The fields mProxy and mBitmap are a bit suspect here. You cache
bitmaps in them.

- Are these fields static or are they instance-fields?
- When do you call loadAlphaBlinkingBitmaps or loadProxyBitmaps
(during onCreate, during onPause, ...)
- When do you clear out the mBitmap and mProxy caches? (in onPause,
onDestroy, ...?)


On Mar 3, 6:05 am, REvolver <[email protected]> wrote:
> 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?- Hide quoted text -
>
> - Show quoted text -

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