"Does roTextureManager really maintain LRU cache of resources, flushing the old ones as not to run out of memory (if so should be documented!) - or is it an urban legend? See viewtopic.php?f=34&t=69730#p441106 "
"TheEndless" wrote:
The number of bitmaps it can cache is inconsequential. It's entirely dependent on the dimensions of the images, and it varies across the different Roku platforms. In general, as long as you don't have video playing in the background, you can rely on the roTextureManager's built-in LRU cache to manage its memory. It should only run out if you keep references open to the bitmaps it creates and/or have a number of bitmaps in memory that it's not managing (i.e., created with CreatObject("roBitmap") instead of a roTextureRequest).
"NewManLiving" wrote:
Can you ask the engineer if unload bitmap calls cancel request
If the bitmap is in a transitional state. In other words
Is unload bitmap coded to recognize the state
And take appropriate action by calling cancel
Request if the bitmap has not reached a state
Of 3. I say this pertaining to bitmaps that may
Be in queue but not yet removed. It would help
To know what takes place when these functions
Are called during the various states of the texture
Transfer
"TheEndless" wrote:"NewManLiving" wrote:
Can you ask the engineer if unload bitmap calls cancel request
If the bitmap is in a transitional state. In other words
Is unload bitmap coded to recognize the state
And take appropriate action by calling cancel
Request if the bitmap has not reached a state
Of 3. I say this pertaining to bitmaps that may
Be in queue but not yet removed. It would help
To know what takes place when these functions
Are called during the various states of the texture
Transfer
If you still have a reference to the roTextureRequest, can't you test this yourself by calling GetState() to see if it's changed to Cancelled after you called UnloadBitmap?
"phoang" wrote:
Is it possible to create an empty bitmap with the TextureManager.
e.g with roBitmap you can do thisnewbitmap = CreateObject("roBitmap", {width:100, height:100, AlphaEnable:true})