average user.
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Newer device is nice to have but I would say keeping around an older device is even better for testing
eg. if it works "fast enough" on the older device it should works as good or better on newer device
and if you don't have enough device to test around
you can reach out to online services like
https://www.diawi.com/
or
etc.
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That's cool, I'll take a closer look. I have purposely been using an older iPad for testing, with the same conclusion in mind, but I think the iPad 3rd/4th Gen with 1GB memory is probably far enough out of the mainstream to move on from. That said, if the memory wasn't an issue, the performance of the app was still good.