This stems from an issue I posted in the android-ndk group, but I found recently that that's not really where the problem stems from. Basically, I'm writing a game, for which I store all my assets(textures, 3d models, level maps, etc) as raw resources(which I load through my Activity into byte arrays which are then passed to the ndk for processing). However, after 7 times of loading the activity, it would crash saying either "Out of Memory" or "Bitmap exceeds VM budget". After a bunch of work paring down what the issue could be, I found that if I only load each byte array once, into static arrays, the problem no longer occurs.
Clearly a memory leak is occurring here and I have reason to believe that it's not in my actual storage of the byte arrays since even if the arrays are made non-static, setting them to null and then reloading them results in the same crash after 7 runs. I've tried closing the input stream after each resource is loaded, but that didn't help either. I'm wondering if there's a reason why reading raw resources this way leaks memory and also if there's a way to stop this from occurring. Thanks for any help. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

