On some phones, like the small screen Motorola's, we've found that we really
push the memory limitations. If a user has a lot of junk of the screen
(in-game), then they risk OOM exception. We are aggressively calling
bitmap.recycle() whenever an image is no longer being used - and that has
been really helpful. But every once in a while, we still notice these weird
bugs.

As for the sessions, I just mean the time between onResume() and onPause().
So if 200k users play the game once, 1 of them gets the error - which is
being reported via Android Market.

On Thu, Sep 29, 2011 at 2:16 PM, Joao Braga <jp.am.br...@gmail.com> wrote:

> I see, but it souldn't be a problem since the phones have enough memory to
> load a image like that.
> I'm just talking about the image, I don't know how the rest of your engine
> is managing the memory.
>
> But you said something about 200k sessions...how this sessions work?
> The clients connect to a server (computer) or the clients (phones) can host
> games and the crash happens when it is hosting a certain number of clients?
> Tell us about your architecture
>
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