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.
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As the title suggests I am having issues with v-sync on android. I've set the v sync Count to Don't sync in the qualitySettings panel for the used quality level. However when i run my application on the samsung galaxy S6 its having a constant fps of ~15 due to waiting on vsync to happen (where it is ~60 fps with some spikes to 30 without v-sync).
profiler with v-sync tracked:
profiler without v-sync tracked:
As you can see it is crealy caused by v-sync happening. What i find strangest about this is that this only started happening a couple of days ago, and was working fine before. Even going back to a commit that 100% worked before v-sync starts messing it up.
I'm using Unity 2017.2.1f1. And have not done any updates to my android version.
Could this be caused by my phone forcing v-sync in some way (or is it happening becuase it is in VR using a samsung gear? and if it is can i turn that off somehwere?
EDIT: Running my application in the editor doesn't have the issue and V-sync doesn't happen at all, neither does it try to v-sync when i'm running the application on a onePlus 3 in non-vr
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
Trying to recreate OOM happening on a Samsung S4 (5.0.1) on an AVD (5.0). Both report MemoryClass 128, but I cannot reproduce the OOM condition on my AVD.
I ended up with a really extreme test bitmap of 6000x4000 (96MB with no inSampling. Sure, not a good idea for production, but this is for testing only) I'm using plain BitmapFactory.
The S4 consistently crashes while loading, not a surprise :)
The weird thing: on the AVD this consistently loads without any problem. I'm always able to allocate huge memory nearly to the limits of available MemoryClass, as if there's not fragmentation at all.
Shouln't devices with identical VM heap size behave similar? There should be no major differences in heap fragementation on both devices, as the App has been freshly installed and started.
I'm quite confused, because it looks like an AVD is not a useful device for testing, at least in terms of memory management in ART.
I might have some basic misunderstanding on MemoryClass and VM Heap size. Any ideas?
I'm developing for android (API 14) deploying for Nexus One on Genymotion simulator and to a Galaxy Note N8000 tablet, but my app it's having a strange behaviour: in one of the activities, when I press the back button, the app shows the right activity but my debugger disconnects.
Using the simulated Nexus One I have a log message related to OpenGL out of memory and I've found out that OpenGL support for simulators it's usually bad, but using physical note n8000 I have nothing in my logs that can help me. The app behaves like it should but I loose debugging.
Does anyone had a problem similar to that? How did you fix it?
I face the same issue sometimes, my guess is that the Exception actually forces application closing (disconnecting it from debugger), but somehow it gets automatically restarted restoring the previous 'state'.
In your case, maybe is just a simulator issue, but you should consider testing in a real Nexus One device, just to make sure.
I have the latest (and only in fact) version of r14 for android, featuring Ice Cream Sandwich, but it doesn't want to start. All of my other emulators are running correctly, but the ICS one makes the AVD Manager screen flickers but nothing else.
There is no error shown on the console or other information that I could use to fix the problem. Would anyone have some idea what is going on? This is all happening on Windows 7.
Update
I have played around some more and I can get an ICS emulator to start in 480x800 resolution (WGA800). What seems to be causing the problem is the WXGA720/800 the resolution that the Galaxy Nexus is sporting
I met same problem due to memory limit. Start emulator with higher memory maybe solve your problem.
Not starting of the emulator can be caused by insufficient RAM.
There are three options to make it work:
1 Make RAM free
Close heavy programs
Try again
2 Reduce "Device RAM size"
Go to the "Android Virtual Device Manager"
Create or edit a Virtual device
Reduce the "Device RAM Size"
Try Again
3 Buy more RAM
Faced the same issue and the resolution selected was wxga720. Device ram size was 1024, I changed it manually to 1024MB and it started displaying the VM and started booting.