Ok,
Actually I load several Bitmaps using Bitmap.createBitmap(..) or
BitmapFactory.decodeResource(...).
In this snippet I use the first way
static public void loadProxyBitmpas(){
//load the sprites
BitmapFactory.Options op= new BitmapFactory.Options();
op.inPreferredConfig=Config.RGB_565;
int diceSize;
switch(Main.device){
case FWVGA:{
op.inScaled=false;
break;
}
case WVGA:{
op.inScaled=false;
break;
}
case QVGA:{
// diceSize=29;
break;
}
case HVGA:{
break;
}
}
// if(Main.runningOnX10){
// op.inScaled=false;
// }
int rsId=0;
Bitmap diceSide=null;
for (int j = 0; j < 3; j++) {
switch(j){
case 0:{
rsId=R.drawable.dice_white;
break;
}
case 1:{
rsId=R.drawable.dice_red;
break;
}
case 2:{
rsId=R.drawable.dice_black;
break;
}
}
Bitmap
tempBitmap=BitmapFactory.decodeResource(Main.instance.getResources(),rsId,op);
diceSize=tempBitmap.getWidth()/NUMBER_OF_DICE_SPRITES;
Log.d("diceSize", " " + diceSize);
for (int i = 0; i < DiceBody.SPRITE_COUNT; i++) {
Matrix matrix=null;
if(Main.device==Device.QVGA){
matrix=new Matrix();
matrix.setScale(0.9f,0.9f);
}
diceSide = Bitmap.createBitmap(tempBitmap, i *
diceSize, 0,
diceSize, diceSize,matrix,false);
mProxy[i+(DiceBody.SPRITE_COUNT*j)] = diceSide;
}
tempBitmap.recycle();
tempBitmap=null;
}
}
In the next snippet I use the BitmapFactory:
static public void loadAlphaBlinkingBitmaps() {
BitmapFactory.Options op = new BitmapFactory.Options();
op.inPreferredConfig = Config.ARGB_4444;
switch(Main.device){
case FWVGA:{
op.inScaled=false;
break;
}
case WVGA:{
op.inScaled=false;
break;
}
case QVGA:{
break;
}
case HVGA:{
break;
}
}
// if(Main.runningOnX10){
// op.inScaled=false;
// }
mBitmap[0] =
BitmapFactory.decodeResource(Main.instance.getResources(),
R.drawable.nomove, op);
mBitmap[1] =
BitmapFactory.decodeResource(Main.instance.getResources(),
R.drawable.icon_fight_small,op);
mAnimation=new AlphaAnimation(0, 1);
mAnimation.setInterpolator(new SinInterpolator());
mAnimation.setDuration(1000);
mAnimation.setRepeatCount(Animation.INFINITE);
mAnimation.setRepeatMode(Animation.REVERSE);
}
Obviusly there are much more Bitmaps loaded but always in the same
way.
Quite often the application crashes inflating the new screen layout
(of course it contains some imageview->bitmaps).
This is the GameScreen constructor:
public GameScreen(Context context, AttributeSet attrs) {
super(context, attrs);
LayoutInflater inflater = Main.instance.getLayoutInflater();
toastView = inflater.inflate(R.layout.toast_level_name,
(ViewGroup) findViewById(R.id.toast_layout_root));
toast = new Toast(Main.instance);
toast.setGravity(Gravity.CENTER_VERTICAL, 0, 0);
toast.setView(toastView);
toast.setDuration(Toast.LENGTH_SHORT);
// Log.d("tag", "constructor gamescreen 2");
}
All the bitmaps are loaded during the gamescreen inflation when the
surfaceview is created (Playfield constructor).
My main concern is:
Why if I'switch between this two views (Gamescreen and Gallery) 30
times, I have always the same amount of bitmap memory, and if I do it
2 times after pause->resume->pause->resume my memory consumption grows
(driving me to a crash)?
On Feb 25, 6:03 pm, Streets Of Boston <[email protected]> wrote:
> It could be anything. You have to post some code-samples that you
> think code be suspicious.
> Check your (static) caches, if you have them.
>
> On Feb 25, 6:49 am, REvolver <[email protected]> wrote:
>
> > None?
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