motorola T720 | developer.brewmp.com motorola T720 | developer.brewmp.com

Developer

motorola T720

Forums:

help...........

Is there any memory leak problem in motorola T720 device
the same application runs in other devices...........but in mot T720 the game resets frequently........

i want to know the known issues regarding motorola T720 even though i have
the document reg this known issues but no information about the memory leakage problem....

tnx in advance

hepsy

No, there is no memory leakage problem in the t720 per se if I remember correctly. One handset leaks when you use PNG graphics, but I believe that was the vx4400. The t720 is in general a very robust handset and if you're seeing a real leak there, it has to be your code.

No, there is no memory leakage problem in the t720 per se if I remember correctly. One handset leaks when you use PNG graphics, but I believe that was the vx4400. The t720 is in general a very robust handset and if you're seeing a real leak there, it has to be your code.

thkx for the reply
but the same code runs in lgvx600o , lgvx4400 and aslo in kyocera
i am converting the bmp images into bitmap values and then drawn on the screen is this problem.......

thkx for the reply
but the same code runs in lgvx600o , lgvx4400 and aslo in kyocera
i am converting the bmp images into bitmap values and then drawn on the screen is this problem.......

Are you checking all your pointers/memory allocations? You may be exceeding the available memory or overflowing the stack.

Are you checking all your pointers/memory allocations? You may be exceeding the available memory or overflowing the stack.

nhl wrote:thkx for the reply
but the same code runs in lgvx600o , lgvx4400 and aslo in kyocera
i am converting the bmp images into bitmap values and then drawn on the screen is this problem.......
Bear in mind that the T720 has significantly smaller heap space than the 4400 & 6000 (I don't know about the kyocera). It's listed as 400k, but from that you must subtract ~40k for BREW itself, and then the size of your .mod file, leaving you with little to play with. I've had a lot of experience with the memory usage on this phone (trying to get our game to fit on, where we had a 150k(!) heap deficit!) and its memory management seems to perform very well (certainly no leaks that I've ever observed), although if you are going to be allocating/ deallocating large-ish sprites, you should try to make sure you have about 20k free space, just in case.

nhl wrote:thkx for the reply
but the same code runs in lgvx600o , lgvx4400 and aslo in kyocera
i am converting the bmp images into bitmap values and then drawn on the screen is this problem.......
Bear in mind that the T720 has significantly smaller heap space than the 4400 & 6000 (I don't know about the kyocera). It's listed as 400k, but from that you must subtract ~40k for BREW itself, and then the size of your .mod file, leaving you with little to play with. I've had a lot of experience with the memory usage on this phone (trying to get our game to fit on, where we had a 150k(!) heap deficit!) and its memory management seems to perform very well (certainly no leaks that I've ever observed), although if you are going to be allocating/ deallocating large-ish sprites, you should try to make sure you have about 20k free space, just in case.

Are you checking all your pointers/memory allocations? You may be exceeding the available memory or overflowing the stack.
__________________
Max
BREW Support
max frist when i loaded the application on the device stack overflow message was displaying
but now no msg but device resets
wht exactly means by stack overflow???
it is heap ?????

Are you checking all your pointers/memory allocations? You may be exceeding the available memory or overflowing the stack.
__________________
Max
BREW Support
max frist when i loaded the application on the device stack overflow message was displaying
but now no msg but device resets
wht exactly means by stack overflow???
it is heap ?????

nhl, you can never take the fact that an app is running on one handset as a warrant that it's going to run on another one as well. I have games runing on 30-something handsets and yet, every once in a while I'm putting them on a new one and things gets flakey that used to work perfectly fine on all the previous handsets. It's just the name of the game.

nhl, you can never take the fact that an app is running on one handset as a warrant that it's going to run on another one as well. I have games runing on 30-something handsets and yet, every once in a while I'm putting them on a new one and things gets flakey that used to work perfectly fine on all the previous handsets. It's just the name of the game.

nhl, are you asking what the stack and heap are?
If you are unfamilliar with these concepts then you're in way over your head developing for cell phones.
When you write code for PC, you generally never need to worry about running out of stack space (and the heap is basically an endless freeforall) but on a cell phone, you have to REALLY pay attention.
I googled "stack and heap"... this was the first result
http://www-ee.eng.hawaii.edu/Courses/EE150/Book/chap14/subsection2.1.1.8...
I'm sure there are (lots and lots) of others.
good luck

nhl, are you asking what the stack and heap are?
If you are unfamilliar with these concepts then you're in way over your head developing for cell phones.
When you write code for PC, you generally never need to worry about running out of stack space (and the heap is basically an endless freeforall) but on a cell phone, you have to REALLY pay attention.
I googled "stack and heap"... this was the first result
http://www-ee.eng.hawaii.edu/Courses/EE150/Book/chap14/subsection2.1.1.8...
I'm sure there are (lots and lots) of others.
good luck