Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 763271
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 14, 20262026-05-14T16:32:01+00:00 2026-05-14T16:32:01+00:00

I have a Cocos2d/openGL iPhone game. It’s a universal app and I’m dealing with

  • 0

I have a Cocos2d/openGL iPhone game. It’s a universal app and I’m dealing with an occasional but nasty error on the iPad.

We are loading a lot of textures up front (3 2048×2048 textures). I’m working on reducing this up front load, but what worries me is I really don’t understand the root cause of this crash that permanently breaks the app.

This is the deal:
1. App works fine for hundreds of plays on the iPad
2. Eventually (I’m guessing due to other programs using up some memory and not letting go or whatever) the app starts crashing on startup. It just closes again in the middle of loading.
3. The App will now never work again on that iPad, closing immediately every time, until the iPad is restarted.

Obviously my app is demanding too much memory up front to work reliably every time, I get that. What I don’t get is why when it fails once, it has failed forever until the iPad is restarted. Can anyone explain what is going on here?

EDIT: forgot to add

organizer crash lags just say low memory, like this every time (I changed my app name to MyAppName below). Again, I know it’s low memory, but why does it stay low memory until restart?:

Incident Identifier: E7A2507C-3FB1-4E3B-B315-09F094236541
CrashReporter Key:   0fda9d667f2c6073f20a76809aa25438b6854d15
OS Version:          iPhone OS 3.2 (7B367)
Date:                2010-04-30 16:59:44 -0400

Free pages:        437
Wired pages:       17228
Purgeable pages:   0
Largest process:   MyAppName

Processes
         Name                 UUID                    Count resident pages
       MyAppName <6307ce41802850944baa78d29224fa7f>   22385 (jettisoned) (active)
    mediaserverd <ea8bac28b06fe3980fdd44b5caceb563>     242
      DTMobileIS <a0f651e43881e66f50f8a95abea72921>    5826
notification_pro <4c9a7ee0a5bbe160465991228f2d2f2e>      67
    syslog_relay <4ceaed776d2df957fa130712f4ef21d0>      66
notification_pro <4c9a7ee0a5bbe160465991228f2d2f2e>      67
notification_pro <4c9a7ee0a5bbe160465991228f2d2f2e>      67
            afcd <4f3c9566e33b4463f05603d990584e5d>      72
            ptpd <83de0f774bd6553d513ae9e19b0f9b56>     181
         syslogd <66247e305d5c0bf6f1ce1cc950653263>      81
             lsd <a4d852c1c8da2b3d231bdc90887b52ba>     130
            iapd <a8534cbde4b90ad5915dd26ab03ff3e3>     204
         notifyd <5e9d5bee7c3eae1c8b494c79eb11406e>      71
        BTServer <64e4a6ea6b1240db2331e05a29caa862>     108
      CommCenter <97bf297944ac4bde19bcee96dd23bd5f>     181
     SpringBoard <c7a5904c12db7b14334a4edaa4cabaa9>    5339 (active)
         configd <aca9fa3380322669164fd6b1a3864300>     373
   fairplayd.K48 <2d997ffca1a568f9c5400ac32d8f0782>      84
       locationd <dd1ea88105c62173908ce767db5c4d37>     599
   mDNSResponder <820560222d47a1f2a0dce98a7f8a9721>     108
       lockdownd <497fd54c79a680bf29f5d9320f514613>     303
MobileStorageMou <c277b79c2157c4dc5cfc5c3ca35bd5f2>      69
         launchd <66972eee4d865c4383b33d985d22994b>      98

**End**

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-14T16:32:02+00:00Added an answer on May 14, 2026 at 4:32 pm

    My guess is that on a freshly booted iPad, you happen to have just enough free RAM to load all your textures. Then, at some point in time, other processes on the iPad (e.g. Mail) start consuming a little more memory, therefore not leaving enough left for your app.

    Your crash log shows that your app was using 22385 pages of memory, which is about 87 megs (assuming that page size is the same on the iPad and iPhone, which is 4k on iPhone).

    Also, it shows that SpringBoard isusing 5339 pages of memory, which is about 20 megs. I don’t know about OpenGL, but I’ve heard that with Core Animation, whenever images are set as contents of a CALayer, the uncompressed image data is allocated in shared memory managed by SpringBoard.

    All in all, 87 + 20 megs is a lot of memory for a device that has 256 megs of RAM and no swap file…

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I am new to cocos2d framework but I have good experience in iPhone application
I am developing an iphone game using cocos2d and have it set to to
I have Cocos2D in my app and I use it as the game engine
I have a Cocos2D game I want to install on my devices with Testflight.
I have writing a small shooting game in cocos2d. Winning the game is to
In my Cocos2D app I have a pause view where I load a specific
I have a very simple game using Xcode v4.2.1, Cocos2d v5.0.1. I've tried both
I have a Cocos2D iPhone application that requires a set of CGRects overlaid on
Alright, here we go. I have a cocos2d app, and there are targets that
I have developed a Cocos2d-X app with XCode which works perfectly when I launch

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.