So I made a game app using bitmaps and surfaceview for a school project. But the app itself is taking so much ram!! only when you start it it can get up to 60mb of ram, and the more you play it the higher it gets (at one point it got to 90mb of ram and the game was lagging horribly).
After watching Google I/O 2011 (https://www.youtube.com/watch?v=_CruQY55HOk) I relaized it might be a memory leak, because the app starts like that:
and after playing 2 minutes it end up like that:
The app itself was made to look as simple as possible, with 8bit graphics and not many colors:
all of the images I used weight ONLY 400kb So why in the hell it takes so much ram?! I thought it might be the sounds, but all the sounds together weight only 4.45mb of ram, that's like 1/10 of the amount the app takes. I understand bitmaps take a lot of ram, but this is ridiculous!
This is my onLoad:
public GameView(Context c) {
// TODO Auto-generated constructor stub
super(c);
this.c = c;
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
ScoreParticleP = new PointF();
NewScoreParticleP = new PointF();
int srcWidth = options.outWidth;
int srcHeight = options.outHeight;
// it=blocks.iterator();
// Decode with inSampleSize
options.inJustDecodeBounds = false;
options.inDither = false;
options.inScaled = false;
options.inPreferredConfig = Bitmap.Config.ARGB_8888;
this.setKeepScreenOn(true);
WindowManager wm = (WindowManager) c
.getSystemService(Context.WINDOW_SERVICE);
Display display = wm.getDefaultDisplay();
this.screenw = display.getWidth();
this.screenh = display.getHeight();
this.differencew = (double) screenw / normalw;
this.differenceh = (double) screenh / normalh;
try{
mediaPlayer = MediaPlayer.create(c, R.raw.nyan);
while(mediaPlayer == null) {
mediaPlayer = MediaPlayer.create(c, R.raw.nyan);
}
mediaPlayer.setLooping(true);
if(mediaPlayer!=null)
mediaPlayer.start();
}
catch(Exception e){
}
try{
mediaPlayer2 = MediaPlayer.create(c, R.raw.remix);
while(mediaPlayer2==null){
mediaPlayer2 = MediaPlayer.create(c, R.raw.remix);
}
mediaPlayer2.setLooping(true);
}
catch(Exception e){
}
try{
mediaPlayer3 = MediaPlayer.create(c, R.raw.weed);
while(mediaPlayer3==null){
mediaPlayer3 = MediaPlayer.create(c, R.raw.weed);
}
mediaPlayer3.setLooping(true);
}
catch(Exception e){
}
SharedPreferences prefs2 = c.getSharedPreferences(
"Sp.game.spiceinspace", Context.MODE_PRIVATE);
counter2 = prefs2.getInt("score", 0);
this.sprite = BitmapFactory.decodeResource(getResources(),
R.drawable.sprite, options);
this.sprite = Bitmap.createScaledBitmap(sprite, sprite.getWidth() * 3,
sprite.getHeight() * 3, false);
this.heart = BitmapFactory.decodeResource(getResources(),
R.drawable.heart);
this.explosionheart=BitmapFactory.decodeResource(getResources(),
R.drawable.explosionheart);
this.heart = Bitmap.createScaledBitmap(heart, heart.getWidth() * 3,
heart.getHeight() * 3, false);
currentSpeed = new PointF(0, 0);
currentDirection = new Point(0, 0);
currentPosition = new Point(350, 350);
this.background = BitmapFactory.decodeResource(getResources(),
R.drawable.space);
this.background2=BitmapFactory.decodeResource(getResources(),
R.drawable.space2);
this.electricExplosion = BitmapFactory.decodeResource(getResources(),
R.drawable.effect_explosion);
this.normalexplison = BitmapFactory.decodeResource(getResources(),
R.drawable.effect_explosion2);
this.background = Bitmap.createScaledBitmap(background,
background.getWidth() * 5, background.getHeight() * 5, false);
this.background2 = Bitmap.createScaledBitmap(background2,
background2.getWidth() * 5, background2.getHeight() * 5, false);
this.lost = BitmapFactory.decodeResource(getResources(),
R.drawable.gameover);
this.lostNew = BitmapFactory.decodeResource(getResources(),
R.drawable.gameovernew);
lostNew = FitAllDevices(lostNew);
lost = FitAllDevices(lost);
this.alien = BitmapFactory.decodeResource(getResources(),
R.drawable.mob_alien);
this.coin = BitmapFactory.decodeResource(getResources(),
R.drawable.item_coin);
partic = BitmapFactory.decodeResource(getResources(),
R.drawable.particle_star);
fire = BitmapFactory.decodeResource(getResources(),
R.drawable.particle_fire);
smoke = BitmapFactory.decodeResource(getResources(),
R.drawable.particle_smoke);
partic = Bitmap.createScaledBitmap(partic, partic.getWidth() * 2,
partic.getHeight() * 2, false);
fire = Bitmap.createScaledBitmap(fire, fire.getWidth() * 2,
fire.getHeight() * 2, false);
smoke = Bitmap.createScaledBitmap(smoke, smoke.getWidth() * 2,
smoke.getHeight() * 2, false);
electricExplosion = Bitmap.createScaledBitmap(electricExplosion,
electricExplosion.getWidth() * 2,
electricExplosion.getHeight() * 2, false);
normalexplison = Bitmap.createScaledBitmap(normalexplison,
normalexplison.getWidth() * 3,
normalexplison.getHeight() * 3, false);
this.alien = Bitmap.createScaledBitmap(alien, alien.getWidth() * 3,
alien.getHeight() * 3, false);
asteroid = BitmapFactory.decodeResource(getResources(),
R.drawable.mob_astroid);
bomb = BitmapFactory.decodeResource(getResources(),
R.drawable.mob_spacebomb);
asteroid = Bitmap.createScaledBitmap(asteroid, asteroid.getWidth() * 3,
asteroid.getHeight() * 3, false);
bomb = Bitmap.createScaledBitmap(bomb, bomb.getWidth() * 3,
bomb.getHeight() * 3, false);
goldasteroid = BitmapFactory.decodeResource(getResources(),
R.drawable.mob_goldastroid);
goldasteroid = Bitmap.createScaledBitmap(goldasteroid,
goldasteroid.getWidth() * 3, goldasteroid.getHeight() * 3,
false);
mushroom = BitmapFactory.decodeResource(getResources(),
R.drawable.item_mushroom);
mushroom = Bitmap.createScaledBitmap(mushroom, mushroom.getWidth() * 4,
mushroom.getHeight() * 4, false);
coin = Bitmap.createScaledBitmap(coin, coin.getWidth() * 2,
coin.getHeight() * 2, false);
drug = BitmapFactory
.decodeResource(getResources(), R.drawable.item_not);
drug = Bitmap.createScaledBitmap(drug, drug.getWidth() * 4,
drug.getHeight() * 4, false);
rocket = BitmapFactory.decodeResource(getResources(),
R.drawable.item_rocket);
rocket = Bitmap.createScaledBitmap(rocket, rocket.getWidth() * 4,
rocket.getHeight() * 4, false);
electricExplosion = FitAllDevices(electricExplosion);
alien = FitAllDevices(alien);
normalexplison = FitAllDevices(normalexplison);
explosionheart = FitAllDevices(explosionheart);
mushroom = FitAllDevices(mushroom);
drug = FitAllDevices(drug);
rocket = FitAllDevices(rocket);
bomb = FitAllDevices(bomb);
asteroid = FitAllDevices(asteroid);
goldasteroid = FitAllDevices(goldasteroid);
sprite = FitAllDevices(sprite);
heart = FitAllDevices(heart);
player = new Spicy(sprite, heart);
hit = soundPool.load(c, R.raw.hit, 1);
pass = soundPool.load(c, R.raw.win, 1);
//remix = soundPool.load(c, R.raw.remix, 1);
destroy = soundPool.load(c, R.raw.destroy, 1);
aliensound = soundPool.load(c, R.raw.alien, 1);
alienexpload = soundPool.load(c, R.raw.explosion2, 1);
//particlesound = soundPool.load(c, R.raw.particle, 1);
bigexplosion=soundPool.load(c, R.raw.explosion, 1);
gameLoopThread = new GameLoopThread(this);
this.requestFocus();
this.setFocusableInTouchMode(true);
holder = getHolder();
holder.addCallback(new SurfaceHolder.Callback() {
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
boolean retry = true;
gameLoopThread.setRunning(false);
while (retry) {
try {
gameLoopThread.join();
retry = false;
} catch (InterruptedException e) {
}
}
}
public void surfaceCreated(SurfaceHolder holder) {
if (gameLoopThread.getState()==Thread.State.TERMINATED) {
gameLoopThread = new GameLoopThread(g);
}
gameLoopThread.setRunning(true);
gameLoopThread.start();
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format,
int width, int height) {
}
});
}
Am I doing something wrong? my app is just a small game of bitmaps coming out of one side and going to the other side, at first it starts slow but the more you play the more bitmaps are coming, I would understand this amount of ram if there were many bitmaps on the screen, but it takes 60mb when there is nothing but the player and the background on the screen!
I will be happy to email anyone the app to try and see for himself how simple it is yet how much ram it takes for no reason..
I mentioned that the app is taking more ram over time, I understand that it has to do with the fact I create new bitmaps and move them around and then remove them, and the more you play the more bitmaps are created, but I try my best to remove them right after and recycle them to make sure they are collected by the garbage collector. I wonder how can I minimize the amount of usage and still make my game playable:
this is how I "spawn" mobs (mob gets the bitmap I loaded on onLoad):
private void spawnMob() {
if (timer2 == 0) {
int mobtype = randInt(1, 40);
switch (mobtype) {
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
case 9:
case 10:
case 11:
case 12:
case 13:
case 14:
case 15:
Mob m = new Mob(alien, MobEffect.comeback, 1);
Point p = new Point(0, 0);
p.y = randInt(0, screenh - alien.getHeight());
p.x = screenw + alien.getWidth();
spawned.put(p, m);
break;
case 16:
case 17:
case 18:
case 19:
case 20:
case 21:
case 22:
case 23:
case 24:
case 25:
case 26:
case 27:
case 28:
case 29:
case 30:
case 31:
case 32:
Mob m2 = new Mob(asteroid, MobEffect.dissapire, 0);
Point p2 = new Point(0, 0);
p2.y = randInt(0, screenh - asteroid.getHeight());
p2.x = screenw + asteroid.getWidth();
spawned.put(p2, m2);
break;
case 33:
case 34:
case 35:
case 36:
case 37:
case 38:
case 39:
Mob m3 = new Mob(goldasteroid, MobEffect.dissapire, 1);
Point p3 = new Point(0, 0);
p3.y = randInt(0, screenh - goldasteroid.getHeight());
p3.x = screenw + goldasteroid.getWidth();
spawned.put(p3, m3);
case 40:
if (counter > 3) {
Mob m4 = new Mob(bomb, MobEffect.expload, 1, 5, false,
false);
Point p4 = new Point(0, 0);
p4.y = randInt(0, screenh - bomb.getHeight());
p4.x = screenw + bomb.getWidth();
spawned.put(p4, m4);
} else {
Mob m5 = new Mob(asteroid, MobEffect.dissapire, 0);
Point p5 = new Point(0, 0);
p5.y = randInt(0, screenh - asteroid.getHeight());
p5.x = screenw + asteroid.getWidth();
spawned.put(p5, m5);
}
break;
}
if (rocketspeed >= 10) {
timer2 = randInt(1, 8);
} else {
if (bleedoff != 35) {
if (bleedoff > 1)
timer2 = randInt(35 / (int) bleedoff,
150 / (int) bleedoff);
else
timer2 = randInt(35, 150);
} else
timer2 = randInt(1, 10);
}
} else {
timer2--;
}
}
and on onDraw I make sure to remove the mobs so they won't take extra memory when they are not on the screen:
Iterator<Map.Entry<Point, Mob>> spawnedEntry = spawned
.entrySet().iterator();
while (spawnedEntry.hasNext()) {
Map.Entry<Point, Mob> entry = spawnedEntry.next();
if(entry.getValue().destroycomplete||entry.getValue().dissapired){
spawnedEntry.remove();
}
else
entry.getValue().draw(canvas, entry.getKey());
also on Mob class:
if(!MobEffectstarted)
if(!destroycomplete)
c.drawBitmap(mob,p.x,p.y, null);
else
mob.recycle();
this is what the memory tool of eclipse tells me:
it's definatly the bitmaps.
Close apps when you're not using them Another quick and easy fix is to close and quit applications when you're not using them. Being more stringent about which applications are running is good practice to free up your RAM. For example, we're all guilty of leaving a browser tab open for later reference.
Most RAM hungry apps are Facebook, Chrome and any high end graphics games you play. Even Antivirus and Memory Boosters which claim to free up some space uses a moderate amount of RAM. High usage of RAM also affects you battery consumption.
Whenever you open a new app, it needs to occupy a portion of this memory. Simple apps and games will use a few hundred megabytes, while more sophisticated games might use up to a gigabyte of RAM. The most demanding games can use up to 1.5GB of RAM.
Why does my application use up so much RAM on start-up?
Your original image files are compressed. You are decompressing them and storing a full bitmap in memory. (about rowBytes * height in bytes; find out bitmap size) You are also re-sizing a lot of them; for example the backgrounds are scaled to five times the original size. Since images have two dimensions, the memory consumption scales quadratically.
Example: An image with a size of 500x500; it allocates 4 bytes between rows (32bit mode). This results in a bitmap size of 500x4 x 500 = 1MB.
If you scale this image by a factor of 2, you allocate not twice as much memory, but: 1000x4 x 1000 = 4MB
What can I do?
Bitmap.Config.RGB_565
for example.Regarding memory leaks in your code:
If you are testing on pre-Honeycomb you need to recycle any allocated bitmaps, as they might not get released from native memory otherwise.
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