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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