I am working on an iOS app in Xcode. Earlier I got it to start and run, up to a limited level of functionality. Then there were compilation failures claiming untouched boilerplate generated code had syntax errors. Copying the source code into a new project gets a different problem.
Right now, I can compile and start running, but it states before even the launch image shows up that the application was closed due to memory pressure. The total visual assets is around 272M, which could be optimized some without hurting graphical richness, and is so far the only area of the program expected to be large. (The assets may or may not be kept in memory; for instance every current loading image is populated and my code never accesses any loading image programmatically.) And it crashes before the loading image has itself loaded.
How can I address this memory issue? I may be able to slim down the way images are handled, but I suspect there is another root cause. Or is this excessive memory consumption?
Thanks,
Review the Performance Tuning section of Apple's iOS Programming documentation. Use Apple's Instruments application to determine how, when, and how much memory your app is using.
One approach you should consider is to disconnect the graphics resources from your application, and add them back one-by-one once you feel they meet the requirements and limitations of iOS.
Now, this part of my answer is opinion: it sounds like your app is a high risk for being rejected from the App Store, in case that is your intended destination for this app.