On May 6, 2010, at 11:02 AM, David Duncan wrote: >> I am trying to implement David Duncan's suggestion, but because I am dealing >> with images and sound, its not clear how much memory is actually being used >> (although worst case estimates can be made). > > For images I would use a cost estimate of width * height * 4 (this is > typically what the memory cost to decompress and display an optimized PNG).
Yes, this is what I was planning for image memory estimates. Should I also add in something for a image header especially if I use a lot of tiny images? I was thinking something like +64 to +128 bytes to the estimate. Also I think I will be storing the UIImage object in resource manager but only exposing the CGImageRef as read-only data. I would assume that most of the header properties would be mapped from the CGImageRef to the UIImage. > For audio this is more difficult as it is unlikely that the entire file will > be loaded into memory, or even that a significant amount of it will be loaded > into memory unless it is playing (in which case you do not want to unload it). At this point, I don't even know which sound API am going to use. _______________________________________________ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com