I am doing a game. it requires lots of images.When using the app in normal case it will be quite running fine. But when it rash then i get the error 24 - too many files open.
Is it possible to use CGDataProviderCreateSequential() and CGDataProviderSequential开发者_运维百科Callbacks to read the data in from a CGImageRef sequentially?
As I tried to solve this interview problem: find the sum of continuous element in an array which equals to a target number, so I come up with the following code. However, I really don\'t understand wh
#include <iostream> int main() { int anything[] = {5}; int *something = new int; *something = 5; std::cout << &anything<< \"==\" << &anything[0]<< \"==\" <&l
I am making a box2d app for the iphone using cocos2d. I am trying to switch my CCLayer going from my HelloWorldLayer to my HomeScene and I get an error \"Thread 1: Program received signal: \"EXC_BAD_A
Memory usage in my STL containers is projected to be volatile - that is to say it will frequently shrink and grow.I\'m thinking to account for this by specifying an allocator to the STL container type
This code down below works as expected, cleans things up without Zombies. The class in which this method exists, is the owner of the Nodes, which are being released, yet, upon \"Analyze\" the followin
After I Analyzed my code, Xcode indicated a potential leak as shown below. Is this something I should be concerned about?
I am starting up a JBoss 4.2 server instance with the following command-line options: -Xms8192m -Xmx8192m -XX:+DisableExplicitGC -XX:MaxPermSize=512m
edit It appears that this is just a case of the sample code being wrong.Thanks for clearing this up, SO.