anybody out there got any clues on this? Thanks
On Jan 4, 1:16 am, SnowCrash <jason.poli...@gmail.com> wrote: > Hi folks, > > I'm running into some issues with input events and garbage collection, > or more precisely object allocation. I am creating a game and have > pretty much got my head around the OpenGL environment. I've digested > all the relevant material I could find regarding performance, memory > allocation etc (and watched the excellent presentation by Chris Pruett > -http://code.google.com/events/io/2009/sessions/WritingRealTimeGamesAn...). > I've pretty much eliminated any object allocations after initial setup > from my game (which is still in its infancy), but I'm still getting a > bunch of GC calls, like this: > > DEBUG/dalvikvm(52): GC freed 10398 objects / 880928 bytes in 139ms > > This is killing my frame-rate and creating a jittery experience, which > is no good. Running DDMS I see that the culprit isMotionEventand > KeyEvent. Allocations like: > > 656 float[] 3 android.view.MotionEvent <init> > 656 float[] 3 android.view.MotionEvent <init> > 656 float[] 3 android.view.MotionEvent <init> > 656 float[] 3 android.view.MotionEvent <init> > 656 float[] 3 android.view.MotionEvent <init> > > (there are many more, this is just a snapshot) > > It seems that every time aMotionEventis recorded, a float array is > created? > > I am just using the onKeyDown event in the main Activity to broker the > key event to my game thread. I'm also sleeping (16ms) in this method > call (as per Chris Pruett's recommendation) to save in excessive > notifications. > > Is there something special I can do to eliminate these allocations? > Perhaps there is an alternate way of obtaining key events and or > trackball events? (which also are a cause of several allocations) > > Thanks in advance...
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