So it seems the problem was memory leaking. I found I was not calling
release() for sound pool, which ultimately solved the problem. But I
may have had other memory leaks as I null'ed out a lot of stuff.
I figured I should post the solution in case someone run in to the
same problem in the
I had a similar situation with one of my apps, not identical but maybe
close enough to be of help. I eventually tracked it down to a race
condition between OpenGL and my own code. I fixed it by adding the
Java volatile modifier to all variables accessed in the onDrawFrame
handler.
I don't know if
Some more information:
I do not get a restart in the emulator. I can exit and restart the
app in that environment. My phone is a G1.
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What does the logcat say? There must be some clue there.
Are you using anything out of the standard kit in your app?
What device are you seeing this on?
Does your device have a standard build or a custom ROM?
-John Coryat
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My device has a standard build. Its a t-mobile G1.
I am only not using any extras. Just a basic 1.6 app.
here is my log, I removed the lines which my program spits out.
07-16 17:39:09.097: INFO/ActivityManager(74): Starting activity:
Intent { act=android.intent.action.MAIN
I put a copy of the log here:
http://www.catglo.com/log
On Jul 16, 5:45 pm, Marc gobl...@gmail.com wrote:
My device has a standard build. Its a t-mobile G1.
I am only not using any extras. Just a basic 1.6 app.
here is my log, I removed the lines which my program spits out.
07-16
From the symptoms I would guess that either the code is in a tight CPU
loop or it's somehow consuming a lot of memory.
On Jul 16, 6:40 pm, Marc gobl...@gmail.com wrote:
I have this game, which is almost done. It has 1 critical bug. When
the app exits and restarts, the phone goes in to super
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