Resetting memory
zzap64
Member Posts: 405
Are there any alternative options to reset the memory cache for Art or audio? I currently use the reset scene behavior.
Answers
GS pre loads all my audio, no matter if I spawn the audio as actors then destroy them.
With the reset scene behavior I can reset the art ram but not the audio. My audio is 50 MB Ram and the Total ram causes me problems on lower end android devices.
thanks.
Hi @zzap64 I'm not certain about this, but I've a horrible feeling that audio in RAM isn't flushed; it's all loaded at the beginning and stays there, whether or not you are using Reset Scene or even Reset Game behaviours..... tho' I stand to be corrected on this, of course.
Edit: thinking this through a bit more, maybe only music or sounds called to play load into the RAM anyhow, and when they stop playing, they are flushed then... so I doubt 50mb is loaded into the RAM in one go... (totally opposite to what a just said!) Why do you think GSC loads it all at once?
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
My audio is triggered by actors with simple logic when an attribute is true & just play that audio file. I have approx 300+ audio files mostly played sequentially.
When I first load the app on the hardware, the viewer stats show that the Audio RAM is 50 MB. This is before any audio is played, hence my assumption that GS pre-loads it. I have even tried to spawn and destroy actors containing the audio logic but that doesn't make any difference.
@FryingBaconStudios
My issue is just the RAM size, the FPS speed is ok for my needs.
On low end Android devices such as Droid 2.2, when total RAM exceeds 130 MB it will crash/reset the viewer.
Hi again @zzap64 I still think that the viewer stats shows the contents of the file, not what's loaded into RAM... I'll have to go check, I can't remember... still, I think so....
So to say again, the GS engine only loads audio as needed, and at a guess, flushes it when finished...
It'll be great if someone else can confirm or correct this....
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Thanks for your quick responses.
Everytime the total RAM hits 130MB or more, the device disconnects from the viewer, no matter where I am in the app at that time. I can trigger it by adding more art, audio whatever.
If I remove all the actors with the audio logic the audio Ram drops to < 1Meg, which in turn affects reduces the total RAM.
I will try it without the viewer tonight. Do I just create an unsigned APK and just install that file on the hardware like any other APK ?
I assumed FPS was frames per second ???
On the Droid 2.2 is around 40. My app is an interactive book and doesn't require fast action fingers or quick reactions from the user.
cheers
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
You know , iv'e seen you saying this few times now, and since the first time i saw you posting about this i started versioning out copies, but i still wonder if this is real , and if it is real, how can i fix 10 months of development without this advice? 10 months of developing with creating and deleting and creating and deleting "code" in GS must cause some serious lags if what your clamming is true, obviously i cant remake the game from scratch , it's way too big with hundreds of actors in each scene , what is the alternative? if there is any..
Roy.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
On a side issue, I'm unable to install my APK on the device.
I Publish through GS, sign the two APK's, copy both to the device but at the end of installation the Droid says 'unable to install application'
Is there something obvious I'm missing or could it be a 101 issues related to the device ?
Here there is usually an option to "allow Unknown Sources" which will allow you to install APKs from anywhere, not just the market.
Thanks man but unfortunately that option is already ticked !!!
I do make save versions every day and even zip them now. I've found performance has increased by my tinkering. That said i'm also extremely cautious about what i delete. I ensure that all actors and code that go along with the attribute are destroyed before deleting that attribute.
I guess what i'm getting at here is, perhaps deleting things is not the culprit- its sloppy deleting. Or maybe even constantly importing content from different sources and then moving stuff around. Not sure.
But i'm curious about what you've said. I'd love to hear a bit more because i'm going to be a lot more cautious if what you're saying is 100% concrete. Thank you! Really appreciate your knowledge base
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
I believe you want to be attempting to install the signed apk for testing.
I know this thread covered a few topics but I'm still stumped.
I'm trying to install the .APK to my android devices but to no avail. When installing the signed file it says 'installing...' then fails with 'Application not installed'.
The weird thing is that previous apps i've released to Google Play work fine when installing from that store but the APK's I generate and sign with GS never install. I can use the GS viewer but really want to test my apps on the hardware proper.
I have two android phones, OS 2.2 and 2.3.
I reinstalled all the android SDK's onto my Mac from scratch & new Keystore signing but doesn't fix the issue.
Any suggestions please, I've literally run out of idea avenues to try out.
So I installed GS creator on another machine, a PC this time, downloaded Android SDK's, Java SDK etc. Published a hello world APK and still receive the not installed error message on the device.
what the Frakaroonie am I doing wrong..!?
When I use "jarsigner -verify" on my signed Android app, it comes back with the following :
s = signature was verified
m = entry is listed in manifest
k = at least one certificate was found in keystore
i = at least one certificate was found in identity scope
jar verified.
Warning:
This jar contains entries whose certificate chain is not validated.
Also, installing the APK via terminal results in :
INSTALL_PARSE_FAILED_NO_CERTIFICATES
Any suggestion on what I need to do ?
thanks.