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

