锘??xml version="1.0" encoding="utf-8" standalone="yes"?>国产综合视频,午夜视频在线观看一区二区,青草伊人久久http://www.aygfsteel.com/ghostdog/category/32038.htmlzh-cnTue, 24 Jun 2008 03:20:21 GMTTue, 24 Jun 2008 03:20:21 GMT60j2me涓殑瀵硅薄寰幆浣跨敤鎯呭喌-todohttp://www.aygfsteel.com/ghostdog/articles/210260.html楝肩嫍楝肩嫍Tue, 24 Jun 2008 03:12:00 GMThttp://www.aygfsteel.com/ghostdog/articles/210260.htmlhttp://www.aygfsteel.com/ghostdog/comments/210260.htmlhttp://www.aygfsteel.com/ghostdog/articles/210260.html#Feedback0http://www.aygfsteel.com/ghostdog/comments/commentRss/210260.htmlhttp://www.aygfsteel.com/ghostdog/services/trackbacks/210260.html Specific to Nokia's S60 devices, and possibily applicable to other Symbian devices as well: do not create multiple instances of Canvas, as it is a high-overhead object whose native implementation creates RWindow and RBackupWindow instances, which are heavyweight objects, in heap memory. Each new Canvas creates a new "RWindow" and this is know to exhaust memory pretty quickly.

I agree with previous poster that writing in big chunks is better than both saving everything at once or writing multiple small chunks. Perhaps you could also use a new Thread for I/O operations and save-as-you-go pattern. That would avoid the memory spike as well.

Images are problematic in some devices, I would only use PNG instead of JPEG, as they have smaller heap overhead.

I have a presentation about optimization for S60 devices, not exclusively for games, but it can be of some help. Contact me if you need it.

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楝肩嫍 2008-06-24 11:12 鍙戣〃璇勮
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