Hi,

I hardly could use less memory. Devices with high dpi  and res needs more
memory so they can use HD images, that's why they have a higher heap limit.
Now if you cannot use all that heap size... it is just absurd!

I rather prefer that the problem were a bug on bugsense and this report
weren't reliable...
On Nov 22, 2012 9:26 AM, "Piren" <[email protected]> wrote:

> Yep, makes no sense at all, but thats how it is.
> Maybe we can ask Romain to give Dianne a call and get a response :-P
>
> I tried finding that thread that mentioned this Dalvik bug/feature but no
> luck... i did come across Romain's famous "use less memory" quote :-P (
> http://code.google.com/p/android/issues/detail?id=8488&can=1)  Which
> oddly, in your case does apply... As i said, the best trick i've found is
> just not to get the heap so large.
>
>
>
> On Wednesday, November 21, 2012 7:31:06 PM UTC+2, Fran wrote:
>>
>> Hi,
>>
>> That has no sense at all. I do not mean that you are not right, just mean
>> that in such case it is a mighty bug...
>>
>> Best regards,
>>
>> 2012/11/21 Piren <[email protected]>
>>
>>> I remember reading about a similar issue in the past and experienced the
>>> same issue as well.
>>> From what i recall, but dont take my word for it, even if there is room
>>> in the heap and it isnt fragmented beyond belief, Dalvik first checks if
>>> the heap can be enlarged to include the needed space, instead of trying to
>>> use the space it has free.
>>>
>>> Since you're already at 48MB, you've just pushed through the limit with
>>> the new needed allocation (regardless of the fact you have the space), and
>>> Dalvik throws the OutOfMemoryException.  I had it happen to me as well.
>>>
>>> Only solution i've found? to never get the heap so large it sits on the
>>> edge (stupid bug, stupid solution, i know).
>>>
>>> I think Dianne Hackburn mentioned that, maybe a google search will find
>>> it.
>>>
>>>
>>> On Wednesday, November 21, 2012 5:18:33 PM UTC+2, Fran wrote:
>>>
>>>>  On 11/21/2012 03:58 PM, Mark Murphy wrote:
>>>>
>>>> First, you do not know necessarily what BitmapFactory.Options are being
>>>> specified on the decodeResource() call, as that does not appear to be
>>>> called from your code, and it could be they have strange values in there.
>>>>
>>>> Well, as far as my own code reaches (AndroidGraphics.java:77), I do set
>>>> these options.
>>>>
>>>> Options options = new Options();
>>>> options.inPreferredConfig = Config.ARGB_8888;
>>>> options.inScaled = false;
>>>>
>>>> [...]
>>>>
>>>> bitmap = BitmapFactory.decodeResource(**t**his.context.getResources(),
>>>> resourceId, options);
>>>>
>>>> Beyond that, last I knew, Dalvik does not have a compacting garbage
>>>> collector. I haven't seen a recent statement as to whether or not that
>>>> limitation has been fixed. If it is still the case, though, your issue may
>>>> not so much that you are out of memory, but that there is no single
>>>> contiguous block that meets your needs.
>>>>
>>>> Well, it may happen, but the evidence on that is really weak. The game
>>>> has just started and it is loading the main menu screen, with only a few
>>>> objects in memory, so it is unlikely that in these circunstances and with
>>>> 15Mb of free heap an image of just 1M5 as raw ARGB_8888 will not find an
>>>> slot.
>>>>
>>>>  On Wed, Nov 21, 2012 at 9:48 AM, Francisco Marzoa 
>>>> <[email protected]>wrote:
>>>>
>>>>>  Look at this:
>>>>>
>>>>>   0java.lang.OutOfMemoryError: (Heap Size=48547KB, Allocated=33541KB)
>>>>> 1at android.graphics.**BitmapFactory**.**nativeDecodeAsset(Native
>>>>> Method)  2at android.graphics.**BitmapFactory**.decodeResource(**
>>>>> BitmapFactory.**java:595)  3at com.badlogic.androidgames.**fram**
>>>>> ework.impl.**AndroidGraphics.**newPixmap(**AndroidGraphics.**java:77)
>>>>> 4at com.badlogic.androidgames.**fram**ework.impl.**AndroidGraphics.**
>>>>> newPixmap(**AndroidGraphics.**java:133)  5at net.iberdroid.**
>>>>> ruletaafortunada**core.**MainMenuScreen.**loadImages(**MainMenuScreen.
>>>>> **java:255)  6at net.iberdroid.**ruletaafortunada**core.**
>>>>> MainMenuScreen.enable(**Mai**nMenuScreen.java:241)
>>>>> The image that I am trying to load at MainMenuScreen.java:255
>>>>>
>>>>> The weird thing is that there is free heap enough for loading that
>>>>> image: it is a 800x480 png indexed but with transparency, so I load it
>>>>> using four bytes per pixel (ARGB) and it should use about 1M5 of memory as
>>>>> a raw bitmap... but it crashes anyway trying to load an image ten times
>>>>> smaller the available heap space (48-35 = 15Mb).
>>>>>
>>>>> These things makes me crazy...
>>>>>
>>>>> Bests,
>>>>>
>>>>>
>>>>>
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>>>>
>>>>
>>>>
>>>>  --
>>>> Mark Murphy (a Commons Guy)
>>>> http://commonsware.com | http://github.com/commonsguy
>>>> http://commonsware.com/blog | http://twitter.com/commonsguy
>>>>
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