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Windows Phone 7 to Windows Phone 8 : App publication (part 7) - Selective targeting - Device memory

3/17/2014 1:41:35 AM
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Device memory

Windows Phone 7.x apps are limited to using 90 MB of memory; that is, the app is promised that it can use up to 90 MB, and that while it might sometimes get more, there is no guarantee of this. So, 90 MB is effectively both the minimum and the maximum on which a version 7.x app can rely. In addition to that, one of the certification requirements for version 7.x apps is that they must not consume more than 90 MB. What has happened in practice is that while most apps (well over 95%) stayed well below the 90 MB cap, there were a few that did not. Even within these few, there was an extremely small number of apps that consistently exceeded the cap by a significant amount. When an app exceeds the cap, it runs the risk of running out of memory. That is, if the device is under extreme memory pressure, and the app is attempting some operation that requires the system to allocate it memory which it cannot grant, the allocation will fail. In this case, an OutOfMemoryException is thrown, and if the app doesn’t catch this, it will crash. If you do catch an OutOfMemoryException, you’re still faced with the dilemma of what to do with it. You must reduce your memory consumption, and you must be careful to perform this clean-up in a way that doesn’t inadvertently attempt to allocate more memory; otherwise, you’ll simply fail again.

The version 7.1.1 release of Windows Phone seems at first sight somewhat anomalous. Although the min/max guarantee (and Windows Phone Store certification requirement) for 7.1.1 remains at 90 MB, the OS can actually safely allocate an app up to 110 MB. The primary purpose of the 7.1.1 release was to support markets where devices with only 256 MB of total memory are common, and it’s not immediately obvious why a release that targets devices with restricted memory should increase the app memory cap rather than reduce it. The reason this makes sense is that version 7.1.1 introduced paging, and could satisfy the higher cap by adding virtual memory to the physical memory allocation for an app. Paging is a technique uses by desktop and server operating systems to write out memory to a hard disk, thereby freeing up physical memory. An app can consume more memory than is physically available because the amount of memory the OS commits to the app can include space in the page file, which is therefore virtual memory. The cost of paging is slower performance, however, so it is used as a last resort. In addition, the 110 MB cap is strictly enforced on devices with only 256 MB of memory. That is, on a version 7.1.1 device with 256 MB memory, if your app attempts to allocate memory beyond 110 MB, the allocation will fail. On a version 7.1.1 device with more memory, the model is the same as for versions 7.0 and 7.1; that is, it might fail, and it might not, depending on the circumstances. The feedback from developers—strongly echoed by the Windows Phone product team—was that it would be useful to get more than 90 MB of memory. Conversely, it is not useful to provide additional memory in a nondeterministic manner. Developers seemed to prefer the 256 MB version 7.1.1 model, wherein the app is granted a deterministic 110 MB always, and no more.

Windows Phone 8 also implements paging and also makes the caps completely deterministic. There are two memory caps for all Windows Phone 8 apps: a default MIN_CAP and an optional MAX_CAP. The values of these caps vary by app type and by device configuration, as shown in Table 2.

Table 2. Windows Phone 8 memory cap values

Cap

Low-memory devices

High-memory devices

Default for XNA/Native aps

150 MB

150 MB

Default for non-XNA Managed apps

150 MB

300 MB

Optional higher cap for all apps

180 MB

380 MB

The labels “low memory” and “high memory” in this table need some explaining. Simplistically, “low memory” means ≥512 MB and <1 GB, whereas “high memory” means ≥1 GB. However, this is not necessarily always accurate. Internally, the computation takes into account any additional memory that is carved out for unusual hardware capabilities. For example, if a device manufacturer ships an extremely high-resolution camera and then needs to carve out a large amount of additional memory for device drivers for this camera, this will reduce the total amount of memory available to the app. If this amount falls below a certain threshold, the device will be treated as a low-memory device, even if it nominally has ≥1 GB. That being said, as of this writing, all devices with ≥1 GB memory are in fact treated as high-memory devices.

To support these caps, the Windows Phone 8 app manifest supports two new optional app manifest tags, as shown in Table 3.

Table 3. New Windows Phone 8 memory-related manifest entries

Manifest entry

Description

Memory cap

ID_REQ_MEMORY_300

Opts out of low-memory devices: the app will be filtered out in marketplace and will not install on a low-memory device.

The default cap (On high-memory devices, 150 MB for XNA/Native apps, and 300 MB for non-XNA Managed apps).

ID_FUNCCAP_EXTEND_MEM

Does not opt out of low-memory devices (installs on all devices) but is granted the optional higher cap instead of the default cap.

The optional higher cap (180 MB on low-memory devices; 380 MB on high-memory devices).

App memory is capped to ensure a balanced user experience, with cap values that make the following possible:

  • Developers can develop for all devices, especially the high-volume, low-memory devices.

  • Developers can build apps that use more memory if it is available.

  • Adjusts for the fact that a non-XNA managed app’s memory consumption goes up on WXGA devices due to auto-scaling of high-resolution graphics. All 720p and WXGA devices have ≥1 GB memory.

The new memory cap flags are not surfaced in the Visual Studio UI at all. You must edit the manifest manually. The order of the tags in the manifest is important, and it’s different between a Windows Phone 7.1 app manifest and a Windows Phone 8.0 app manifest. For Windows Phone 7.1, the Requirements section should immediately follow the Capabilities section. The FunctionalCapabilities section, if present, should immediately follow the \Requirements section. For Windows Phone 8.0, both Requirements and FunctionalCapabilities sections should be at the end, just before the closing </App> tag, in that order. That is, the Requirements section should follow the ScreenResolutions section.

To get the higher memory cap, add this tag inside the <App> tag:

   <FunctionalCapabilities>
<FunctionalCapability Name="ID_FUNCCAP_EXTEND_MEM" />
</FunctionalCapabilities>

To opt your app out of low-memory (512MB/768MB) devices, add this tag:

   <Requirements>
<Requirement Name="ID_REQ_MEMORY_300" />
</Requirements>

If you want both opt-out and higher-cap, your Windows Phone 8.0 manifest should look like this:

<App …>

<Requirements>
<Requirement Name="ID_REQ_MEMORY_300" />
</Requirements>
<FunctionalCapabilities>
<FunctionalCapability Name="ID_FUNCCAP_EXTEND_MEM" />
</FunctionalCapabilities>
</App>

And, your Windows Phone 7.1 manifest would be as shown in the snippet that follows. Be aware that a Windows Phone 7.1 manifest might also include ID_REQ_MEMORY_90 to specify behavior for 256 MB Windows Phone 7.1.1 devices.

<App …>
<Capabilities>

</Capabilities>
<Requirements>
<Requirement Name="ID_REQ_MEMORY_90" />
<Requirement Name="ID_REQ_MEMORY_300" />
</Requirements>
<FunctionalCapabilities>
<FunctionalCapability Name="ID_FUNCCAP_EXTEND_MEM" />
</FunctionalCapabilities>
<Tasks>

</Tasks>
<Tokens>

</Tokens>
</App>

ID_REQ_MEMORY_90 only opts the app out of 256 MB Windows Phone 7.1.1 devices, and if you additionally want to be opted out of low-memory Windows Phone 8 devices, then you must include ID_REQ_MEMORY_300. Keep in mind that ID_REQ_MEMORY_300 opts the app out of both, so if you have ID_REQ_MEMORY_300, you don’t need ID_REQ_MEMORY_90; if you do have both ID_REQ_MEMORY_300 and ID_REQ_MEMORY_90, the ID_REQ_MEMORY_90 is ignored.

If you opt out of low-memory devices, your app knows statically how much memory it can use, because this is dependent only on the type of app (XNA, non-XNA managed, or native) and whether or not the app manifest includes ID_FUNCCAP_EXTEND_MEM, both of which are known. If you don’t opt out of low-memory devices, you can’t completely know statically what your memory cap will be, because it also depends on what configuration of device on which the app happens to be running. In this scenario, you can determine this dynamically by using the memory-related properties on the DeviceStatus class. Specifically, ApplicationMemoryUsageLimit notifies you of the cap that this specific system is enforcing on your app, and ApplicationCurrentMemoryUsage informs you how much memory you’re currently consuming.

long cap = DeviceStatus.ApplicationMemoryUsageLimit;
long current = DeviceStatus.ApplicationCurrentMemoryUsage;

Armed with this information, you can then make appropriate choices to conditionally enable/disable features in your app to accommodate the lower/higher memory caps. You can use the different emulator images available in Visual Studio to test your app on different device configurations. The simplest approach is to start by just running your app and check memory usage in the profiler. Then, if it needs too much and you can’t reduce it, add the right flags.

 
Others
 
- Windows Phone 7 to Windows Phone 8 : App publication (part 6) - Selective targeting - Device capabilities
- Windows Phone 7 to Windows Phone 8 : App publication (part 5) - Beta testing, Versions
- Windows Phone 7 to Windows Phone 8 : App publication (part 4) - Updates
- Windows Phone 7 to Windows Phone 8 : App publication (part 3) - Dev Center reports
- Windows Phone 7 to Windows Phone 8 : App publication (part 2) - The publication process
- Windows Phone 7 to Windows Phone 8 : App publication (part 1) - Preparing for publication
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- Windows Phone 8 : Creating a Photos Extras Application (part 2) - An Edge-Tracing Extras Application
 
 
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