Out Of Memory Error Java Lang Outofmemoryerror 6300
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here for a quick overview of the site Help Center Detailed answers to any questions you might have Meta Discuss the workings and policies of this site http://stackoverflow.com/questions/3243932/j2me-outofmemoryerror-while-playing-nokia-6300 About Us Learn more about Stack Overflow the company Business Learn more about hiring developers or posting ads with us Stack Overflow Questions Jobs Documentation Tags Users Badges Ask Question x Dismiss Join http://www.devguli.com/blog/eng/java-deflater-and-outofmemoryerror/ the Stack Overflow Community Stack Overflow is a community of 6.2 million programmers, just like you, helping each other. Join them; it only takes a minute: Sign up J2ME OutOfMemoryError While playing out of nokia 6300? up vote 0 down vote favorite I have developed 2 J2ME games. I have Nokia 6300 & Sony Ericsson w910i for testing the games. Both games work very fine in Sony Ericsson but on the Nokia 6300 throws OutOfMemoryError. I have 5 screens , New game , Highscore , settings , Help and Exit, which are all GameCanvas subclasses. In the Menu screen I out of memory have shown all these 5 screen names as buttons using TileLayer. I have run my game in a Thread. When I quit the game I display the Menu screen. There it shows OutOfMemoryError . Please can anyone help me remove the errors from the game? java-me share|improve this question edited Jul 14 '10 at 6:59 abyx 29k1268101 asked Jul 14 '10 at 6:50 Ramesh 779 You're not providing any details whatsoever that can help us tell what might cause this error. You seem to be creating too many objects that aren't being collected, but it's impossible to tell why from your question. –abyx Jul 14 '10 at 6:56 add a comment| 1 Answer 1 active oldest votes up vote 1 down vote In the world of J2ME, phones are different and JVM implementations are different and so do memory capacities different. Your games must be consuming memory more than Nokia 6300 can handle. Try to reduce memory consumption, do not instantiate classes you do not need at time to time. I'm sure if your game give OutOfMemoryException in Nokia 6300, it'll give the same error in most phones except W910i and smartphon
Relying on Finalizer to clean up native memory of Deflater object may cause OutOfMemoryError I guess this is old for many developers but it is new to me. I have been asked to join an investigation of OutOfMemoryError issue occurred in a project outside my division. Actually, it was a brief involvement. My colleague who was handling the issue already got a possible root cause. He believed that it’s something about the compressing code that just had been added in the newest release. The compressing logic used java.util.zip.Deflater and the end() method of Deflater objects hadn’t been explictly closed once the compressing was done. Cleaning up mechanism relied on Java Finalizer to call finalize() method of Deflater objects My colleague suspected that a Deflater object consumed a little space in Java heap but also allocated much bigger space of native memory. He believed it was possible that a large number of Deflater objects had been created which caused OOM in native side. Most of the Deflater objects were unreachable but GC didn’t kick in because overall heap consumption was still low. The result was that all those unreachable objects hadn’t been scheduled for Finalizer yet so all the native memory allocations were still retained I was skeptical of his assumption at first. I thought if JVM was being under the risk of OOM then way didn’t GC try to reclaim java heap to let the object that allocated native memory be cleaned up. I decided to write a simple code to prove the scenario public static void main(String[] args) throws IOException { int testSize = 1; if(args.length > 0){ testSize = Integer.parseInt(args[0]); } String content = readConent( Main.class.getResourceAsStream("data.txt")); byte[] input = content.getBytes("UTF-8"); System.out.println("Test size = " + testSize); for(int i=0; i< testSize; i++){ byte[]