I am developing a game for Android (2.1+), using the accelerometer as user input. I use a sensor listener that I register at the beginning of the activity with the sensor manager, as follows:
mSensorManager.registerListener(SystemRegistry.inputSystem.mSensorListener,
                                accSensor, SensorManager.SENSOR_DELAY_UI);  
That works well and I just read the accelerometer values in onSensorChanged(SensorEvent event) in order to use it in my game loop:
public void onSensorChanged(SensorEvent event){
     accX = event.values[0];
     accY = event.values[1];
     accY = event.values[2];
 }
I am writing a real-time game so I am trying to avoid any memory allocation in my code, since I want to minimize the garbage collection. The problem is that every time there is a SensorEvent, the sensor manager actually allocates memory. Here is for example the output of the ddms allocation tracker:
51  28  android.hardware.SensorEvent    9   android.hardware.SensorManager$ListenerDelegate createSensorEvent   
50  28  float[] 9   android.hardware.SensorEvent    <init>  
which shows 28*2=56 bytes allocated at every event. This seems to have the effect of triggering the garbage collector quite often, which induces some lags... So here is my question: is there a way to achieve the same thing (getting the current acceleration vector), without allocating any memory? Is there a way to actually read on demand the values of this vector without waiting for an event?
Sounds like something we need to fix on our side, I'll file a bug internally.
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