On 11/23/2012 01:19 PM, a1 wrote:


W dniu piątek, 23 listopada 2012 12:31:22 UTC+1 użytkownik Fran napisał:

    On 11/23/2012 10:30 AM, a1 wrote:

        As told to Mark, I do not think so: the game is just
        starting, loading the first Screen at all.


    Really?
    Well, that's what I can see on that stack trace.


But you don't know if this is first run hence you cannot make assumption about process heap state (moreover other data suggest that this is not the case).

    Data suggest quite the contrary:
    I think that data may suggest a wide number of different things.

If the data is valid (heap size and allocation size) this means that at least at some point your process allocated around 48MB total (if you check android heap management sources you will notice that heap grow algorithm do not excessively over-allocate) and when OOM occurs you still have 33MB allocated. All of above suggest a lot of allocation.
Well, as told this may suggest a wide number of different things, for example as you implicitly noted there may be a problem with the report itself and the data may be not reliable, another option is that there may be a bug in the heap management of those devices causing the problem. Also having a wide gap between allocated and used heap only mean that probably that memory was used before, but you do not know if it was used by a number of tiny objects or just by a few big ones. And, of course, you cannot infer how many times they were stored and released or things like that.

As told before, I will try to put some bugsense code for further versions, to see if I can gather more reliable and precise information on heap state on these crashes.

    your heap is heavily fragmented, your process have allocated 48MB
    and released a lot (since there is 15MB), that's suggest lots of
    memory operations. My guess is that you are leaking memory
    between restarts, through some caches or other "global" (static)
    stuff. After few cycles of enter->exit OOM happens, I'd check if
    after exiting from game memory is correctly freed.
    Memory is corrrectly freed after exiting from the game.


Did you check with MAT? Also you may try to verify this theory by forcing process termination with System.exit.
I've doing that since half hundred of versions ago, more or less, so I am pretty sure about it.

Bests,


--
Regards,
Bart
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