Very weird texture memory problem on Android

Okay… I’ll look into adding the “build.setting” option next week.
I won’t be back from the holidays until this coming Wednesday. Would you mind posting me a reminder on this forum thread then please? Because I’m afraid a bug report won’t reach me in time since most of our team will be out next week. Thanks! [import]uid: 32256 topic_id: 29558 reply_id: 136046[/import]

Thank you so much Joshua. I really appreciate the support!!
Will do so next Wednesday when you come back.

Have a Merry Christmas
[import]uid: 41124 topic_id: 29558 reply_id: 136047[/import]

@Joshua - Thanks for putting this in so quickly! We’ll give it a test and let you know. [import]uid: 41124 topic_id: 29558 reply_id: 136561[/import]

I can confirm the problem for the Kindle Fire HD. I did a workaround by using timers for loading the big textures of my game “Freeze!”. Now it is working fine.

But I will now use the largeHeap option, too - maybe it will solve some of the crashes with different Android devices reported via Google Play and Samsung Apps.

Hey, and I wish you a very successful 2013, keep on tackling the bad stuff (problems like these). :slight_smile:

Best,
Andreas
[import]uid: 133261 topic_id: 29558 reply_id: 136711[/import]

Just want to confirm that the largeHeap worked on Kindle Fire HD for me, now we can run in HD without crashing. I have asked one of my customers to validate it on his device as well. Thx!
[import]uid: 41124 topic_id: 29558 reply_id: 136717[/import]

Great! I’m glad to hear that it’s working for you two! [import]uid: 32256 topic_id: 29558 reply_id: 136742[/import]

A bump, in case you’ve forgotten this, Joshua. We’re having too many problems using Corona Enterprise to build for Android, so this feature is important to us as well, since our latest app does not start on a bunch of devices due to the same issue. [import]uid: 21746 topic_id: 29558 reply_id: 136378[/import]

Everyone,

We just finished adding the largeHeap option today. This change will be made available in daily build #994, tomorrow.

You can set up your app to use a large heap by adding the following to your “build.settings” file…
[lua]settings =
{
android =
{
largeHeap = true
}
}[/lua]

Please note that this is an Android 3.0 or higher setting. Android 2.x devices will still run your app, but will ignore this setting, which shouldn’t be an issue since they’ll likely have lower res displays compared to modern devices.

We’ve confirmed a few weeks ago that it raises the max heap size on a Sony Tablet S from 32 MB to 256 MB, allowing a Corona made app to load 2048x2048 image without any issues.

If you don’t mind, please let us know if this setting works-around the image loading issues that you have encountered. Thanks! [import]uid: 32256 topic_id: 29558 reply_id: 136404[/import]

@Joshua - Thanks for putting this in so quickly! We’ll give it a test and let you know. [import]uid: 41124 topic_id: 29558 reply_id: 136561[/import]

Same here - no crashes on Kindle HD after using largeHeap. Thanks!

Joshua, can you verify - should/will this work for NOOK too? [import]uid: 40033 topic_id: 29558 reply_id: 136956[/import]

I can confirm the problem for the Kindle Fire HD. I did a workaround by using timers for loading the big textures of my game “Freeze!”. Now it is working fine.

But I will now use the largeHeap option, too - maybe it will solve some of the crashes with different Android devices reported via Google Play and Samsung Apps.

Hey, and I wish you a very successful 2013, keep on tackling the bad stuff (problems like these). :slight_smile:

Best,
Andreas
[import]uid: 133261 topic_id: 29558 reply_id: 136711[/import]

Just want to confirm that the largeHeap worked on Kindle Fire HD for me, now we can run in HD without crashing. I have asked one of my customers to validate it on his device as well. Thx!
[import]uid: 41124 topic_id: 29558 reply_id: 136717[/import]

Just for the record, this is now working for a customer of mine using 10" Toshiba Thrive tablet (32GB). I suspect some of my customers who are using ASUS Transformers may be effected by the same issue, though I am not sure. [import]uid: 41124 topic_id: 29558 reply_id: 137106[/import]

This is very interesting.

I have one app on the Amazon store already and it show for all the 4 variations of Kindle Fire.

I recently added a pro and lite version of our new app to Amazon and it is only showing for the Kindle Fire (1st Generation) and the Kindle Fire HD 8.9". It is nowhere to be seen for the Kindle Fire and Kindle Fire HD 7".

Having looked at all the Kindle Fire Specs the Default Heap Size is as follows:

48MB for the Kindle Fire and Kindle Fire HD 7"

64MB for the Kindle Fire (First Generation) and Kindle Fire HD 8.9"

As you can see my apps are not showing for the two with Heap Size of 48MB.

Amazon also don’t tell you why your app might have failed for specific devices, but generally tell you if it failed completely and why.

I also have 3 spritesheets @1x (1024x1024), @2x (2048x2048) and @4x (4096x4096).

I will upload the two updated apps with this new setting tomorrow for review and see if it helps.

I don’t have a Kindle Fire or Kindle Fire HD 7" to test this myself unfortunately.

If this gets the two apps listed I will post back. In the mean time if there’s anyone with one of those two devices that are willing to test for me then that would be great also. [import]uid: 179960 topic_id: 29558 reply_id: 137112[/import]

Great! I’m glad to hear that it’s working for you two! [import]uid: 32256 topic_id: 29558 reply_id: 136742[/import]

Pixin,

The largeHeap setting is not supported on Nook Color or Nook Tablet because they are Android 2.x devices. The largeHeap setting is only supported on Android 3.x or higher devices. So, this means this setting is only supported on Nook HD/HD+ devices.

Were you running into out-of-memory errors on Nook devices too?
If so, then that’s the first I’ve heard of that. Based on the information that I’ve received, this error was only happening on a small percentage of devices. [import]uid: 32256 topic_id: 29558 reply_id: 137122[/import]

Icy Spark,

When you say your app is not available for Kindle Fire and the 7" Kindle Fire HD, I assume you mean your app is not available for purchase on those devices, right? That is, you are not receiving reports of an out-of-memory crash like everyone else is mentioning here?

If so, then I think the issue here is that your app requires features that these devices do not provide, which is implied by the Android permissions that you set to your app. For example, if your app has the camera permission set, then the app store will assume that it requires a camera and will not allow devices without a camera to purchase your app. Have a look at the following forum thread link below on instructions on how to work-around this via the “build.settings” file.
http://developer.coronalabs.com/forum/2012/02/03/android-permissions-without-features#comment-84524

If you have anymore questions about the above, since it is off topic, then would you mind starting a new forum thread please? Besides, it might prove useful to others who may need to know about this as well. Thanks.
[import]uid: 32256 topic_id: 29558 reply_id: 137123[/import]

Hi Joshua,

Yes you are correct that these apps are not available for purchase on the Kindle Fire and Kindle Fire HD 7".

No it does not require any camera or other settings that could cause an issue. There are no ads or anything in it. The App is called Word Pop Free.

I’m using the same build.settings as my previous app that is available for all 4 versions of Kindle Fire.

If there was somebody to test the app on either of these devices then that would be fantastic. I can forward the version pre and post adding large heap size = true. Otherwise I will reupload for review a new version with large heap set to true. [import]uid: 179960 topic_id: 29558 reply_id: 137125[/import]

Same here - no crashes on Kindle HD after using largeHeap. Thanks!

Joshua, can you verify - should/will this work for NOOK too? [import]uid: 40033 topic_id: 29558 reply_id: 136956[/import]

Just for the record, this is now working for a customer of mine using 10" Toshiba Thrive tablet (32GB). I suspect some of my customers who are using ASUS Transformers may be effected by the same issue, though I am not sure. [import]uid: 41124 topic_id: 29558 reply_id: 137106[/import]