Posts Tagged memory

How Often Should You Force Garbage Collection?

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One typical piece of advice for dealing with the slowness of Unity’s garbage collector is to periodically force a garbage collection, such as every 30 frames. Even Unity advises this. The idea is that you’ll spread out the garbage collection work across many frames rather than having a big spike that causes your frame rate to stutter. But the question remains- what’s the best rate to force the GC? Today’s article tries out various intervals to see which is best. Read on for the results!

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Using Object Pooling to Reduce Garbage Collection

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Unity’s garbage collector is old and slow. As garbage from your scripts piles up, the garbage collector will eventually run. When it does, it runs all at once instead of spreading the work out over multiple frames. This means you get a big spike on one frame causing your game to momentarily freeze. One of the best ways to get around this is to use an “object pool” to reduce the number of objects eligible for garbage collection. After all, if there’s no garbage then there’s nothing to collect! For more on this strategy as well as a class you can use to implement it, read on!

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Get More out of Four Bytes than a Boolean

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A Boolean in AS3 takes up four bytes of memory to store a single bit of information. It takes up 32x more memory than it needs. We can make better use of this memory and today’s article explains how.

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When getSize() Lies

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flash.sampler.getSize() is a handy tool for figuring out how much memory a class instance uses. However, it is often flat-out wrong. Today’s article tries it out on a variety of classes to find out which ones it works on and which ones it doesn’t.

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How Big Is That Class?

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When you instantiate one of your classes, how much memory does it use? Today’s article tries out a lot of combinations and counts the bytes used. The conclusion is easy to remember and will give you a solid understanding of how much memory your app is using.

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Saving Memory with BitmapData Tricks

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Last week’s article showed a variety of tricks for saving memory with ByteArray. Today’s article explores some tricks to use with BitmapData to save even more memory.

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ByteArray Secrets

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The ByteArray class is not as straightforward as you might think. In certain situations, it has surprising, undocumented functionality. Today’s article goes into some of these strange behaviors so you’ll get a better handle on exactly what’s going on behind the scenes.

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Four Ways to Clean Master Strings

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When I first wrote about master strings I proposed a function that would help to trim them down and potentially save a lot of memory. However, that method still resulted in a string with a master string one longer than it. Ideally, we’d have no master string at all. Since then, three astute readers chimed in with alternate solutions to the problem. Today I put try all three out to see which method does the best job of cleaning master strings.

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How To Fix the XML Memory “Leak”

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Dealing with XML files can very easily trigger Flash to “leak” memory. Your app may only keep a tiny fraction of the XML file’s contents, but the whole file may stay in memory and never get garbage collected. Today’s article examines how this happens and how you can clean up all that unused memory.

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How To Reclaim Hidden Unused Bitmap Memory

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As I discovered in the previous articles, loaded bitmaps are stored in memory in two forms: the compressed PNG, JPEG, JPEG-XR, GIF file and the uncompressed RGBA pixels. If you don’t use the pixels, Flash Player will reclaim its memory and then uncompress it if you use the bitmap later on. However, if you do plan to use the bitmap, isn’t the compressed file data just memory overhead? Today’s article will show you how to dump this unused file data and save a bunch of memory.

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