I'm developing an offline webapplication using manifest and wondered about the maximum cache size on iPad. I made a few tests during which I was asked if I want to increase cache to 10 MB, 25 MB and 50 MB. So everything under 50 MB seems to be working (I disabled internet connection and after restarting Safari I could still navigate through the website). But above 50 MB is apparently not possible. Just to be sure: Does anybody know if it's possible to go beyond 50 MB?
50 mb is the iOS limit currently but this is likely to increase in the future and probably go limitless eventually.
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I have a GPU with the total memory of 6 Gb. However, around 500 Mb (or 400 Mb) is always in use (see the screenshot below) prohibiting me to exploit that portion of memory for my own needs. How to release that memory, so I would have available all 6 Gb for myself?
I wrote a HTML5 web app (kind-of enterprise PWA) that needs to store a substantial amount of data offline (my users are aware of this).
The web app works fine in all major browsers (including Desktop, Android and iOS), however I'm experiencing problems on phones like the Lumia 640 (Edge 15 browser on Windows 10 Mobile).
It's hard to tell what the exact problem is, due to the lack of debugging capabilities of that browser. The app works fine when emulating a Lumia 650 in Edge Desktop, though.
I guess the problem is that I'm exceeding the "hard" storage limits described here, since I usually store about 25 mb of JSON data and that phone has 8 GB of storage AFAIK (meaning that I hit the 10 MB limit).
Is there a way to allow a single domain to store such a large amount of data in Edge Mobile? The page linked above mentions that those "limits are removed for UWP apps using JavaScript" - I don't really know what that means.
Or is there an alternative way for a web application to store very large JSON objects in Edge Mobile?
I think I'm running into the same boundaries, though for me the quota limit seems more like 5MB. For instance running the Browser Storage Abuser app at https://demo.agektmr.com/storage/ I can store 1 5MB file, 9 500KB files, etc and then things start failing.
My device has 8GB storage, so maybe it's storing things in UTF16 which explains why the size appears half of what they document.
What's strange is I've tried the same on an emulator instance with a 10GB partition and I see the same limits. From that table it seems like I should be able to store twice as much.
Has anyone seen battery doctor app? It increases the device used disk space exorbitantly within few seconds. Suppose, If my 16 Gb iPhone has 9 Gb free space and I run a scan with that app, It raises my used space to full 16Gb in 6-8 seconds, the used space of device becomes 16 Gb and free space becomes 0. Then at the same speed it removes all the data from the device and used space becomes less than 9 Gb.
How is that possible? Even when we write data to device with Bluetooth or USB it takes a lot of time, and this app is doing that within 10 seconds.
All it removes is temporary data
stored in the form of cache system junk trashes leftover logs.
If you ever try to delete data stored on device like images, movies, it will take long..
I am using clean my mac and it works the same...
I am getting low memory warnings even if my App is allocating only 20 MB of memory and there are apparently no leaks (See photo below). I am wondering whether this is due to some iOS version I am using (deployment target iOS 5.0 and running on an iPod touch 4th gen Version 5.0.1 (9A405)).
In the simulator this doesn't seem to appear.
Any suggestion?
EDIT: This is a similar question I found but not using Cocos2D. There is no answer to that quesiton to date.
From the screenshots its clear that the allocations spike noticably, I would say by a factor of 5 or more. That means for a short time your app is using 100+ MB of memory while most of the time it may only be using 20 MB.
Click on the time graph above one of the spikes to see what the memory usage at that point was, and which objects were using the most memory. Memory warnings can occur a bit later than the spikes so don't rely on their exact timing, but you can see that the alerts happened shortly after a memory usage spike.
Read this article to learn a few tricks to decrease memory usage spikes. Specifically loading the textures in the order from largest to smallest helps, as does using the .pvr.ccz image file format. Avoid using JPG images, they add a lot of memory overhead when loading (and because of that also load a lot slower than the other formats).
I am developing a game for iOS. The memory I am using is around 80 MB according to the profile tool (no leaks). That just seems like a lot of memory to me. How much memory usage is safe, and are there any special programming issues associated with using a lot of memory?
It's all about what devices you plan to get you game. iPads are just fine with 100 MB of ram games, iPhone 3G's don't even have 100 mb. If you use a lot of memory you app will be forced to close, this could cause major problems if the user is on an old device.