Actually, better not do this - see Dianne's message in thread 'OpenGL
Fillrate Issues'.

On Jan 23, 1:47 pm, SnowCrash <jason.poli...@gmail.com> wrote:
> Thanks for the tip!
>
> I'll give it a go.
>
> On Jan 20, 9:03 pm, Neil <neil.wilkin...@gmx.com> wrote:
>
>
>
> > Just ran into this myself. It seems calling event.recycle() in the
> > motion event handler resolves it.
>
> > Regards,
>
> > Neil
>
> > On Jan 6, 3:38 pm, SnowCrash <jason.poli...@gmail.com> wrote:
>
> > > anybody out there got any clues on this?
>
> > > Thanks
>
> > > On Jan 4, 1:16 am, SnowCrash <jason.poli...@gmail.com> wrote:
>
> > > > Hi folks,
>
> > > > I'm running into some issues with input events andgarbagecollection,
> > > > or more precisely object allocation.  I am creating a game and have
> > > > pretty much got my head around the OpenGL environment.  I've digested
> > > > all the relevant material I could find regarding performance, memory
> > > > allocation etc (and watched the excellent presentation by Chris Pruett
> > > > -http://code.google.com/events/io/2009/sessions/WritingRealTimeGamesAn...).
> > > > I've pretty much eliminated any object allocations after initial setup
> > > > from my game (which is still in its infancy), but I'm still getting a
> > > > bunch of GC calls, like this:
>
> > > > DEBUG/dalvikvm(52): GC freed 10398 objects / 880928 bytes in 139ms
>
> > > > This is killing my frame-rate and creating a jittery experience, which
> > > > is no good.  Running DDMS I see that the culprit isMotionEventand
> > > > KeyEvent.  Allocations like:
>
> > > > 656     float[] 3       android.view.MotionEvent       <init>
> > > > 656     float[] 3       android.view.MotionEvent       <init>
> > > > 656     float[] 3       android.view.MotionEvent       <init>
> > > > 656     float[] 3       android.view.MotionEvent       <init>
> > > > 656     float[] 3       android.view.MotionEvent       <init>
>
> > > > (there are many more, this is just a snapshot)
>
> > > > It seems that every time aMotionEventis recorded, a float array is
> > > > created?
>
> > > > I am just using the onKeyDown event in the main Activity to broker the
> > > > key event to my game thread.  I'm also sleeping (16ms) in this method
> > > > call (as per Chris Pruett's recommendation) to save in excessive
> > > > notifications.
>
> > > > Is there something special I can do to eliminate these allocations?
> > > > Perhaps there is an alternate way of obtaining key events and or
> > > > trackball events? (which also are a cause of several allocations)
>
> > > > Thanks in advance...

-- 
You received this message because you are subscribed to the Google
Groups "Android Developers" group.
To post to this group, send email to android-developers@googlegroups.com
To unsubscribe from this group, send email to
android-developers+unsubscr...@googlegroups.com
For more options, visit this group at
http://groups.google.com/group/android-developers?hl=en

Reply via email to