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.

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