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2014/10/15 ¤U¤È 10:05:53

iphone Programming Glossary: cycles

AurioTouch & FFT for an instrument tuner

http://stackoverflow.com/questions/1447059/auriotouch-fft-for-an-instrument-tuner

How to prevent my app from running in the background on the iPhone

http://stackoverflow.com/questions/3222463/how-to-prevent-my-app-from-running-in-the-background-on-the-iphone

key to your application ™s Info.plist file and setting its value to YES. When an application opts out it cycles between the not running inactive and active states and never enters the background or suspended states. When the user taps..

EXC_BAD_ACCESS signal received

http://stackoverflow.com/questions/327082/exc-bad-access-signal-received

signal received When deploying the application to the device the program will quit after a few cycles with the following error Program received signal EXC_BAD_ACCESS . The program runs without any issue on the iPhone simulator..

Grand Central Dispatch (GCD) with CoreData

http://stackoverflow.com/questions/4264540/grand-central-dispatch-gcd-with-coredata

CADisplayLink OpenGL rendering breaks UIScrollView behaviour

http://stackoverflow.com/questions/5944050/cadisplaylink-opengl-rendering-breaks-uiscrollview-behaviour

How can I improve the performance of my custom OpenGL ES 2.0 depth texture generation?

http://stackoverflow.com/questions/6051237/how-can-i-improve-the-performance-of-my-custom-opengl-es-2-0-depth-texture-gener

18 to 35 ms on iPhone 4 . According to the PowerVR PVRUniSCo compiler part of their SDK this shader uses 11 GPU cycles at best 16 cycles at worst. I'm aware that you're advised not to use branching in a shader but in this case that led to.. on iPhone 4 . According to the PowerVR PVRUniSCo compiler part of their SDK this shader uses 11 GPU cycles at best 16 cycles at worst. I'm aware that you're advised not to use branching in a shader but in this case that led to better performance.. 1.0 it takes 18 35 ms on iPad 1 but only 1.7 2.4 ms on iPhone 4. The estimated GPU cycle count for this shader is 8 cycles. The change in render time based on cycle count doesn't seem linear. Finally if I just output a constant color precision..

How do I replace weak references when using ARC and targeting iOS 4.0?

http://stackoverflow.com/questions/6893038/how-do-i-replace-weak-references-when-using-arc-and-targeting-ios-4-0

behavior as if you had used assign as a property declaration in manual memory management. You do this to avoid retain cycles which I mention in my answer here . You don't want to have a strong pointer to something that might have a strong pointer..

How to read data structure from .plist file into NSArray

http://stackoverflow.com/questions/749504/how-to-read-data-structure-from-plist-file-into-nsarray

xcode unknown type name

http://stackoverflow.com/questions/7897268/xcode-unknown-type-name

it but without any result... iphone objective c ios share improve this question The normal way to solve this cycles is to forward declare classes In Match.h @class Player @interface Match ... Player firstPlayer and do #import Player.h only..

Weak and strong property setter attributes in Objective-C

http://stackoverflow.com/questions/7912555/weak-and-strong-property-setter-attributes-in-objective-c

however ARC will manage the release for you. The only time you would want to use weak is if you wanted to avoid retain cycles e.g. the parent retains the child and the child retains the parent so neither is ever released . The 'toll free bridging'..

Retain Cycles: Why is that such a bad thing?

http://stackoverflow.com/questions/791322/retain-cycles-why-is-that-such-a-bad-thing

This usually takes care of itself and works ok without any careful thinking. If you've got a group of objects with no cycles and you drop your reference to the root object then it will be deleted this means references it has to objects it owns will.. go to zero and they don't get deleted. This is a memory leak. Clearly you can do some careful management and break the cycles before you drop your reference to a group of objects you don't want any more. But... as I just said this takes careful management... This is one of the main reasons that memory leaks occur. To avoid the risk of leaks and the tricky job of breaking cycles correctly when you no longer need a group of objects programmers usually try to avoid cycles. This becomes more important..

ARC, Blocks and Retain Cycles

http://stackoverflow.com/questions/7761074/arc-blocks-and-retain-cycles

Blocks and Retain Cycles Working on an iOS project that targets 4.0 and 5.0 using ARC. Running into an issue related to blocks ARC and referencing..

Retain Cycles: Why is that such a bad thing?

http://stackoverflow.com/questions/791322/retain-cycles-why-is-that-such-a-bad-thing

Cycles Why is that such a bad thing There are two Objects A and B. A creates B and retains it. B has an instance variable that.. that connection could not be broken up again. iphone cocoa touch memory management share improve this question Cycles aren't bad but they are often avoided because they can make it tricky to ensure you haven't got memory leaks. Leaks occur..

How to activate Cycles reporting in Instruments under ARC?

http://stackoverflow.com/questions/8852451/how-to-activate-cycles-reporting-in-instruments-under-arc

to activate Cycles reporting in Instruments under ARC Instruments can visualize retain cycles under ARC in a graphically interesting way... visualize retain cycles under ARC in a graphically interesting way. I also remember that a few days ago I spotted the Cycles view in Instruments by accident. Now where I started using ARC suddenly I'm not able to find that anymore. The Allocations.. management automatic ref counting share improve this question Using Xcode 4.2.1 I found the it in Leaks under Cycles Roots . However I've found it less than useful when using ARC. It does detect CF leaks and apparently I'm leaking a recursive..