android - My Game has a memory leak -
i working on simple game. monitoring heap size , increasing max limit of 48mb. however, don't see in code cause such high memory usage. doing drawing 9 circles on screen , setting shadow around them. appreciated thanks!
public void run() { log.d("speed buttons", "background thread has started"); //standard game loop canvas canvas; while(isrunning == true) { if(!holder.getsurface().isvalid()) { continue; } canvas = holder.lockcanvas(); //call dodraw method dodraw(canvas); holder.unlockcanvasandpost(canvas); } } protected void dodraw(canvas canvas) { paint circle = new paint(); circle.setcolor(color.blue); //creates glow around circles circle.setshadowlayer(5,0,0,color.red); op.setwidthsetheight(getwidth(), getheight()); int big = 130; op.setbig(130); //i have use getwidth , getheight in draw, because in context, include title bar , status bar //circle 5 //using convertdp pixel canvas.drawcircle(getwidth()/2,getheight()/2,op.convertdptopixel(6000),circle); //circle 2 canvas.drawcircle(getwidth()/2,getheight()/2-big*scale,op.convertdptopixel(6000),circle); //circle 1 canvas.drawcircle(getwidth()/2-(big*scale),getheight()/2-big*scale,op.convertdptopixel(6000),circle); //circle 3 canvas.drawcircle(getwidth()/2+ (big*scale),getheight()/2-big*scale,op.convertdptopixel(6000),circle); //circle 8 canvas.drawcircle(getwidth()/2,getheight()/2+big*scale,op.convertdptopixel(6000),circle); //circle 4 canvas.drawcircle(getwidth()/2-(big*scale),getheight()/2,op.convertdptopixel(6000),circle); //circle 6 canvas.drawcircle(getwidth()/2+(big*scale),getheight()/2,op.convertdptopixel(6000),circle); //circle 7 canvas.drawcircle(getwidth()/2-(big*scale),getheight() / 2 + big * scale, op.convertdptopixel(6000), circle); //circle 9 canvas.drawcircle(getwidth()/2+(big*scale),getheight()/2+big*scale,op.convertdptopixel(6000),circle); }
it's possible calls drawcircle creating local variables in heap. garbage collector should take care of them, why it's capping off. having problems? or concern?
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