Hi,
Some random tips:
- Make sure to enable the snapshot feature when creating new emulator
instances to greatly improve startup time.
- When the emulator has started up, turn off animations in the settings
screen to improve performance.
- Test the parts of your app that aren't tablet specific
On Friday, February 25, 2011 8:12:29 PM UTC, Sheado wrote:
...
Dianne - that explains a lot, thank you. Is there any way to get an
accurate (bitmap included) picture of the heap in pre-honeycomb builds
of an app?
Hi,
You can use these functions;
Runtime.getRuntime().totalMemory()
Hi,
Is there any more documentation on the behaviour of inPurgable?
http://developer.android.com/reference/android/graphics/BitmapFactory.Options.html#inPurgeable
Specifically, I'd like to know what this option does when used to load a
medium sized bitmap from the SD card or from APK resources
Hi,
The problem is you're creating a new bitmap every time onDraw is called. As
your app can only typically allocate about 16Mb or 24Mb in total in Java,
you're going to run out of memory quickly if the onDraw method gets called
often. I'm not sure why the set of bitmaps aren't being garbage
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