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	<title>Comments on: Your iPhone Development Questions Answered</title>
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	<link>http://parveenkaler.com/2008/09/15/your-iphone-development-questions-answered/</link>
	<description>Parveen Kaler &#124; Director of Development &#124; Tingle.com</description>
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		<title>By: JamesC</title>
		<link>http://parveenkaler.com/2008/09/15/your-iphone-development-questions-answered/comment-page-1/#comment-107991</link>
		<dc:creator>JamesC</dc:creator>
		<pubDate>Fri, 31 Dec 2010 15:49:00 +0000</pubDate>
		<guid isPermaLink="false">http://parveenkaler.com/?p=177#comment-107991</guid>
		<description>XIB doesn&#039;t stand for Xcode Interface Builder. Since .XIB files are XML files  the X is meant to indicate that. Drop by http://iphoneworxx.com if you are getting started as an iOS developer</description>
		<content:encoded><![CDATA[<p>XIB doesn&#8217;t stand for Xcode Interface Builder. Since .XIB files are XML files  the X is meant to indicate that. Drop by <a href="http://iphoneworxx.com" rel="nofollow">http://iphoneworxx.com</a> if you are getting started as an iOS developer</p>
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		<title>By: Parveen</title>
		<link>http://parveenkaler.com/2008/09/15/your-iphone-development-questions-answered/comment-page-1/#comment-312</link>
		<dc:creator>Parveen</dc:creator>
		<pubDate>Tue, 16 Sep 2008 18:48:12 +0000</pubDate>
		<guid isPermaLink="false">http://parveenkaler.com/?p=177#comment-312</guid>
		<description>The answer is that it depends.  The platform is much more virtualized and abstracted than the Sony PSP.

I haven&#039;t really pushed the device to its limits yet.  But the best set of numbers I&#039;ve seen are here:
http://glbenchmark.com/phonedetails.jsp?D=Apple%20iPhone

The general guideline is that the iPhone is going to be fill limited.  For example, two full screen textured quads would probably drop framerate by a ton.

Memory management is also a sticky point.  It&#039;s the one thing that developers get caught on.  Objective-C supports memory pools much in the way we allocated memory on the PSP.

You probably want per-game, per-frame, and per-event memory pools.  (Objective-C with Cocoa is event driven)

I haven&#039;t been able to get solid numbers on resources. The iPhone is much like a PC in this respect.  And iPhone OS 2.1 actually improved memory management by a ton.  So all those numbers would have to be recalculated.

The next time I run the Shark Profiler, I&#039;ll dig up some numbers and post them.</description>
		<content:encoded><![CDATA[<p>The answer is that it depends.  The platform is much more virtualized and abstracted than the Sony PSP.</p>
<p>I haven&#8217;t really pushed the device to its limits yet.  But the best set of numbers I&#8217;ve seen are here:<br />
<a href="http://glbenchmark.com/phonedetails.jsp?D=Apple%20iPhone" rel="nofollow">http://glbenchmark.com/phonedetails.jsp?D=Apple%20iPhone</a></p>
<p>The general guideline is that the iPhone is going to be fill limited.  For example, two full screen textured quads would probably drop framerate by a ton.</p>
<p>Memory management is also a sticky point.  It&#8217;s the one thing that developers get caught on.  Objective-C supports memory pools much in the way we allocated memory on the PSP.</p>
<p>You probably want per-game, per-frame, and per-event memory pools.  (Objective-C with Cocoa is event driven)</p>
<p>I haven&#8217;t been able to get solid numbers on resources. The iPhone is much like a PC in this respect.  And iPhone OS 2.1 actually improved memory management by a ton.  So all those numbers would have to be recalculated.</p>
<p>The next time I run the Shark Profiler, I&#8217;ll dig up some numbers and post them.</p>
]]></content:encoded>
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	<item>
		<title>By: Parveen</title>
		<link>http://parveenkaler.com/2008/09/15/your-iphone-development-questions-answered/comment-page-1/#comment-107831</link>
		<dc:creator>Parveen</dc:creator>
		<pubDate>Tue, 16 Sep 2008 18:48:00 +0000</pubDate>
		<guid isPermaLink="false">http://parveenkaler.com/?p=177#comment-107831</guid>
		<description>The answer is that it depends.  The platform is much more virtualized and abstracted than the Sony PSP.

I haven&#039;t really pushed the device to its limits yet.  But the best set of numbers I&#039;ve seen are here:
http://glbenchmark.com/phonedetails.jsp?D=Apple%20iPhone

The general guideline is that the iPhone is going to be fill limited.  For example, two full screen textured quads would probably drop framerate by a ton.

Memory management is also a sticky point.  It&#039;s the one thing that developers get caught on.  Objective-C supports memory pools much in the way we allocated memory on the PSP.

You probably want per-game, per-frame, and per-event memory pools.  (Objective-C with Cocoa is event driven)

I haven&#039;t been able to get solid numbers on resources. The iPhone is much like a PC in this respect.  And iPhone OS 2.1 actually improved memory management by a ton.  So all those numbers would have to be recalculated.

The next time I run the Shark Profiler, I&#039;ll dig up some numbers and post them.</description>
		<content:encoded><![CDATA[<p>The answer is that it depends.  The platform is much more virtualized and abstracted than the Sony PSP.</p>
<p>I haven&#8217;t really pushed the device to its limits yet.  But the best set of numbers I&#8217;ve seen are here:<br />
<a href="http://glbenchmark.com/phonedetails.jsp?D=Apple%20iPhone" rel="nofollow">http://glbenchmark.com/phonedetails.jsp?D=Apple%20iPhone</a></p>
<p>The general guideline is that the iPhone is going to be fill limited.  For example, two full screen textured quads would probably drop framerate by a ton.</p>
<p>Memory management is also a sticky point.  It&#8217;s the one thing that developers get caught on.  Objective-C supports memory pools much in the way we allocated memory on the PSP.</p>
<p>You probably want per-game, per-frame, and per-event memory pools.  (Objective-C with Cocoa is event driven)</p>
<p>I haven&#8217;t been able to get solid numbers on resources. The iPhone is much like a PC in this respect.  And iPhone OS 2.1 actually improved memory management by a ton.  So all those numbers would have to be recalculated.</p>
<p>The next time I run the Shark Profiler, I&#8217;ll dig up some numbers and post them.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Parveen</title>
		<link>http://parveenkaler.com/2008/09/15/your-iphone-development-questions-answered/comment-page-1/#comment-107950</link>
		<dc:creator>Parveen</dc:creator>
		<pubDate>Tue, 16 Sep 2008 18:48:00 +0000</pubDate>
		<guid isPermaLink="false">http://parveenkaler.com/?p=177#comment-107950</guid>
		<description>The answer is that it depends.  The platform is much more virtualized and abstracted than the Sony PSP.

I haven&#039;t really pushed the device to its limits yet.  But the best set of numbers I&#039;ve seen are here:
http://glbenchmark.com/phonedetails.jsp?D=Apple%20iPhone

The general guideline is that the iPhone is going to be fill limited.  For example, two full screen textured quads would probably drop framerate by a ton.

Memory management is also a sticky point.  It&#039;s the one thing that developers get caught on.  Objective-C supports memory pools much in the way we allocated memory on the PSP.

You probably want per-game, per-frame, and per-event memory pools.  (Objective-C with Cocoa is event driven)

I haven&#039;t been able to get solid numbers on resources. The iPhone is much like a PC in this respect.  And iPhone OS 2.1 actually improved memory management by a ton.  So all those numbers would have to be recalculated.

The next time I run the Shark Profiler, I&#039;ll dig up some numbers and post them.</description>
		<content:encoded><![CDATA[<p>The answer is that it depends.  The platform is much more virtualized and abstracted than the Sony PSP.</p>
<p>I haven&#8217;t really pushed the device to its limits yet.  But the best set of numbers I&#8217;ve seen are here:<br />
<a href="http://glbenchmark.com/phonedetails.jsp?D=Apple%20iPhone" rel="nofollow">http://glbenchmark.com/phonedetails.jsp?D=Apple%20iPhone</a></p>
<p>The general guideline is that the iPhone is going to be fill limited.  For example, two full screen textured quads would probably drop framerate by a ton.</p>
<p>Memory management is also a sticky point.  It&#8217;s the one thing that developers get caught on.  Objective-C supports memory pools much in the way we allocated memory on the PSP.</p>
<p>You probably want per-game, per-frame, and per-event memory pools.  (Objective-C with Cocoa is event driven)</p>
<p>I haven&#8217;t been able to get solid numbers on resources. The iPhone is much like a PC in this respect.  And iPhone OS 2.1 actually improved memory management by a ton.  So all those numbers would have to be recalculated.</p>
<p>The next time I run the Shark Profiler, I&#8217;ll dig up some numbers and post them.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Trent Shumay</title>
		<link>http://parveenkaler.com/2008/09/15/your-iphone-development-questions-answered/comment-page-1/#comment-311</link>
		<dc:creator>Trent Shumay</dc:creator>
		<pubDate>Tue, 16 Sep 2008 13:16:23 +0000</pubDate>
		<guid isPermaLink="false">http://parveenkaler.com/?p=177#comment-311</guid>
		<description>Hey Parveen!

Congrats on the new venture man - good stuff!

Have you done any metrics yet on rendering performance using OpenGL ES on the iPhone Hardware? I am wondering about things like polygon/texture budget needed to maintain 30Hz.

Also in the docs, it says that no more than 24MB of RAM should be allocated to texture and geometry. Do you know how much RAM is left for executable code at that point?

Likewise for sound - if you&#039;re using 24MB for visuals, how much RAM is left for sound data and OpenAL?

Reading the Apple docs, I haven&#039;t really seen these metrics laid out yet. Apologies if I&#039;ve missed the obvious.

T</description>
		<content:encoded><![CDATA[<p>Hey Parveen!</p>
<p>Congrats on the new venture man &#8211; good stuff!</p>
<p>Have you done any metrics yet on rendering performance using OpenGL ES on the iPhone Hardware? I am wondering about things like polygon/texture budget needed to maintain 30Hz.</p>
<p>Also in the docs, it says that no more than 24MB of RAM should be allocated to texture and geometry. Do you know how much RAM is left for executable code at that point?</p>
<p>Likewise for sound &#8211; if you&#8217;re using 24MB for visuals, how much RAM is left for sound data and OpenAL?</p>
<p>Reading the Apple docs, I haven&#8217;t really seen these metrics laid out yet. Apologies if I&#8217;ve missed the obvious.</p>
<p>T</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Trent Shumay</title>
		<link>http://parveenkaler.com/2008/09/15/your-iphone-development-questions-answered/comment-page-1/#comment-107830</link>
		<dc:creator>Trent Shumay</dc:creator>
		<pubDate>Tue, 16 Sep 2008 13:16:00 +0000</pubDate>
		<guid isPermaLink="false">http://parveenkaler.com/?p=177#comment-107830</guid>
		<description>Hey Parveen!

Congrats on the new venture man - good stuff!

Have you done any metrics yet on rendering performance using OpenGL ES on the iPhone Hardware? I am wondering about things like polygon/texture budget needed to maintain 30Hz.

Also in the docs, it says that no more than 24MB of RAM should be allocated to texture and geometry. Do you know how much RAM is left for executable code at that point?

Likewise for sound - if you&#039;re using 24MB for visuals, how much RAM is left for sound data and OpenAL?

Reading the Apple docs, I haven&#039;t really seen these metrics laid out yet. Apologies if I&#039;ve missed the obvious.

T</description>
		<content:encoded><![CDATA[<p>Hey Parveen!</p>
<p>Congrats on the new venture man &#8211; good stuff!</p>
<p>Have you done any metrics yet on rendering performance using OpenGL ES on the iPhone Hardware? I am wondering about things like polygon/texture budget needed to maintain 30Hz.</p>
<p>Also in the docs, it says that no more than 24MB of RAM should be allocated to texture and geometry. Do you know how much RAM is left for executable code at that point?</p>
<p>Likewise for sound &#8211; if you&#8217;re using 24MB for visuals, how much RAM is left for sound data and OpenAL?</p>
<p>Reading the Apple docs, I haven&#8217;t really seen these metrics laid out yet. Apologies if I&#8217;ve missed the obvious.</p>
<p>T</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Trent Shumay</title>
		<link>http://parveenkaler.com/2008/09/15/your-iphone-development-questions-answered/comment-page-1/#comment-107949</link>
		<dc:creator>Trent Shumay</dc:creator>
		<pubDate>Tue, 16 Sep 2008 13:16:00 +0000</pubDate>
		<guid isPermaLink="false">http://parveenkaler.com/?p=177#comment-107949</guid>
		<description>Hey Parveen!

Congrats on the new venture man - good stuff!

Have you done any metrics yet on rendering performance using OpenGL ES on the iPhone Hardware? I am wondering about things like polygon/texture budget needed to maintain 30Hz.

Also in the docs, it says that no more than 24MB of RAM should be allocated to texture and geometry. Do you know how much RAM is left for executable code at that point?

Likewise for sound - if you&#039;re using 24MB for visuals, how much RAM is left for sound data and OpenAL?

Reading the Apple docs, I haven&#039;t really seen these metrics laid out yet. Apologies if I&#039;ve missed the obvious.

T</description>
		<content:encoded><![CDATA[<p>Hey Parveen!</p>
<p>Congrats on the new venture man &#8211; good stuff!</p>
<p>Have you done any metrics yet on rendering performance using OpenGL ES on the iPhone Hardware? I am wondering about things like polygon/texture budget needed to maintain 30Hz.</p>
<p>Also in the docs, it says that no more than 24MB of RAM should be allocated to texture and geometry. Do you know how much RAM is left for executable code at that point?</p>
<p>Likewise for sound &#8211; if you&#8217;re using 24MB for visuals, how much RAM is left for sound data and OpenAL?</p>
<p>Reading the Apple docs, I haven&#8217;t really seen these metrics laid out yet. Apologies if I&#8217;ve missed the obvious.</p>
<p>T</p>
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