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Codea 2.3.5 (71) Beta

dave1707dave1707 Mod
edited March 2017 in Beta Posts: 7,912

This contains a fix for Xcode export. Since I don't do anything with Xcode, I'll have to pass any testing to all who use Xcode.

Comments

  • SimeonSimeon Admin Mod
    Posts: 5,054

    Thanks @dave1707 — I think it's OK so I've put it through review for now.

    Next update is a complete rewrite of Dropbox sync (out of necessity).

  • dave1707dave1707 Mod
    Posts: 7,912

    @Simeon Not sure if this is a real problem or not. I'm increasing the size of a Sprite and it crashes Codea when the size reaches around 500. I'm doing a collectgarbage so the memory usage remains low. I can start the size at different values and it crashes at different values, so when it reaches a specific size isn't the problem.

    function setup()
        parameter.watch("memory")
        parameter.watch("size")
        size=10
    end
    
    function draw()
        background(40, 40, 50)
        collectgarbage()
        sprite("Space Art:Green Explosion",WIDTH/2,HEIGHT/2,size,size)
        memory=collectgarbage("count")//1
        size=size+1
    end
    
  • JohnJohn Admin Mod
    Posts: 586

    @dave1707: I suspect this is because that is a vector sprite and so increasing the size every frame causes codea to render it to a texture and cache it (temporarily) for every size variant you use. Collecting garbage doesn't help since it's stored internally.

  • dave1707dave1707 Mod
    Posts: 7,912

    @John Thanks. I was just curious since memory wasn't increasing. Not something I'm going to do anyways.

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