Are you meticulous in removing all per-frame heap allocations from your game? (At least the allocations that you can control and that have practical alternatives.)
While trying to reduce per-frame heap allocations from my running game, I found that method android.opengl.Matrix rotateM(float[] m, int mOffset, float a, float x, float y, float z) does a heap allocation. This means maybe 10 or so extra heap allocations per frame and is the only per-frame allocation left in my application (well, the only one that I can directly control). I am thinking of replacing this with my own version - one that does not do any heap allocations. I also had some lists that I replaced with my own list implementation because I found that some standard list iterations would create new iteration objects, putting more pressure on the heap and forcing more frequent garbage collection. I know that I can't eliminate all the heap allocations. In particular, input seems to trigger a bunch of allocations. I can't help but think that anything reasonable I can do to reduce pressure on the heap will improve the user's experience (if garbage collection is going to stall my game). Obviously there are diminishing returns at some point, so ultimately I have to make a judgement call. -- 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