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WHEN I ALWAYS RESTART MY GAME … WHY IT’S SO LAG?
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WHAY SHOULD I DO?
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WHEN I ALWAYS RESTART MY GAME … WHY IT’S SO LAG?
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WHAY SHOULD I DO?
WHEN I IMPLEMENT INTO MY PHONE …
FIRST ITS WORKS FINE…
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WHEN I ALWAYS RESTART MY GAME OR 10X TO RESTART.
ITS STARTING TO LAG…
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I THINK ITS MEMORY PROBLEM…
I SUSPECT YOU’VE GOT MEMORY LEAKS.
You’ll need to painstakingly step through your code, making sure you’re freeing up allocated memory accordingly.
@SegaBoy: I LOVE YOUR ANSWER! 
@ juario_soul: Are you removing and niling out your display objects properly? 
i dont think so…
group:insert( background )
group:insert( bio )
group:insert( rcyble)
group:insert( top )
group:insert(timeLeft)
group:insert(timeLeft1)
group:insert(score)
group:insert(text1)
group:insert(meters)
group:insert(pu1)
group:insert(pu2)
group:insert(pu3)
group:insert(green)
group:insert(black)
function scene:exitScene( event )
local group = self.view
physics.stop()
Runtime:removeEventListener(“touch”, rcyble)
Runtime:removeEventListener(“touch”, bio)
Runtime:removeEventListener(“accelerometer”, acc)
Runtime:removeEventListener( “collision”, green )
Runtime:removeEventListener( “collision”, black )
Runtime:removeEventListener( “accelerometer”, accback )
local backgroundMusicChannel = audio.pause( bgMusic, { channel=4, loops=1000, fadein=3000 })
end
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its not a proper removing object ser?
try put this to see if there is memory leaking
local printMemUsage = function()
local memUsed = (collectgarbage(“count”))
local texUsed = system.getInfo( “textureMemoryUsed” ) / 1048576 – Reported in Bytes
print("\n---------MEMORY USAGE INFORMATION---------")
print(“System Memory: “, string.format(”%.00f”, memUsed), “KB”)
print(“Texture Memory:”, string.format("%.03f", texUsed), “MB”)
print("------------------------------------------\n")
end
– Only load memory monitor if running in simulator
if (system.getInfo(“environment”) == “simulator”) then
Runtime:addEventListener( “enterFrame”, printMemUsage)
end
how can i know if theres a memory leaking ser?
if the Texture Memory becoming high?
WHEN I IMPLEMENT INTO MY PHONE …
FIRST ITS WORKS FINE…
.
WHEN I ALWAYS RESTART MY GAME OR 10X TO RESTART.
ITS STARTING TO LAG…
.
I THINK ITS MEMORY PROBLEM…
I SUSPECT YOU’VE GOT MEMORY LEAKS.
You’ll need to painstakingly step through your code, making sure you’re freeing up allocated memory accordingly.
@SegaBoy: I LOVE YOUR ANSWER! 
@ juario_soul: Are you removing and niling out your display objects properly? 
i dont think so…
group:insert( background )
group:insert( bio )
group:insert( rcyble)
group:insert( top )
group:insert(timeLeft)
group:insert(timeLeft1)
group:insert(score)
group:insert(text1)
group:insert(meters)
group:insert(pu1)
group:insert(pu2)
group:insert(pu3)
group:insert(green)
group:insert(black)
function scene:exitScene( event )
local group = self.view
physics.stop()
Runtime:removeEventListener(“touch”, rcyble)
Runtime:removeEventListener(“touch”, bio)
Runtime:removeEventListener(“accelerometer”, acc)
Runtime:removeEventListener( “collision”, green )
Runtime:removeEventListener( “collision”, black )
Runtime:removeEventListener( “accelerometer”, accback )
local backgroundMusicChannel = audio.pause( bgMusic, { channel=4, loops=1000, fadein=3000 })
end
.
.
its not a proper removing object ser?
try put this to see if there is memory leaking
local printMemUsage = function()
local memUsed = (collectgarbage(“count”))
local texUsed = system.getInfo( “textureMemoryUsed” ) / 1048576 – Reported in Bytes
print("\n---------MEMORY USAGE INFORMATION---------")
print(“System Memory: “, string.format(”%.00f”, memUsed), “KB”)
print(“Texture Memory:”, string.format("%.03f", texUsed), “MB”)
print("------------------------------------------\n")
end
– Only load memory monitor if running in simulator
if (system.getInfo(“environment”) == “simulator”) then
Runtime:addEventListener( “enterFrame”, printMemUsage)
end
how can i know if theres a memory leaking ser?
if the Texture Memory becoming high?