That means you ran out of memory :)
On Mon, May 18, 2009 at 1:42 AM, TjerkW wrote:
>
> Somebody tested my game (see http://spacewarsgame.wordpress.com) on a
> real device,
> however occasionaly this exception is thrown when running the main
> game Activity.
> This activity loads a lot of resourc
I know,
But sometimes it works.. Sometimes it doesnt.
Why is that? Memory is fixed so that is strange.
Another problem: a user can run a lot of applications in
the background. When a user tries to run my game but my game
runs out of memmory .. what should i do?
How should i deal with this kind of
> Another problem: a user can run a lot of applications in
> the background. When a user tries to run my game but my game
> runs out of memmory .. what should i do?
> How should i deal with this kind of situation?
If your apps needs memory, Android will kill a background process. And
your app is
Aha ok, so if this memmory is thrown it mean i really have to cut downon
memory usage. Is that right? I have a lot of sprites and a lot fo
gamesounds,
which takes a lot of memory.
2009/5/18 Romain Guy
>
> > Another problem: a user can run a lot of applications in
> > the background. When a user
That's correct.
On Mon, May 18, 2009 at 9:53 AM, Tjerk Wolterink wrote:
> Aha ok, so if this memmory is thrown it mean i really have to cut down
> on memory usage. Is that right? I have a lot of sprites and a lot fo
> gamesounds,
> which takes a lot of memory.
>
> 2009/5/18 Romain Guy
>>
>> > A
But it's still strange that sometimes it works and sometimes it doesnt
work.. hmmm.And another concern: future devices may have more / less
memory.
How do i deal with that? Can i check the maximum amount of memory?
Or just stick to the 16mb limit?
2009/5/18 Romain Guy
>
> That's correct.
>
> On
I ran into a similar problem. If you do not need the full-size images
then you should use the BitmapFactory.Options class to specify a
different sample size to safe memory. This is some piece of code which
I'm using for loading pictures from the media store:
InputStream bitmapInputStream = mConte
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