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2014/10/15 ¤U¤È 10:12:22

iphone Programming Glossary: optimizations

UITableView with images scrolls very slowly [duplicate]

http://stackoverflow.com/questions/12703297/uitableview-with-images-scrolls-very-slowly

but during actual operation when memory is low the cache will be purged. I might suggest a bunch of other optimizations e.g. perhaps also caching images into persistent storage to streamline future operations I actually put all of this logic..

How to use ldid?

http://stackoverflow.com/questions/12768109/how-to-use-ldid

but not the other way around. So build for the oldest architecture you want to support. You just will lose some optimizations in the newer architectures which most people don't care too much about ... let me know if your app needs these optimizations.. in the newer architectures which most people don't care too much about ... let me know if your app needs these optimizations and I'll post more . So if you want to support old devices iPhone 3GS I would set Architectures to only armv6 making sure..

What does the Tiler Utilization statistic mean in the iPhone OpenGL ES instrument?

http://stackoverflow.com/questions/1287811/what-does-the-tiler-utilization-statistic-mean-in-the-iphone-opengl-es-instrumen

statistic mean in the iPhone OpenGL ES instrument I have been trying to perform some OpenGL ES performance optimizations in an attempt to boost the number of triangles per second that I'm able to render in my iPhone application but I've hit..

to drawRect or not to drawRect (when should one use drawRect/Core Graphics vs subviews/images and why?)

http://stackoverflow.com/questions/14659563/to-drawrect-or-not-to-drawrect-when-should-one-use-drawrect-core-graphics-vs-su

performed by the GPU. Because you're dealing with a single view rather than a complex hierarchy UIKit's drawRect optimizations become less important. So the bottleneck becomes how much you can optimize your Core Graphics drawing. Whenever you can..

Xcode 3.2.1 GCC CLANG and LLVM demystification

http://stackoverflow.com/questions/1551099/xcode-3-2-1-gcc-clang-and-llvm-demystification

people say LLVM's back end generates better code than GCC's but your mileage may vary. LLVM also supports link time optimizations which you can enable in Xcode's project settings . They may produce faster code. Apple wants to replace GCC with clang in..

PowerVR SGX535 Shader Performance (OpenGL ES 2.0)

http://stackoverflow.com/questions/3320661/powervr-sgx535-shader-performance-opengl-es-2-0

I'm currently working on a couple of shaders for an iPad game and it seems as if Apple's GLSL compiler isn't doing any optimizations or very few . I can move a single line in a shader and drop my FPS from 30 to 24 but I really have no idea why this is happening...

differences between uiwebview and mobile safari

http://stackoverflow.com/questions/3496505/differences-between-uiwebview-and-mobile-safari

iPhone GCC / LLVM GCC or LLVM?

http://stackoverflow.com/questions/3739783/iphone-gcc-llvm-gcc-or-llvm

for free in your end application. LLVM Compiler 2.0 coming with Xcode 4 has full support for C and promises additional optimizations for compiled applications along with more compile time speedups. Xcode 4 even uses Clang as the syntax highlighting code..

Building with LLVM and any optimization causes app to crash on startup

http://stackoverflow.com/questions/5490432/building-with-llvm-and-any-optimization-causes-app-to-crash-on-startup

app makes at startup then the first screen's UI is loaded and drawn and after that the crash happens. Building with no optimizations or building with GCC 4.2 with any optimization level works fine. What could be happening here and how can i debug it What..

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

es glsl share improve this question Based on the recommendations by Tommy Pivot and rotoglup I've implemented some optimizations which have led to a doubling of the rendering speed for the both the depth texture generation and the overall rendering.. This is the key to preventing the impostors from simply stacking on one another yet still using some of the hardware optimizations within the PowerVR GPUs. In my benchmarks rendering the test model I used above yields times of 18 35 ms per frame as compared.. drawing as follows I was able to reduce overall rendering time by an average of 14 on top of the above described optimizations by switching to octagons from squares. The depth texture is now generated in 19 ms with occasional dips to 2 ms and spikes..

What's the easiest way to resize/optimize an image size with the iPhone SDK?

http://stackoverflow.com/questions/612131/whats-the-easiest-way-to-resize-optimize-an-image-size-with-the-iphone-sdk

return newImage As far as storage of the image the fastest image format to use with the iPhone is PNG because it has optimizations for that format. However if you want to store these images as JPEGs you can take your UIImage and do the following NSData..

Are the Core Image filters in iOS 5.0 fast enough for realtime video processing?

http://stackoverflow.com/questions/6625888/are-the-core-image-filters-in-ios-5-0-fast-enough-for-realtime-video-processing

could handle this processing at a decent framerate. Core Image may add a little overhead but it also has some clever optimizations for how it organizes filter chains. The slowest compatible devices out there would be the iPhone 3G S and the 3rd generation..

What are the advantages and disadvantages of using ARC? [closed]

http://stackoverflow.com/questions/7888568/what-are-the-advantages-and-disadvantages-of-using-arc

programs and sources will be particularly difficult in this regard. Furthermore the behavior may differ based on your optimizations settings as one example a program which works perfectly in a debug build may introduce a leak or zombie in release. Do you..

Why is XCode archive acting different than XCode build/run on iPhone

http://stackoverflow.com/questions/8813711/why-is-xcode-archive-acting-different-than-xcode-build-run-on-iphone

else runs fine. Any thoughts iphone objective c ios xcode share improve this question Try to turn off compiler optimizations. Something is going wrong with UI on old iOS 3.x and 4.x ARMv6 devices when compiling a release build. I have no idea why.. UI on old iOS 3.x and 4.x ARMv6 devices when compiling a release build. I have no idea why but turning off compiler optimizations will help. Turning off Thumb may also help you with this issue you can go to your build settings and mouse over the Other..