Check this out - 
http://stackoverflow.com/questions/3238388/android-out-of-memory-exception-in-gallery/3238945#3238945

On Aug 23, 11:35 am, 39thstreet <[email protected]> wrote:
> SHORT VERSION:
> How do I find out how much memory my openGL application is using at
> any given moment, including sounds, textures, and everything else?
> I've been wrestling with DDMS for hours and all it seems to show me is
> basic object allocation counts.  I must be missing something, but I
> haven't had any luck searching.
>
> LONG VERSION:
> I've got an otherwise operational beta Android game which crashes out
> after a while on my device (Droid X).  I'm fairly sure my problem is
> that my textures are not being properly cleared from memory.  I'd like
> to confirm this fact before I start blindly making changes.   My game
> does fairly frequent level transitions.  During these transitions I
> typically dump a texture file, wait a bit, then load a new one.
>
> Over time the application performance degrades.  After 10 or so
> transitions frame rate starts to take a nose dive.  10 or so more and
> it usually dies.  Prior to dying I see log messages like this:
> 08-23 12:26:58.038: DEBUG/Cursor(1265): fillWindow is not executed
> because Cursor object is closed.
> 08-23 12:27:27.186: INFO/ActivityManager(1239): Low Memory: No more
> background processes.
>
> And then eventually:
> 08-23 12:27:46.952: INFO/ActivityManager(1239): Process
> com.thup.lunchbox (pid 4927) has died.
>
> There are no specific error messages of any sort.  I've got lots of
> ideas for things to try to fix this (e,g, glDeleteTextures), but I
> really want a way to measure before I start trying to fix.
>
> Any help/pointers would be greatly appreciated, thanks in advance!

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