Thursday, September 29, 2011

Re: [android-developers] Re: BitmapFactory.decodeResource returning null sometimes for local resource

On some phones, like the small screen Motorola's, we've found that we really push the memory limitations. If a user has a lot of junk of the screen (in-game), then they risk OOM exception. We are aggressively calling bitmap.recycle() whenever an image is no longer being used - and that has been really helpful. But every once in a while, we still notice these weird bugs.

As for the sessions, I just mean the time between onResume() and onPause(). So if 200k users play the game once, 1 of them gets the error - which is being reported via Android Market.

On Thu, Sep 29, 2011 at 2:16 PM, Joao Braga <jp.am.braga@gmail.com> wrote:
I see, but it souldn't be a problem since the phones have enough memory to load a image like that.
I'm just talking about the image, I don't know how the rest of your engine is managing the memory.

But you said something about 200k sessions...how this sessions work?
The clients connect to a server (computer) or the clients (phones) can host games and the crash happens when it is hosting a certain number of clients?
Tell us about your architecture

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