因此,我使用位图和surfaceview为学校项目制作了一个游戏应用程序。但该应用程序本身正在采取这么多公羊!只有当你开始它它可以达到60mb的ram,你玩的越多它得到的越高(一度它达到90mb的ram并且游戏可怕地落后)。
在观看了Google I / O 2011(https://www.youtube.com/watch?v=_CruQY55HOk)后,我发现它可能是内存泄漏,因为应用程序启动时如下:
在播放2分钟后结束那样:
应用程序本身看起来尽可能简单,使用8位图形并且颜色不多:
我使用的所有图像重量仅为400kb 那么为什么地狱需要这么多公羊呢?!我认为它可能是声音,但所有的声音一起只重4.45mb的ram,这就像应用程序占用量的1/10。我理解位图需要大量的内存,但这太荒谬了!
这是我的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) {
}
});
}
我做错了吗?我的应用程序只是一个小位置的游戏从一侧出来并转到另一侧,起初它开始很慢但是你玩得越多,位图越来越多,如果有很多位图,我会理解这个数量的内存屏幕,但除了播放器和屏幕上的背景,它只需要60mb!
我很乐意通过电子邮件向任何人发送电子邮件,试着亲眼看看它有多么简单,但无缘无故需要花多少钱。
我提到应用程序随着时间的推移会占用更多内存,我知道这与我创建新位图并移动它们然后删除它们的事实有关,并且你玩的越多,创建的位图越多,但是我尽力在之后将它们移除并回收它们以确保它们被垃圾收集器收集。我想知道如何最大限度地减少使用量并使我的游戏仍然可玩:
这就是我"产生"小怪(暴徒获取我在onLoad上加载的位图):
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--;
}
}
在onDraw上我确保删除了小怪,这样当他们不在屏幕上时他们就不会占用额外的内存:
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());
也在Mob类:
if(!MobEffectstarted)
if(!destroycomplete)
c.drawBitmap(mob,p.x,p.y, null);
else
mob.recycle();
这是eclipse的记忆工具告诉我的:
它绝对是位图。
答案 0 :(得分:2)
为什么我的应用程序在启动时耗尽了这么多RAM?
您的原始图像文件已压缩。您正在解压缩它们并在内存中存储完整的位图。 (关于rowBytes *高度,以字节为单位; find out bitmap size) 你也在重新调整它们的大小;例如,背景缩放到原始大小的五倍。由于图像具有两个维度,因此内存消耗按比例缩放。
示例:尺寸为500x500的图像;它在行之间分配4个字节(32位模式)。 这导致位图大小为500x4 x 500 = 1MB。
如果您将此图像缩放2倍,则不会分配两倍的内存,但是:1000x4 x 1000 = 4MB
我该怎么办?
Bitmap.Config.RGB_565
进行解码。关于代码中的内存泄漏:
如果您在pre-Honeycomb上进行测试,则需要回收任何已分配的位图,否则它们可能无法从本机内存中释放。