iphone - classes, objects and memory consumption -
suppose have application draw 20 little uiimageviews on screen. suppose 20 playing cards faced down. so, have same image 20 times on screen.
suppose have 2 cases:
case 1
i have method not on class loads card texture, applies uiimageview , positions on screen. method run 20 times, cards put on screen image views.
case 2
i have class once initialized load card background image, apply uiimageview , deliver object.
suppose want animate 20 cards, using simple uiimageview translation.
looking point of view of memory consumption, cpu load , run time execution of 2 cases mentioned lighter application , consume less memory?
thanks.
almost doesn't matter. real constraint views , gpu memory, same because you're still creating same 20 uiimageviews. setup cost minuscule in either case in of categories mention. , 20 images no problem either. make sure images sized reasonably. , load them uiimage's +imagenamed:
method take advantage of caching in frameworks.
you can profile instruments (via xcode) if you'd determine specific performance differences.
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