On Jan 9, 4:47 pm, Mark K <mark.ka...@gmail.com> wrote:
>    I've tried it with no de-bugger, on the emulator, and on actual G1
> hardware, I can't seem to get rid of the problem entirely. I only
> process and use one bitmap at a time, bitmaps are recycled after use,
> and I invoke gc(). The Runtime free memory indicates that I always
> have over 10 MB free, each bitmap is less than 3.5 MB, yet this
> problem still ocurs intermittently.

What does logcat show at the point of the failure?  Should see some
additional traffic, e.g.:

01-09 16:13:02.739 D/dalvikvm(  178): GC freed 494 objects / 31264
bytes in 265ms
01-09 16:13:02.829 I/dalvikvm-heap(  178): Grow heap (frag case) to
4.558MB for 998301-byte allocation
01-09 16:13:03.039 D/dalvikvm(  178): GC freed 133 objects / 6192
bytes in 196ms

Bitmap allocations are done outside of the virtual heap, but are
counted against it.  This was done somewhat late in the game and not
all of the tools will include the bitmap heap allocation numbers in
with the actual virtual heap allocations.  If you're getting an OOM
you should see it bumping up against the 16MB limit in the logs.

FWIW, the only thing worse than explicit calls to System.gc() is
following those with explicit calls to System.runFinalization(), which
in Dalvik will block until finalizers have completed.  If your
allocations are somehow outpacing the ability of the system to GC then
finalize then GC again to free the finalized objects, you can stick a
runFinalization() in between a pair of calls to gc().  However, if
you're explicitly calling recycle(), this shouldn't do much since the
bitmap storage should have been released.

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