¡@

Home 

2014/10/15 ¤U¤È 10:07:55

iphone Programming Glossary: eat

Capture 60fps in iPhone app

http://stackoverflow.com/questions/10344637/capture-60fps-in-iphone-app

the writing for you then the iPhone4S can capture and encode frames audio to a .mov file at 60fps without breaking a sweat ~25 CPU . While 60fps video capture is great feature I can't help but feel a little disappointed as AVCaptureMovieFileOutput.. and encode frames audio to a .mov file at 60fps without breaking a sweat ~25 CPU . While 60fps video capture is great feature I can't help but feel a little disappointed as AVCaptureMovieFileOutput rules out a lot of fun things e.g. realtime.. and encode frames audio to a .mov file at 60fps without breaking a sweat ~25 CPU . While 60fps video capture is great feature I can't help but feel a little disappointed as AVCaptureMovieFileOutput rules out a lot of fun things e.g. realtime effects..

What is the basic difference between NSTimer, NSTask, NSThread and NSRunloop?

http://stackoverflow.com/questions/1124207/what-is-the-basic-difference-between-nstimer-nstask-nsthread-and-nsrunloop

its own run loop and you very rarely have to concern yourself with them directly. The run loop is also in charge of creating and releasing autorelease pools. EDIT See comments for more discussion about autorelease pools. The most important point.. it keeps the interface reactive. That's why you should never run code that's time consuming on the main thread it will eat up all time on the thread and the run loop will not be allowed to run often enough resulting in a locked or slow interface... interface. If you need to perform time consuming calculations or keep a task running in the background you should create a new thread. Again you probably don't have to think about the new run loop being created. An easy way of performing a..

iPad/iPhone browser crashing when loading images in Javascript

http://stackoverflow.com/questions/2986039/ipad-iphone-browser-crashing-when-loading-images-in-javascript

It works perfectly except that once I load more than 6MB or so worth of images either by adding them to the DOM or creating new Image objects new images either stop loading or the browser crashes. This problem is widespread enough with everyone.. keep a running total and never lets go Alternately is there any workaround to load in data another way that doesn't eat up this 10MB javascript iphone ipad webkit mobile webkit share improve this question Update I think there's an even.. gAwXEQA7 var intTimesViewed 1 var divCounter document.createElement 'h1' document.body.appendChild divCounter var shrinkImages function var imgStoredImage for var i arrImages.length..

Understanding the memory consumption on iPhone

http://stackoverflow.com/questions/363493/understanding-the-memory-consumption-on-iphone

where exactly the memory goes. The Object Alloc tool is almost useless for tracking the real memory usage. When I create a texture the allocated memory counter goes up for a while reading the texture into the memory then drops passing the texture.. in memory to be used. Every pixel takes up four bytes so forgetting to release your texture image data can really eat up your memory quickly. Second it is possible to debug texture memory with Instruments. There are two profiling configurations.. this will obviously cause this problem. Ensure your'e not accessing autoreleased memory common cause of crashes. Create a separate test app and play with loading textures individually and in combination to find out what texture or combination..

What is NSZombie?

http://stackoverflow.com/questions/4168327/what-is-nszombie

UIScrollView : paging horizontally, scrolling vertically?

http://stackoverflow.com/questions/728014/uiscrollview-paging-horizontally-scrolling-vertically

fast motions which cannot be disabled so that even if UIScrollView can only be scrolled horizontally it will always eat up and ignore fast enough vertical motions. The effect is so severe that vertical scrolling inside a nested scroll view..