I forgot to mention that on the emulator I never had memory trouble
even with my older versions: my app would run for over 1,300
iterations without ever crashing whereas the G1 would crash with some
OutOfMemoryError within 10 to 20 iterations. However, the camera part
is of course very different for emulator and G1, so I cannot exclude
the possibility that in my case the main problems originated there
since it is now known that G1 camera programming must be done with
white gloves. I did and do not have a G1 to look at possible memory
leaks on the physical device.

On Nov 15, 10:30 am, blindfold <[EMAIL PROTECTED]> wrote:
> Thank you for your clarification, Romain! That is very helpful. I was
> initially using a fixed final Drawable array for my switching
> background images, and did not find any reason for memory leaks while
> I did not have to wait long for hitting the heap limit, but I am aware
> that it is easy to overlook such things. Even though my PNG background
> images together take only about 35 KB on disk, the decompressed
> versions will of course eat a lot more. Yet after moving over to using
> a final Bitmap array for the same image set I had far less memory
> related problems, and to further minimize memory usage I later changed
> to loading images one by one by doing a BitmapFactory.decodeResource
> (getResources(),) dynamically, only for the active background image.
> DDMS currently indicates zero leakage for my app, but I do not know
> how this was for my older breaking versions, because (at that time
> being unfamiliar with DDMS) I initially had trouble getting the heap
> info display to update.
>
> I hope Mike can do some allocation tracking like you indicate, and
> playing with some alternative implementations may help narrow down the
> possible causes of his problems, which may be entirely different from
> mine (and the one in the other thread).
>
> Thanks

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