I actually like the sound of that 'heuristic'.

I can very easily bring down my app in the emulator by exceeding the GREF limit 
with normal usage. One function allocates about 500 at a time  (updating a list 
view using a sub-classed ArrayAdapter) and after a few clicks it goes down. On 
the device, no matter how many times I perform that function, the GC always 
kicks in before any limit is reached (I think you said it was ~52000). 


In fact, I've never exceeded the limit on the device at all, and that's without 
any expclit GC.Collect calls.

Steve

On Jan 30, 2012, at 10:09 AM, HSSoftware wrote:
> I wondered if M4A 4.0.3 has any of the GC fixes that
you mentioned, =hat are highlighted in red below?
 
No. GC.AddMemoryPressure() support is probably a 4.4
feature, if that.
 
4.2 will be adding a "heuristic"
("hack") in which we track the number =f global references we've
created and perform a GC when we hit 90% of =he "known maximum". This
will help (somewhat) on the emulator, and =ikely won't do anything at all on
hardware (the global ref limit is =uite high on hardware).
 
We are also investigating other GC solutions as well.
 
 - Jon
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