My game was reject from iTunes because the program doesn't run for a memory problem consumption. I 've tested on my iPad and worls fine, but maybe on iPhones have problems. I load at the beginning many retina graphics and 9Mb of sounds. I don't know exactly what amount of memory is available on iPhones or iPads.
When I print on my ingame: print (math.floor(collectgarbage("count"))) , i got 8122. Well, i don't know what is the limit.
Does anyone some hint and number about how to manage memory problem consumptions on Gideros?
Comments
It might be a problem at the processing time, not memory.
(If you are sure that there is no memory leak at all)
Apple devices will close down an app that loads longer than 6 secs, without any "view change" or something like that.
So at the first load, make sure you give a timer-space between the loading,
For example, you load the graphics, then at the end of the line, put a timer to load the sounds (and a loading screen would be nice).
This might help, but might not. It's just my experience.
"We found that your app crashed on an iPad 3rd Gen running iOS 6.1.3, which is not in compliance with the App Store Review Guidelines."
I have the next log error. I hope someone could see more help there: