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社区首页 >问答首页 >为什么我的应用程序占用这么多内存?

为什么我的应用程序占用这么多内存?
EN

Stack Overflow用户
提问于 2015-03-11 07:00:45
回答 1查看 1.8K关注 0票数 7

因此,我制作了一个游戏应用程序,使用位图和表面视图为一个学校项目。但是这个应用本身占用了这么多的内存!!只有当你启动它时,它才能达到60 to的内存,并且你玩的越多,它得到的越高(一度它得到了90 to的内存,并且游戏非常落后)。

在观看了Google /O 2011 (CruQY55HOk)之后,我重新描述了这可能是内存泄漏,因为应用程序是这样启动的:

玩了两分钟就这样结束了:

该应用程序本身看起来尽可能简单,有8位图形和不多的颜色:

所有的图像,我使用的重量只有400 in的,所以,在地狱为什么要这么多的拉姆?!我想可能是声音,但所有声音加起来只有4.45mb的内存,相当于应用程序接收量的1/10。我知道位图占用了很多内存,但这太荒谬了!

这是我的onLoad:

代码语言:javascript
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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) {
            }
        });
    }

我做错了什么吗?我的应用程序只是一个小游戏,位图从一边出来,然后转到另一边,一开始很慢,但是你玩得越多,我就会明白如果屏幕上有很多位图,我会理解这么多内存,但是当屏幕上只有播放器和背景时,它需要60 my!

我很乐意给这个应用程序发电子邮件,让他自己看看它有多简单,但却无缘无故地花了多少钱。

编辑:

我提到这个应用程序会占用更多的内存,我知道这与我创建新的位图,然后移动它们,然后删除它们有关,你播放的次数越多,创建的位图就越多,但我尽力将它们删除,然后再循环,以确保垃圾收集器收集到它们。我想知道如何将使用量降到最低,并使我的游戏仍然是可玩的:

这就是我如何“生成”暴徒(暴民获取我在onLoad上加载的位图):

代码语言:javascript
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AI代码解释
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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,我确保删除这些暴徒,这样当它们不在屏幕上时,它们就不会占用额外的内存:

代码语言:javascript
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    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());

也是在黑帮班:

代码语言:javascript
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if(!MobEffectstarted)
        if(!destroycomplete)
    c.drawBitmap(mob,p.x,p.y, null);
        else
            mob.recycle();

编辑2:

这就是eclipse的内存工具告诉我的:

确切地说是位图。

EN

回答 1

Stack Overflow用户

回答已采纳

发布于 2015-03-11 07:41:32

为什么我的应用程序在启动时消耗这么多内存?

您的原始图像文件被压缩。您正在解压缩它们,并将完整的位图存储在内存中。(关于rowBytes *高度,以字节为单位;找出位图大小)您也正在调整其中的许多大小;例如,背景被缩放到原来大小的五倍。由于图像是二维的,所以内存消耗的大小是二次的。

示例:大小为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500x4x500= 1MB。

如果缩放此映像的倍数为2,则分配的内存不会增加一倍,而是:1000x4x1000= 4MB。

,我能做什么?

  • 如果您不需要一个alpha通道,您可能需要减少位图的位深。例如,使用Bitmap.Config.RGB_565进行解码。
  • 不要通过指定样本大小来加载大于需要的位图。(这里有更多关于这一点的信息:加载大位图)
  • 确保尽可能多地重复使用位图。
  • 只在需要时加载位图。你同时需要两个背景吗?
  • 您的背景似乎只是一个梯度;您可以使用LinearGradient类来绘制它,从而避免了巨大的背景图像。(这同样适用于你的方格,如果它们不仅仅是占位符。)

关于代码中的内存泄漏:

  • 确保你不会不断地制造新的暴徒。将“死气沉沉”的暴徒保存在一个单独的列表中,并在需要时将它们放回演员名单中。只有当你真的没有“待定”的暴徒时,才创建新的。
  • 不要在经常被调用的方法中创建对象。(例如:任何抽签()方法。)

如果你是在前蜂窝测试,你需要回收任何分配的位图,因为他们可能不会从本机内存释放,否则。

票数 2
EN
页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/28990100

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