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 > > -- > 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 > -- 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