You can check by forcing GCs manually in DDMS (or ADT.) Select your
process and hit the GC button in the toolbar. You should see the
native memory go down. If not, you might have a leak (unlikely when
you call recycle manually.)

On Tue, Apr 10, 2012 at 2:11 PM, Latimerius <[email protected]> wrote:
> Alright, I looked again and made sure to follow the allocated size
> across tens or hundreds of texture loads happening within a couple of
> minutes and it looks you're right, it does seem to go down once in a
> while, although by amounts not really comprehensible to me.
> Admittedly, that could be the behaviour of my code though.  At any
> rate, thanks for your answer! :-)
>
> On Tue, Apr 10, 2012 at 10:37 PM, Romain Guy <[email protected]> wrote:
>> It eventually will but it might take a couple of GC passes before it
>> happens. We changed the way bitmaps are allocated in Android 3.0 to
>> avoid this issue.
>>
>> On Tue, Apr 10, 2012 at 1:32 PM, Latimerius <[email protected]> 
>> wrote:
>>> Hi all,
>>>
>>> I was checking the way memory is used by my code and bumped into
>>> something that made me wonder.  Here's what I do at some point:
>>>
>>> - log Debug.getNativeHeapAllocatedSize()
>>> - use AssetManager.open() to get a stream that I pass to 
>>> Bitmap.decodeStream()
>>> - pass the decoded Bitmap to GLUtils.texImage2D() to make a GL texture out 
>>> of it
>>> - call Bitmap.recycle() on the bitmap
>>> - finally, log Debug.getNativeHeapAllocatedSize () again
>>>
>>> What puzzles me is that the getNativeHeapAllocatedSize() numbers just
>>> keep rising, most of the time quite predictably by width*height*4
>>> bytes and then some.  I thought Bitmap.recycle() would make it go back
>>> down again but that never seems to be the case.  Am I misinterpreting
>>> Bitmap.recycle() or Debug.getNativeHeapAllocatedSize() somehow?
>>>
>>> Cheers!
>>>
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>>
>>
>>
>> --
>> Romain Guy
>> Android framework engineer
>> [email protected]
>>
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-- 
Romain Guy
Android framework engineer
[email protected]

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