Bug Issue: Error in Android MEM measure in FPS Monitor


Pages: 1

RedEvo

  • Level 3 Stencyler
February 13, 2017, 01:28:16 pm
MEM calculated from FPSMonitor in Android games is obliviously wrong. Issue regarding the used method that return only Java consumed memory. Not sure about changes passing from legacy to non-legacy framework but I've corrected values making an extension get these Java side values:
Debug.getNativeHeapAllocatedSize();
Debug.getNativeHeapSize();
Debug.getNativeHeapFreeSize();

If I will find right Lib value to get I'll post it here.
David.


Issue updated by rob1221 - March 28, 2017, 07:47:37 am
  • Version changed from Stencyl 3.3, 3.3.0, 3.3.1, 3.3.2, Stencyl 3.4, 3.4.0 beta, 3.4.0 beta2, 3.4.0 beta3, 3.4.0 beta4, 3.4.0 beta5 to Stencyl 3.4


rob1221

  • Master Stencyler
  • *
April 27, 2017, 06:31:44 am
In plaf/haxe/lib/console/1,00/com/nmefermmmtools/debug/Stats.hx the memory value is set to "System.totalMemory * 0.000000954".  On C++ platforms (including mobile), System.totalMemory gets the value from "__global__.__hxcpp_gc_used_bytes()", and that gets into C++ code so I didn't bother looking deeper than that.


Issue updated by Justin - February 04, 2018, 02:29:33 pm
  • Tags added: 3.5 LP


rob1221

  • Master Stencyler
  • *
January 20, 2019, 06:34:16 am
Is this still an issue in Stencyl 4.0?
  • Status changed from New to Need Info


Pages: 1

Details

  • Reported
    February 13, 2017, 01:28:16 pm
  • Updated
    January 20, 2019, 06:34:16 am

  • View Status
    Public
  • Type
    Bug
  • Status
    Need Info
  • Priority
    Normal
  • Version
    Stencyl 3.4
  • Fixed in
    (none)
  • Assigned to
    (none)
  • Category
    Game Settings

Tags