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Question by Orly · Mar 14, 2013 at 10:56 PM · androidmemoryprofiler

Android Memory Total / Guidelines ?

  1. If I am aiming at Android devices with 512mb+, what is a reasonable memory budget to go for ? At the extreme, how much can you get away with before Android might jettison the app ?

  2. Given that I have this target, how do I know if I am actually meeting it ? I have data from various sources that doesn't match up well, does anyone know which is the most accurate total ? (see below for the different attempts, which is the best/combination for a 'total' ?) :

    Using 'adb shell dumpsys meminfo' (132mb)

    133832 kB: Foreground 133832 kB: [process_name] (pid 26451)

    Using 'adb shell dumpsys meminfo [process_name]' (135mb)

                       Shared  Private     Heap     Heap     Heap
                    Pss    Dirty    Dirty     Size    Alloc     Free
                 ------   ------   ------   ------   ------   ------
        Native       28       12       28   126876   123934     1881
        Dalvik     2591    16044     2204    13255    12635      620
        Cursor        0        0        0                           
        Ashmem        6       12        0                           
     Other dev        4       36        0                           
      .so mmap    10854     2572     2056                           
     .jar mmap        0        0        0                           
     .apk mmap       72        0        0                           
     .ttf mmap        0        0        0                           
     .dex mmap      128        0        0                           
    

    Other mmap 817 316 28
    Unknown 120577 536 120564
    TOTAL 135077 19528 124880 140131 136569 2501

Objects Views: 7 ViewRootImpl: 1 AppContexts: 2 Activities: 1 Assets: 3 AssetManagers: 3 Local Binders: 9 Proxy Binders: 15 Death Recipients: 0 OpenSSL Sockets: 0

SQL MEMORY_USED: 0 PAGECACHE_OVERFLOW: 0 MALLOC_SIZE: 0

Using custom written Unity code to get memory objects (115mb)

Time 11.69009 Frame 189 Level 0 Name L01_ MonoHeap 2.945313 MonoUsed 2.191406 System.GC.GetTotalMemory 2.191406 Profiler.usedHeapSize 89.23748 AllTextures 32.78072 All2DTextures 32.78072 AllAnims 26.68023 AllMeshes 45.41045 AllAudio 9.220627 AllMaterials 0.9634285 TotalResources 115.0555

Using Unity Profiler (89.4mb..115mb assets)

Total : 89.4mb Textures : 32.8mb Meshes : 45.8mb Materials : 1.0mb AnimationClips : 26.7mb AudioClips : 9.2mb

Same Level on iOS (170mb)

~170mb in the activity manager......

Confused...and grateful for any tips !

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avatar image Seth-Bergman · Mar 14, 2013 at 10:59 PM 1
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not just cpu but also gpu will vary wildly on android, your best bet is to test on a wide variety of devices and get firsthand experience... the profiler is useful for identifying bottlenecks...

avatar image Orly · Mar 15, 2013 at 02:54 PM 0
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Ok, I'm getting similar results from the (much improved) 4.1 memory profiler at ~133mb total.

Why is iOS so much more...I'll take a look once it re-imports.

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