Adobe-Runtime-Support
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OutOfMemoryError
Hi
SDK version 33.1.1.821 and 33.1.1.856 Some of my players report this....app crash when continue running a period of time(maybe 2 or 3 hours later, base on memory)
I tried to trace System.privateMemory, System.totalMemory, and System.freeMemory System.totalMemory works fine System.freeMemory works fine but privateMemory continue increaseing( when I test it on a computer, this works fine, too. I am sure that it only happens on a smart phone)
When I test this In SDK verion 33.1.1.713 privateMemory works fine, it will increases, then decreases to the initial value after a while
I hope you will fix this~
this is a log from google play
java.lang.OutOfMemoryError: at java.lang.Thread.nativeCreate (Native Method) at java.lang.Thread.start (Thread.java:733) at java.util.concurrent.ThreadPoolExecutor.addWorker (ThreadPoolExecutor.java:970) at java.util.concurrent.ThreadPoolExecutor.execute (ThreadPoolExecutor.java:1377) at java.util.concurrent.Executors$DelegatedExecutorService.execute (Executors.java:620) at com.google.android.gms.internal.measurement.zzee.zzU at com.google.android.gms.internal.measurement.zzee.zzt (Unknown Source) at com.google.android.gms.internal.measurement.zzed.onActivityPaused at android.app.Application.dispatchActivityPaused (Application.java:228) at android.app.Activity.onPause (Activity.java:1675) at air.com.adobe.appentry.AppEntry.onPause (AppEntry.java:447) at android.app.Activity.performPause (Activity.java:7172) at android.app.Instrumentation.callActivityOnPause (Instrumentation.java:1409) at android.app.ActivityThread.performPauseActivityIfNeeded (ActivityThread.java:3974) at android.app.ActivityThread.performPauseActivity (ActivityThread.java:3951) at android.app.ActivityThread.performPauseActivity (ActivityThread.java:3925) at android.app.ActivityThread.handlePauseActivity (ActivityThread.java:3899) at android.app.ActivityThread.-wrap15 (Unknown Source) at android.app.ActivityThread$H.handleMessage (ActivityThread.java:1623) at android.os.Handler.dispatchMessage (Handler.java:106) at android.os.Looper.loop (Looper.java:164) at android.app.ActivityThread.main (ActivityThread.java:6651) at java.lang.reflect.Method.invoke (Native Method) at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run (RuntimeInit.java:438) at com.android.internal.os.ZygoteInit.main (ZygoteInit.java:810)
Hi
The major change that happened on Android since build 721 is around the font rendering, so I'm wondering whether you have a lot of text fields involved in your app, or whether you're only seeing this issue on certain phones (or rather, certain Android versions)?
Is it possible for us to get your app so that we can run it here and try to reproduce it? or failing that, any Scout log from it running on a phone and showing the problem?
thanks
@ajwfrost
I think about font rending, too. In my app, it will show a damage number and skill name (they are a textfield) when each time deals damage to an enemy.
I asked my players about this issue, and it doesn't seem to be limited to a specific android version.
Of course, I can provide the app to you. I am glad to help.
This is the aab file (this verison with a privateMemory number in battle at left up corner) here
or you could get it on google play here~(edit: I removed this link because I have update a new version using SDK 33.1.1.713)
If you need any thing, please let me know (like get a save data to produce damage number textfield quickly)
Hi @ajwfrost
According to the report from the players this bug is still there in SDK 50.0.1.1
if you need the aab file, here is the link https://drive.google.com/file/d/1z4fyikbAHsr_xg4Yd8iOhuoVlLIpfcIM/view?usp=sharing
To quickly get the result of increasing privateMemory you could test it in Battle
if you need any other information, contract me please~