> - Are these fields static or are they instance-fields? Yes, they're static.
> - When do you call loadAlphaBlinkingBitmaps or loadProxyBitmaps All the load Bitmaps methods are called in the gamescreen constructor. > - When do you clear out the mBitmap and mProxy caches? (in onPause, > onDestroy, ...?) I clear my bitmaps in the gamescreen onDetachedFormWindow On Mar 3, 8:26 pm, Streets Of Boston <flyingdutc...@gmail.com> wrote: > The fields mProxy and mBitmap are a bit suspect here. You cache > bitmaps in them. > > - Are these fields static or are they instance-fields? > - When do you call loadAlphaBlinkingBitmaps or loadProxyBitmaps > (during onCreate, during onPause, ...) > - When do you clear out the mBitmap and mProxy caches? (in onPause, > onDestroy, ...?) > > On Mar 3, 6:05 am, REvolver <luca.lupol...@gmail.com> wrote: > > > Ok, > > > Actually I load several Bitmaps using Bitmap.createBitmap(..) or > > BitmapFactory.decodeResource(...). > > In this snippet I use the first way > > > static public void loadProxyBitmpas(){ > > //load the sprites > > BitmapFactory.Options op= new BitmapFactory.Options(); > > op.inPreferredConfig=Config.RGB_565; > > int diceSize; > > switch(Main.device){ > > case FWVGA:{ > > op.inScaled=false; > > break; > > } > > case WVGA:{ > > op.inScaled=false; > > break; > > } > > case QVGA:{ > > // diceSize=29; > > break; > > } > > case HVGA:{ > > break; > > } > > } > > // if(Main.runningOnX10){ > > // op.inScaled=false; > > // } > > int rsId=0; > > Bitmap diceSide=null; > > for (int j = 0; j < 3; j++) { > > switch(j){ > > case 0:{ > > rsId=R.drawable.dice_white; > > break; > > } > > case 1:{ > > rsId=R.drawable.dice_red; > > break; > > } > > case 2:{ > > rsId=R.drawable.dice_black; > > break; > > } > > } > > Bitmap > > tempBitmap=BitmapFactory.decodeResource(Main.instance.getResources(),rsId,op); > > > > diceSize=tempBitmap.getWidth()/NUMBER_OF_DICE_SPRITES; > > Log.d("diceSize", " " + diceSize); > > for (int i = 0; i < DiceBody.SPRITE_COUNT; i++) { > > Matrix matrix=null; > > if(Main.device==Device.QVGA){ > > matrix=new Matrix(); > > matrix.setScale(0.9f,0.9f); > > } > > diceSide = Bitmap.createBitmap(tempBitmap, > > i * diceSize, 0, > > diceSize, diceSize,matrix,false); > > > mProxy[i+(DiceBody.SPRITE_COUNT*j)] = > > diceSide; > > } > > tempBitmap.recycle(); > > tempBitmap=null; > > > } > > } > > > In the next snippet I use the BitmapFactory: > > > static public void loadAlphaBlinkingBitmaps() { > > BitmapFactory.Options op = new BitmapFactory.Options(); > > op.inPreferredConfig = Config.ARGB_4444; > > switch(Main.device){ > > case FWVGA:{ > > op.inScaled=false; > > break; > > } > > case WVGA:{ > > op.inScaled=false; > > break; > > } > > case QVGA:{ > > break; > > } > > case HVGA:{ > > break; > > } > > } > > // if(Main.runningOnX10){ > > // op.inScaled=false; > > // } > > mBitmap[0] = > > BitmapFactory.decodeResource(Main.instance.getResources(), > > R.drawable.nomove, op); > > mBitmap[1] = > > BitmapFactory.decodeResource(Main.instance.getResources(), > > R.drawable.icon_fight_small,op); > > mAnimation=new AlphaAnimation(0, 1); > > mAnimation.setInterpolator(new SinInterpolator()); > > mAnimation.setDuration(1000); > > mAnimation.setRepeatCount(Animation.INFINITE); > > mAnimation.setRepeatMode(Animation.REVERSE); > > > } > > > Obviusly there are much more Bitmaps loaded but always in the same > > way. > > > Quite often the application crashes inflating the new screen layout > > (of course it contains some imageview->bitmaps). > > This is the GameScreen constructor: > > > public GameScreen(Context context, AttributeSet attrs) { > > super(context, attrs); > > LayoutInflater inflater = Main.instance.getLayoutInflater(); > > toastView = inflater.inflate(R.layout.toast_level_name, > > (ViewGroup) findViewById(R.id.toast_layout_root)); > > > toast = new Toast(Main.instance); > > toast.setGravity(Gravity.CENTER_VERTICAL, 0, 0); > > toast.setView(toastView); > > toast.setDuration(Toast.LENGTH_SHORT); > > > // Log.d("tag", "constructor gamescreen 2"); > > } > > > All the bitmaps are loaded during the gamescreen inflation when the > > surfaceview is created (Playfield constructor). > > > My main concern is: > > Why if I'switch between this two views (Gamescreen and Gallery) 30 > > times, I have always the same amount of bitmap memory, and if I do it > > 2 times after pause->resume->pause->resume my memory consumption grows > > (driving me to a crash)? > > > On Feb 25, 6:03 pm, Streets Of Boston <flyingdutc...@gmail.com> wrote: > > > > It could be anything. You have to post some code-samples that you > > > think code be suspicious. > > > Check your (static) caches, if you have them. > > > > On Feb 25, 6:49 am, REvolver <luca.lupol...@gmail.com> wrote: > > > > > None?- Hide quoted text - > > > - Show quoted text - -- 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