j2me Application shows out of memory exception in JBLEND - java-me

my j2me application shows out of memory exception in JBLEND. It work fine in JBED. By monitoring the memory, I realized that the document.parse(xmlParser) method consumes a lot of memory. I think the reason for the excption is memory is not freeing after parsing xml. is it right??? How can i solve the problem???

Whatever document.parse(xmlParser) returns, you should dereference it as soon a you don't need it anymore, i.e. you should set fields pointing to the returned object to null (or unset indirect references).
I've never used JBLEND or JBED, but the Wireless Toolkit respectively JaveME SDK also has a nice memory profiler which helps you track down memory and object reference problems.

Related

How do I see if the program freed the memory

I am working on Visual Studio and I see that in our code(huge code base, with complex business use cases) that in a flow we are not freeing memory of a pointer that comes to the function. I was expecting that the memory would be freed there.
Is there a way I can figure out if that memory address(I know the address since it came to the function) has been freed or still owner by the process?
I tried "HeapMemView" and "RamMap". To test those I just created a pointer and assigned memory and tried viewing that using those viewers. The code I wrote was,
char *a=new char[1000];
char str[1000];
sprintf(str,"Address : %p",a);
MessageBox(0, str, "MessageBox", MB_OK);
and I try to see the address value printed using the tools above but I am not able to see the addresses.
Am I doing something wrong? Or is there a different way to do this?
You can use an external tool such as Purify in order to analyze your memory leaks.
The other technique under Visual Studio would be to use the CRT Debugging techniques in order to trace memory allocation/deallocation.
Please have a look on below link:
CRT Debugging techniques

j2me out of memory exception

I'm making a game using J2ME and sometimes while testing it I'm getting out of memory exception, I know what it means but how can I solve it ? if I'll call System.gc() in my game loop every time will it help somehow ? Any tips on how to prevent this would be appreciated !
I see you've also asked j2me wtk find memory leak
In my experience, memory leaks don't cause OutOfMemoryExceptions. All they do is to slowly use up all the memory in the device. And when it's all nearly used up, the device is then forced to call System.gc() itself.
System.gc() is a blocking call, meaning it'll make your whole game stall for some microseconds, which of course is annoying. And this is why people go hunting for memory leaks - to prevent the automatic call to System.gc().
An OutOfMemoryException may occur if e.g. you have 1mb memory left, while trying to load a 2mb resource. And while a memory leak may dramatically increase chances of running into a situation like that, your problem is not the memory leak itself, but more likely that you're using too big resources.
Are you using mp3 files for music? Or big images for backgrounds or maps?
You could try calling System.gc() just before loading big resources, and it might reduce the problem. But the problem doesn't have to be related to your game alone. It could also matter what other apps are running on the device at the same time, and how much memory they use.
You could also try replacing mp3 music with MIDI music, if only just to test if it makes a difference. (Find JavaME optimized MIDI music at IndieGameMusic.com).
And if you do use big images, make sure you optimize them with tools like PNGout or Optipng.
If original file is not too big then no need of decreasing size,you can use jpeg instead...also you can just have specific limit to your local buffer size.and before system.gc() you can make use of Thread.sleep() for testing purpose to check the effect and to give time to Gc.also check with WTK's performance monitor to check actual pick location.

Relevant debug data for a Linux target

For an embedded ARM system running in-field there is a need to retrieve relevant debug information when a user-space application crash occurs. Such information will be stored in a non-volatile memory so it could be retreived at a later time. All such information must be stored during runtime, and cannot use third-party applications due to memory consumption concerns.
So far I have thought of following:
Signal ID and corresponding PC / memory addresses in case a kernel SIG occurs;
Process ID;
What other information do you think it's relevant in order to indentify the causing problem and be able to do a fast debug afterwards?
Thank you!
Usually, to be able to understand an issue, you'll need every register (from r0 to r15), the CPSR, and the top of the stack (to be able to determine what happened before the crash). Please also note that, when your program is interrupt for any invalid operation (jump to invalid address, ...), the processor goes to an exception mode, while you need to dump the registers and stack in the context of your process.
To be able to investigate, using those data, you also must keep the ELF files (with debug information, if possible) from your build, to be able to interpret the content of your registers and stack.
In the end, the more information you keep, the easier the debug is, but it may be expensive to keep every memory sections used by your program at the time of the failure (as a matter of fact, I've never done this).
In postmortem analysis, you will face some limits :
Dynamically linked libraries : if your crash occurs in a dynamically loaded and linked code, you will also need the lib binary you are using on your target.
Memory corruption : memory corruption usually results in the call of random data as code. On ARM with linux, this will probably lead to a segfault, as you can't go to an other process memory area, and as your data will probably be marked as "never execute", nevertheless, when the crash happens, you may have already corrupted the data that could have allow you to identify the source of the corruption. Postmortem analysis isn't always able to identify the failure cause.

what causes memory leak in java

I have a web application deployed in Oracle iPlanet web server 7. Website is used actively in Internet.
After deploying, heap size is growing and after 2 or 3 weeks, OutOfMemory error is thrown.
So I began to use profiling tool. I am not familiar with heap dump. All I noticed that char[], hashmap and String objects occupy too much at heap. How can I notice what causes memory leak from heap dump? My assumptations about my memory leak;
I do so much logging in code using log4j for keeping in log.txt file. Is there a problem with it?
may be an error removing inactive sessions?
some static values like cities, gender type stored in static hashmap ?
I have a login mechanism but no logout mechanism. When site is opened again, new login needed. (silly but not implemented yet.) ?
All?
Do you have an idea about them or can you add another assumptions about memory leak?
Since Java has garbage collection a "memory leak" would usually be the result of you keeping references to some objects when they shouldn't be kept alive.
You might be able to see just from the age of the objects which ones are potentially old and being kept around when they shouldn't.
log4j shouldn't cause any problems.
The hashmap should be okay, since you actually want to keep these values around.
Inactive sessions might be the problem if they're stored in memory and if something keeps references to them.
There is one more thing you can try: new project, Plumbr, which aims to find memory leaks in java applications. It is in beta stage, but should be stable enough to give it a try.
As a side node, Strings and char[] are almost always on top of the profilers' data. This rarely means any real problem.

JavaME - LWUIT images eat up all the memory

I'm writing a MIDlet using LWUIT and images seem to eat up incredible amounts of memory. All the images I use are PNGs and are packed inside the JAR file. I load them using the standard Image.createImage(URL) method. The application has a number of forms and each has a couple of labels an buttons, however I am fairly certain that only the active form is kept in memory (I know it isn't very trustworthy, but Runtime.freeMemory() seems to confirm this).
The application has worked well in 240x320 resolution, but moving it to 480x640 and using appropriately larger images for UI started causing out of memory errors to show up. What the application does, among other things, is download remote images. The application seems to work fine until it gets to this point. After downloading a couple of PNGs and returning to the main menu, the out of memory error is encountered. Naturally, I looked into the amount of memory the main menu uses and it was pretty shocking. It's just two labels with images and four buttons. Each button has three images used for style.setIcon, setPressedIcon and setRolloverIcon. Images range in size from 15 to 25KB but removing two of the three images used for every button (so 8 images in total), Runtime.freeMemory() showed a stunning 1MB decrease in memory usage.
The way I see it, I either have a whole lot of memory leaks (which I don't think I do, but memory leaks aren't exactly known to be easily tracked down), I am doing something terribly wrong with image handling or there's really no problem involved and I just need to scale down.
If anyone has any insight to offer, I would greatly appreciate it.
Mobile devices are usually very low on memory. So you have to use some tricks to conserve and use memory.
We had the same problem at a project of ours and we solved it like this.
for downloaded images:
Make a cache where you put your images. If you need an image, check if it is in the cachemap, if it isn't download it and put it there, if it is, use it. if memory is full, remove the oldest image in the cachemap and try again.
for other resource images:
keep them in memory only for as long as you can see them, if you can't see them, break the reference and the gc will do the cleanup for you.
Hope this helps.
There are a few things that might be happening here:
You might have seen the memory used before garbage collection, which doesn't correspond to the actual memory used by your app.
Some third party code you are running might be pooling some internal datastructures to minimize allocation. While pooling is a viable strategy, sometimes it does look like a leak. In that case, look if there is API to 'close' or 'dispose' the objects you don't need.
Finally, you might really have a leak. In this case you need to get more details on what's going on in the emulator VM (though keep in mind that it is not necessarily the same as the phone VM).
Make sure that your emulator uses JRE 1.6 as backing JVM. If you need it to use the runtime libraries from erlyer JDK, use -Xbootclasspath:<path-to-rt.jar>.
Then, after your application gets in the state you want to see, do %JAVA_HOME%\bin\jmap -dump:format=b,file=heap.bin <pid> (if you don't know the id of your process, use jps)
Now you've got a dump of the JVM heap. You can analyze it with jhat (comes with the JDK, a bit difficult to use) or some third party profilers (my preference is YourKit - it's commercial, but they have time-limited eval licenses)
I had a similar problem with LWUIT at Java DTV. Did you try flushing the images when you don't need them anymore (getAWTImage().flush())?
Use EncodedImage and resource files when possible (resource files use EncodedImage by default. Read the javadoc for such. Other comments are also correct that you need to actually observe the amount of memory, even high RAM Android/iOS devices run out of memory pretty fast with multiple images.
Avoid scaling which effectively eliminates the EncodedImage.
Did you think of the fact, that maybe loading the same image from JAR, many times, is causing many separate image objects (with identical contents) to be created instead of reusing one instance per-individual-image? This is my first guess.

Resources