iphone - Memory Usage Test -


i trying see how real memory application using. application uses acceleometer input, when click "profile" in xcode 4 runs smoothly until application starts up. accelerometer doesn't work correctly. device supports landscape right , when tilt device ball moves up, if tilt other way ball doesn't move.

when build , run game works perfectly.

- (void)accelerometer:(uiaccelerometer *)accelerometer didaccelerate:(uiacceleration *)acceleration {     #define kfilteringfactor 0.1f     uiaccelerationvalue rollingx, rollingy;      rollingx = (acceleration.x * kfilteringfactor) + (rollingx * (1.0 - kfilteringfactor));      rollingy = (acceleration.y * kfilteringfactor) + (rollingy * (1.0 - kfilteringfactor));      float accelx = acceleration.x - rollingx;     float accely = acceleration.y - rollingy;      b2vec2 gravity(-accely * 3, accelx * 3);     _world->setgravity(gravity); } 

any ideas?

also different, i'm using cocos2d build application , i've added ball sprite. can't change ball sprite... i've removed original image resources folder , added different 1 same name image never changes.

anyone know why?

if mean stops working when profiling yes, happen!

profiling adds large overhead code , accelerometer handler wants happen regularly , - profiling stops!

i wouldn't worry if works fine in normal build.


and ball sprite might cached on device - have tried both deleting app iphone , cleaning , rebuilding in xcode?


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