Why simple count down timer android application giving ANR issue? - android

We have one application which is having the MapFragment and count down timer. We used this app for 1 hr with the Acer tablet (Android 6) with 1 GB RAM and it works perfect. Now, we used new latest Acer tablet with 2 GB RAM (Android 7) for 4 hrs.
After using 4 hrs of test we are getting ANR issue. Also, lot of apps on the system are giving same ANR issue like Settings app, Clock App, Chrome App. This device has remained with ample amount of storage. But, memory it is showing 1.8 gb used (92 %).
I tried to reproduce the same issue on another new tablet ( Acer tablet with 2 GB RAM (Android 7)) but i couldn't able to reproduce it. (I tried lot of cases by running the app up to 1 hr but i haven't run app for 4 hr.)
Is it a RAM issue or It is because of some system problem?
Or is it because of some system updates and incompatibility of the app?
Or it is due to my android app?
Can anyone please suggest the best way to tackle such unusual scenario

Related

Android 11 AVD takes up much more storage space than Android 10 AVD

I completely reinstalled Android Studio and created 2 identical AVDs (Android virtual devices), with the Google-recommended images of Android 10 and one with Android 11, and started my small GMaps-based app on them, nothing more. (After creation, you need to run the AVD at least once so it sets itself up.)
For some reason the Android 11 AVD is 2.6x larger in terms of size on disk than the Android 10 AVD, 8.9 GB instead of 3.4 GB. Since I like to have multiple devices to test on this matters to me. Is this expected and is there something I can do about it?
I guess its just normal but you can try wiping data once but in my opinion it is totally normal for example in my case API 23 takes 5.2GB where as API 29 takes 12 GB

Android - Testing app on Galaxy S8 or LG G6

I was reading the following article about updating an app to take full advantage of devices like the Galaxy S8 or LG G6
https://android-developers.googleblog.com/2017/03/update-your-app-to-take-advantage-of.html
And what I want to do is to test the app in an emulator of these screens and test it before and after adding the line of code the article suggests:
<meta-data android:name="android.max_aspect" android:value="2.1" />
I have tried creating an AVD inside of Android Studio with a screen size of 5.8 and a resolution of 2960x1440 (Galaxy S8 screen resolution), and my app runs fine without any black bars, even though it's a portrait-only app, and due to that it'd be expected to show black bars, so I think I'm not configuring the emulator appropiately.
Any ideas?
Thank you.
I have been looking for similar thing to test my app and found that Samsung provides online test lab like firebase.
You can go http://developer.samsung.com/rtlLanding.do and check it out. They give 5 minutes free if you don't have developer account.
As per samsung you can get following
20 credits are provided to each Samsung Developer user every day.
With 1 credit, users can use the Remote Test Lab service for 15 minutes.
Minimum reservation: 30 minutes (2 credits)
Maximum reservation: 10 hours a day (40 credits)
More details : http://developer.samsung.com/remotetestlab/rtlAboutRTL.action
You can change your targetSdkVersion to 24,The default is already available。

Galaxy note 2 emulator work well but not the device

I made a game for the first time and had just finish the dev. So I sent my game to some friends for beta testing, The apk work well for every tester exept for one using a Samsung Galaxy note 2.
The game crash when he pressed the "play" button. But when I made an emulator with the same carac, the game work well (exept for a switch between 2 activities, but without crashing).
I can't get the note 2 cause my friend is far, so I can't use the LogCat to see whats happened.
My emulator is :
Galaxy note 2
720x1280 large xhdpi
Keyboard = off
skin = on
android 4.1.2 (the same he have)
Proc: MIPS(mips)
Ram 748
vm heap 32
Storage 1Gb
I really don't understand what happend and that make me mad >,<
You can ask your friend to send you the LogCat.
There maybe some issue specific to his device(conflicts from other apps, etc). Get someone else with a Note 2 to test as well to confirm.
Or I can help you with beta-testing if you want. I'll send the LogCat.

Android Debug.startGC() at Bitmap.nativeCreate on samsung devices

I got strange behavior on my galaxy tab 10.1 (4.0.4) and SGS 3 (4.1.4)
DDMS profiler shows that Bitmap.nativeCreate extremely slow. And 97% of cpu time take VMDebug.startGC()
Another tablet Lenovo IconTab (4.1.1) works pretty well and profiler doesn't show any any abnormal GC execution.
So my application performance greatly differs on Lenovo and Samsung devices.
There is no any Debug.start_anything_() in my code.
I tried to make debug and release builds, run from Android Studio, and manually copy release apk to device. Reset devices to factory default. But it still extremely slow and profiler show .
Any ideas what could provoke VMDebug.startGC()?
It may be late but this issue may turned out to be caused by too much object allocation. You can check this article for reference.

Android emulator slow & faulty after SDK upgrade

Recently upgraded from API 16 to 17. Has been retaining all AVDs that were added before and they were working fine after the upgrade too. But today I deleted all old AVDs and added few new ones, each with each device specification available. Earlier, the booting time was around 5 minutes for AVDs with recent versions (4.1.2) and around 2 minutes for AVD with 2.3.3. But now, AVDs with 4.1.2 or 4.2.2 takes 10 to 15 minutes to boot. Moreover, it fails to load launcher. When I touch on the launcher button on the Home screen, it loads the list of Apps and displays a usage tip, "To add an app to your Home screen, touch & Hold it" over it. So far expected. But touching on "OK" for this tip leads to "Unfortunately, Launcher has stopped" error. Not touching on anything leads me back to the home screen.
Tried unchecking AVD options, "Hardware keyboard present" and "Display a skin with hardware controls". Still the issue remains.
It was a memory issue. Problem fixed on incrementing the default value of VM heap by a factor of 16. (16 to 32 and 32 to 48).
I know this should be more a comment then an answer, but I'm too new to StackOverflow. Hopefully a mod transfers this answer.
Are you using an Intel image? Because those ARM images are really slow. When you want to use an Intel image you should also install HAXM (https://stackoverflow.com/a/10772162/1741111). Be sure to select it the right settings. 768 RAM is the maximum on Windows.
These are my settings:
Yes, same issue on my latest SDK for Android 4.4. I am running the "ARMeabi-v7a", from the AVD (Android Virtual Device) Manager.
Every time I started the emulator, it would crash once you selected the apps screen, and tried to launch an app. The emulated app launcher would crash with
Unfortunately, the Launcher has stopped.
Really a pain.. I am running at the API level 19, so probably due to internal program bloat...
Once I raised the VM heap memory from 16 to 48, I noted that a special help program runs, with a big outline of a hand pointing at the "Downloads" app, and explaining that you can press and hold any app to move it to the main screen.
I am running on a WIN-XP (32-bit) old dual core Centrino Toshiba Satellite Pro, so maybe on newer 64-bit machines, the error does not show up. But thanks, Rajeesh.
I just used AVD Manager to edit the parameter screen for the ARMeabi-v7a emulated target device, and now the emulator launches successfully, and I can see (and run) my first "Hello World" app, built with the Eclipse ADT stuff. - Mark_L

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