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pocketfrog/pockethal memory leaks out there?

PostPosted: Mar 11, 2007 @ 8:01pm
by jaguard
I have two users, reporting that our games leak memory on their devices. One of them even said, that there are other games with such problems(he said atlantis:redux has the same thing). As there are no problems on other devices, I'd suggest that there's a problem deep inside the pocketfrog or pockethal.
These devices are both 640x480 communicators, qtek 9000 and Imate jasjar, so they probably has simular firmware which causes problems.
Has anyone any idea of what can happen, and how can this be fixed, or at least a workaround for this?

And they say that the memory, which is taken doesn't get back when they exit a game, which is odd. What's even more odd, is that the only routine using dynamic memory, is image loading routine, but it's not the problem with this routine, because memory is consumed even when no loading being performed.
(I widely use static arrays like TCHAR[100] and myparticles[255]).

PostPosted: May 29, 2007 @ 9:01am
by Kzinti
That's bizarre.. Atlantis:Redux uses Gapidraw, so it sounds like the problem is somewhere else?

PostPosted: May 30, 2007 @ 8:50am
by jaguard
Well, maybe. But still - all our games, now 3 not including older ones, which we've abandoned and don't support, consume memory on "qtek universal" - at least it's noticed by some of this device users. There aren't many reports about this, but it's not a greatly popular device, so probably it's a common problem.

This could be because of some piece of code, which passes from one game to another, but why does this happen only on a few device models?

I just have no idea, where I should dig into..

PostPosted: Jun 8, 2007 @ 12:44am
by Kzinti
Start tracking memory allocations / deallocations and dump everything in a log file?