title: iPhone Memory Management didReceiveMemoryWarning
body: <p>Ok......</p>
  
  <p>I'm implementing a simple OpenGL ES application on the iPhone and I recently added in Pinch Media Analytics.  Doing this helped uncover a memory management problem, and I'm not entirely sure how to deal with it.</p>
  
  <p>In a perfect world, my application - which loads PNGs and .CAF files in didFinishLoading will launch, load all of it's resources, and run just fine.</p>
  
  <p>HOWEVER, if my program gets a crash (which happened as I was integrating the Pinch Media libraries) or if I run Safari and open a bunch of pages and then launch my game, the game will crash back to the menu because it is out of memory.  </p>
  
  <p>This problem will persist until I do a hard reset of the system.  </p>
  
  <p>The default answer that you sort of get online is to implement the didReceiveMemoryWarning method as listed below....</p>
  
  <pre><code>- (void)didReceiveMemoryWarning
  { 
    // default behavior is to release the view if it doesn't have a superview.
  
    // remember to clean up anything outside of this view's scope, such as
    // data cached in the class instance and other global data.
    [super didReceiveMemoryWarning];
  }
  </code></pre>
  
  <p>But this doesn't really help as it's the other programs that are holding onto memory not mine.  I don't want to release my own view do I?  Is there a good description of how to handle this situation and / or what happens in the didReceiveMemoryWarning event?</p>