Reputation: 297
I have some problems with my app. Sometimes it lags and gives me "GC_CONCURRENT freed". I use MAT to look what consumes so much memory and I found out that a list of objects eats a lot of memory. The problem is that I have blocks in my game and I need to see if my player steps on them so that's why I am using this list. I currently have 200 blocks, but I will have much more and I don't think they should use so much memory, what can I do to fix the problem? This is how the block class looks:
package com.NeverMind.DontFall.android;
import android.util.Log;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
/**
* Created by user on 20-Aug-15.
*/
public class blockClass {
private SpriteBatch spriteBatch;
public float x, y, sizeX = 100, sizeY = 100, startTime;
private boolean isTouched = false;
private Texture texture;
Sprite blockSprite;
public blockClass(float sentX, float sentY, Texture sentTexture, float scaleX, float scaleY){
x = sentX;
y = sentY;
sizeY *= scaleY;
sizeX *= scaleX;
spriteBatch = new SpriteBatch();
texture = sentTexture;
blockSprite = new Sprite(texture);
startTime = System.currentTimeMillis();
}
public void draw(float cameraX, float cameraY) {
spriteBatch.begin();
spriteBatch.draw(blockSprite, x + cameraX, y + cameraY, sizeX, sizeY);
spriteBatch.end();
}
public void update(float posX, float posY, boolean immune){
if (isTouched == false && immune == false)
if (touched(posX, posY) )
isTouched = true;
if (isTouched == true) {
y -= 10;
}
}
public boolean touched (float posX, float posY)
{
if (posX >= x && posX < x + sizeX && posY == y + sizeY)
return true;
return false;
}
public boolean toKill (float posY){
if (isTouched && y < posY - 1000)
return true;
return false;
}
}
Upvotes: 3
Views: 219
Reputation: 8916
GC_CONCURRENT freed
means that Garbage Collector is called, because of killing objects (e.g assign null
to them).
There is a concept calls Object Pooling, it reuses dead object instead of kill it and obtain object from pool instead of creating a new one, So you have no GC calls and similarly no GC_CONCURRENT freed
.
Upvotes: 5