Re: [android-developers] debugging crashes on some systems ( not all )
On 11/21/2012 03:20 PM, Piren wrote: Indeed, one of android's strong advantages (to the consumer) is also a big disadvantage (to the developer). That's exactly what I write down in my Google+ profile this weekend, so I fuuullyy gre with that. ;-) I was faced with similar heap issues, did the same thing as you did, mostly came to the conclusion that the best thing is just to drop the bitmaps altogether or reduce their resolutions as much as possible. You should watch out with Recycling manually as this might cause issues in some instances (like when the bitmap is used in a listview), i found that just nulling the drawable Callback and making the bitmap Purgable was sufficient for GC to work correctly and avoid OutOfMemory exceptions. I did it manually to reduce heap consumption peaks. You know: sometimes I need to load different bitmaps for a given screen, but even when the object of the previous screen has been already dereferenced, the bitmaps it uses has not yet been collected, so by a second I will have bitmaps for both screens on the memory. I have noticed that if I recycle the bitmaps of the first screen before switching, when I load those needed for the second screen the old ones have yet been recycled, thus my heap use peak is a lot of lower. Of course you should be careful on not using recycled bitmaps and things like that, but my code is pretty clear and I am not experiencing this kind of crashes at all, so there is no point worrying about... we have enough to be concerned with actual bugs to think about potential ones... ;-) When it comes to testing, you can always just use your more knowledgeable customers as QA. I have no doubt that if you develop apps like developers tools or so this could be very useful, but I do casual games and most of my users does not even fill crash reports, and the few ones whose do put things so descriptive as "it is not working", and others simply comply on comments rating the game with one star and swearing about my mum or so... Start a beta program with a bunch of users (or friends :) ) that will test your app in advance. That's a great idea that I have had in mind before, but discarded due as typical nerd I have not many friends... X-D But perhaps I could think about any incentive. I will have it in account... You'll be able to reach a wider variety of devices and catch those big issues early on before releasing the app to the public. Emulators by the way, wont do the job as they dont emulate the different hardware specifications of each device. Well, it is true that they have great limitations, not only for not having the hardware, also because some manufactures make their own customized Android versions. But they are still useful for testing and detecting obvious bugs. Hope there were a "renting mobile" service on my town or something similar... Best regards, -- 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
Re: [android-developers] debugging crashes on some systems ( not all )
Indeed, one of android's strong advantages (to the consumer) is also a big disadvantage (to the developer). I was faced with similar heap issues, did the same thing as you did, mostly came to the conclusion that the best thing is just to drop the bitmaps altogether or reduce their resolutions as much as possible. You should watch out with Recycling manually as this might cause issues in some instances (like when the bitmap is used in a listview), i found that just nulling the drawable Callback and making the bitmap Purgable was sufficient for GC to work correctly and avoid OutOfMemory exceptions. When it comes to testing, you can always just use your more knowledgeable customers as QA. Start a beta program with a bunch of users (or friends :) ) that will test your app in advance. You'll be able to reach a wider variety of devices and catch those big issues early on before releasing the app to the public. Emulators by the way, wont do the job as they dont emulate the different hardware specifications of each device. On Wednesday, November 21, 2012 3:23:06 PM UTC+2, Fran wrote: > > Hi, > > This is one of the worst things of Android development ever. I am facing > similar problems, also most of them with SGSIII, getting OOM crashes with > no apparent reason. I have run the app in several different actual devices, > also different emulator instances, one of them trying to fit as closed as > possible the SGSIII settings. I have reduced heap consumption to the > minimal, but I am still getting these annoying errors. > > Now I am considering to buy an SGSIII actual device to test it, but this > is not an option in most of the cases, and it is not clear if this will > solve this problem -may be only some SGSIII are affected, and the one I > bought is not one of them-. > > I released a new version of my app last Friday with disastrous results due > to this problem -thousands of uninstalls-. I have did my best since them > improving a lot memory use, writting code for actively recycle bitmaps when > they are not needed and thinks like that, with excellent results (in an > emulator instance with same resolution, density and VM heap budget than > SGS3, I got now a 40% less of peak memory consumption than before). And it > is really frustrating to see that crashes continues after all that effort. > > We need "something" to fight these problems. > > Bests, > > > 2012/11/21 Mike Adams > > >> Hi, >> >> I have a kind of chat and game client, it connects to a board game server >> and is a tabbed android app. There is a telnet thread and it feeds >> through concurrently linked queues 3 worker threads that update a game >> board, a text console and i have a lists tab. >> >> The problem is i've had 2 users now complain that the program has crashed >> on them, one said it froze his phone. I can't be clear if the program >> crashed or if its something with their phones, one was a samsung s3 i think >> the other some kind of acer tablet if i recall. But how would i evaluate >> this? It's never crashed for me on my tablet or phone. What kind of things >> could cause a crash like this but only intermittent or on certain devices >> which could have to do with the resources available on the devices and mix >> of what is happening on that device. One user says he always hard stops it >> before running it but it still crashed on him which kind of dismisses its a >> state issue with it being up to long. >> >> Mike >> >> -- >> You received this message because you are subscribed to the Google >> Groups "Android Developers" group. >> To post to this group, send email to >> android-d...@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
Re: [android-developers] debugging crashes on some systems ( not all )
Hi, This is one of the worst things of Android development ever. I am facing similar problems, also most of them with SGSIII, getting OOM crashes with no apparent reason. I have run the app in several different actual devices, also different emulator instances, one of them trying to fit as closed as possible the SGSIII settings. I have reduced heap consumption to the minimal, but I am still getting these annoying errors. Now I am considering to buy an SGSIII actual device to test it, but this is not an option in most of the cases, and it is not clear if this will solve this problem -may be only some SGSIII are affected, and the one I bought is not one of them-. I released a new version of my app last Friday with disastrous results due to this problem -thousands of uninstalls-. I have did my best since them improving a lot memory use, writting code for actively recycle bitmaps when they are not needed and thinks like that, with excellent results (in an emulator instance with same resolution, density and VM heap budget than SGS3, I got now a 40% less of peak memory consumption than before). And it is really frustrating to see that crashes continues after all that effort. We need "something" to fight these problems. Bests, 2012/11/21 Mike Adams > Hi, > > I have a kind of chat and game client, it connects to a board game server > and is a tabbed android app. There is a telnet thread and it feeds > through concurrently linked queues 3 worker threads that update a game > board, a text console and i have a lists tab. > > The problem is i've had 2 users now complain that the program has crashed > on them, one said it froze his phone. I can't be clear if the program > crashed or if its something with their phones, one was a samsung s3 i think > the other some kind of acer tablet if i recall. But how would i evaluate > this? It's never crashed for me on my tablet or phone. What kind of things > could cause a crash like this but only intermittent or on certain devices > which could have to do with the resources available on the devices and mix > of what is happening on that device. One user says he always hard stops it > before running it but it still crashed on him which kind of dismisses its a > state issue with it being up to long. > > Mike > > -- > 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
[android-developers] debugging crashes on some systems ( not all )
Hi, I have a kind of chat and game client, it connects to a board game server and is a tabbed android app. There is a telnet thread and it feeds through concurrently linked queues 3 worker threads that update a game board, a text console and i have a lists tab. The problem is i've had 2 users now complain that the program has crashed on them, one said it froze his phone. I can't be clear if the program crashed or if its something with their phones, one was a samsung s3 i think the other some kind of acer tablet if i recall. But how would i evaluate this? It's never crashed for me on my tablet or phone. What kind of things could cause a crash like this but only intermittent or on certain devices which could have to do with the resources available on the devices and mix of what is happening on that device. One user says he always hard stops it before running it but it still crashed on him which kind of dismisses its a state issue with it being up to long. Mike -- 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