[mono-android] debugger constantly detaches

Matthew Leibowitz mattleibowmail at gmail.com
Thu Jun 28 09:55:16 UTC 2012


And here's another cool one by this guy

On Tue, Jun 12, 2012 at 5:42 PM, Sayed Arian Kooshesh <kooshesh at gmail.com>wrote:

>  The OutOfMemoryException can sometimes be predicted in advance with
> special code that uses the MemoryFailPoint class in the .NET Framework.
> http://msdn.microsoft.com/en-us/library/system.runtime.memoryfailpoint.aspx
> You may also want to look at lazy initialization to help some of that
> memory issue
>
>
>
> though you found your problem, this might be helpful in the future.
>
>
> *if you get this email twice, it's because jon is not letting my emails
> through so I will be emailing directly then. I proved him wrong and he is
> now sulking or some shit. *
> On Tue, Jun 12, 2012 at 10:33 AM, l0nestar <allan.bentham at thumbstar.com>wrote:
>
>> I think I may of found the cause,
>>
>> In my inner render loop I had:
>>
>> float[] m = new float[]
>> {
>> tm.M11, tm.M12, tm.M13, tm.M14,
>> tm.M21, tm.M22, tm.M23, tm.M24,
>> tm.M31, tm.M32, tm.M33, tm.M34,
>> tm.M41, tm.M42, tm.M43, tm.M44,
>> };
>> GLES11.GlLoadMatrixf(m, 0);
>>
>> I now allocate m once and reuse it and the debugger stays connected. w00t!
>>
>> Of course allocating a new float[16] for every single draw is very poor,
>> but
>> the question is why do I not get an out of memory error or equivalent
>> though?
>>
>> (incidentally this probably explains why enabling tracing didn't reveal
>> any
>> clues as the frequency of the allocations dropped accordingly)
>>
>> --
>> View this message in context:
>> http://mono-for-android.1047100.n5.nabble.com/debugger-constantly-detaches-tp5710262p5710304.html
>> Sent from the Mono for Android mailing list archive at Nabble.com.
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>
>
>
> --
> Extreme Knowledge is not something for which he programs a computer but
> for which his computer is programming him.
>
> -Wozniak
>
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