gaminghorror
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@ you're welcome :)
about 5 hours ago
via TweetDeck
in reply to betzerra
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@ the runtime changes are mainly performance optimizations, the only new feature is zeroing weak references used by ARC on iOS 5
about 5 hours ago
via TweetDeck
in reply to betzerra
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@ yes it's a compiler feature. There's a runtime component to it, but it's just the improved ObjC runtime that you're using already.
about 5 hours ago
via TweetDeck
in reply to betzerra
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Nice! -> Cocos2D and Storyboards by @
about 7 hours ago
via web
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@ no, ARC is not garbage collection, it is automation of retain/release. Follows the same rules as you do, but does so 100% reliable
about 5 hours ago
via TweetDeck
in reply to betzerra
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@ what if you told you that you never need to exert that control because ARC does the things you have to do anyway? No more no less.
about 7 hours ago
via TweetDeck
in reply to betzerra
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by far the most common typo: NSSTring
about 7 hours ago
via TweetDeck
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@ i love automatic transmission. good example of control that only wastes money (gas) but has no real benefit
about 16 hours ago
via Twitter for iPad
in reply to sasikiran_m
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@ you gain a lot. It's very hard to leak memory under ARC for one thing.
about 16 hours ago
via Twitter for iPad
in reply to CetonGames
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@ problem is that ARC doesn't take away control. It does the things you have to do anyway.
about 16 hours ago
via Twitter for iPad
in reply to nf_tammy
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@ mopub can't be compiled into a static library?
3:05 PM May 26th
via TweetDeck
in reply to andytriboletti
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@ I wager there's a 99% chance your code is wrong as is and figuring out why ARC shows issues will make it better, safer.
3:05 PM May 26th
via TweetDeck
in reply to mguniverse
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@ I wondered this myself, and I came across this SO question:
2:38 PM May 26th
via web
in reply to gaminghorror
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Who has deliberately decided not to use ARC in new iOS project? I'd like to know why.
2:26 PM May 26th
via TweetDeck
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RT Lua scripting for cocos2d (KoboldScript). Tilemap-based, physics game kit. More details soon. Please take the survey
5:38 AM May 26th
via TweetDeck
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“@: Fantastic article! -> Building a platform game ” - we went the 3rd way. Lots more flexible.
11:16 PM May 25th
via Twitter for iPad
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@ you could try enabling win32 compatibility mode, or contact Andreas. Zwoptex Flash isn't really an alternative.
4:32 PM May 25th
via TweetDeck
in reply to Majid_azim
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Thanks to everyone who signed up & took the survey at ... most appealing to you is clearly learning, Lua & ARC.
1:19 PM May 25th
via TweetDeck
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@ @ i see TP is 32bit but that doesn't mean it won't run in 64 bit windows
11:55 AM May 25th
via TweetDeck
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@ @ isn't texturepacker also available for windows?
11:54 AM May 25th
via TweetDeck
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- Name Steffen Itterheim
- Location Germany
- Web http://www.learn-...
- Bio Author of Learn iPhone and iPad Cocos2D Game Development (Apress). Currently working on Kobold2D, an improved Cocos2D: http://www.kobold2d.com
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