Like I said before, this site isn’t about pitching myself to anyone. It’s about me owning my screen name, but every so often I like to remind myself of that by posting a blog post. That makes sense, right?
Anyway, it’s a good time to say the book app I’ve been working on and off on for a year and then some now is near completion. After a major push at the beginning of this year we finally nailed down many of the errors in text and audio, and since then I’ve been refining it for the real deal. The first tests on the iPad were abysmal. At first it seemed fine, I had the first 6 pages configured for testing, it loaded up and it ran well enough. Then I enabled the other pages and everything got crash happy. Turns out, Flash on iOS has pretty limited memory, about 14MB (at least, on the iPad 1) for you to use, and that fills up fast. “Back to square one on the framework” I though, but it turns out I didn’t need to go that far. After some dirty experimental code, I managed to get a working version of the book that didn’t crash, but still had memory leaks and didn’t run smoothly. It was a good start that I refined into the code I have today, which still doesn’t really work for other reasons now. Kids are impatient, so I’m trying to get the book to load all the pages at once. Now this is totally possible with my current code, problem is it runs at a low framerate. The solution? Flatten the pages for the GPU to cache. At first, this works great, until all the pages are loaded and flattened. The assets aren’t clearing out of the memory as I am expecting them too and once again I overload the memory. It’s something I’m working on and will hopefully hammer out soon.