It kicks in because you used storage. Use less storage. (Actually not as dumb as that sounds -- you often can use, eg, a "cache" to avoid allocating new arrays and such and instead reuse old ones. And be a little less careless doing substrings, creating new arrays when "slicing" an existing one, etc. I've seen cases where relatively minor modifications reduced heap consumption by a factor of ten. (Note that the amount of heap "used" remains fairly constant or even increases a little, but the rate of creating new objects drops.))
But, having said that, sometimes the best approach for a situation like this is to force GC early, at a time in your program when the pause won't be noticed. On Oct 19, 4:11 pm, kk <kkostia...@gmail.com> wrote: > Hi all, > > When the GC kicks in during my game I sometimes get a noticeable > framerate drop, which is to be expected. > > In logcat I get the usual: > D/dalvikvm( 85): GC freed 55745 objects / 3149712 bytes in 709ms > > Is there any way to get more info as to what is causing this? > I.e. what in my code is causing the GC to kick in... > > cheers, > kk. -- 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