Hi there!
I've been testing my app in Instruments looking for object allocations. In some passages of the game the iPhone throws a memory warning (basically in the scores screen, the game is entirely OpenGL based but a UITextField is shown in this screen -and the iPhone keyboard too-, and when it happens memory increases dramatically), and I'm wondering if this is normal or if it can be solved in any way...
My app consumes around 15 MB of living bytes (starts with 8 MB in the menu and grows up to 12 MB when the game starts, then memory slightly increases as the game time passes), so the device still have around 20-30 MB of free space, but when the UITextField and the keyboard are shown the device free space is around 10 or 6 MB, so a memory warning is thrown (however, when the UITextField is removed free space grows again to 20, more or less.
Anyone knows anything about this? It's my first iPhone app and I'm sure I'm not doing as well as it can be done so I don't think a 2D game like this can reach iPhone's maximum possibilities...
Thanks!