Java game Garbage Collection,
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Posted 08 December 2012 - 03:26 PM
When the game is ready for the main update loop, there is a series of small hiccups, that doesn't last much.
What is the best approach to eliminate these hiccups?
I was thinking in a black screen that would last X seconds once the main update loop is readt, this way the GC would enter (I hope) before I let the user play.
What do you think?
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Posted 11 December 2012 - 09:11 PM
And by "cache" I don't mean anything complicated. It can be a hashmap of objects with names as key.
Think about it, if you have hiccups it's surely because you are loading something at each loop pass.
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Posted 11 December 2012 - 10:01 PM
Instead, allocate some objects before entering the level and reuse them until the level is finished. That's some kind of "cache" or "pool".
Also, check if you have a lot of string "add" operation. S3 = S1 + S2 will cause dynamic memory allocation, IMO.
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v1.5.5 was released. Now supports tween and timeline for ease animation.
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Posted 12 December 2012 - 03:57 AM
Depending on the environment and SDK you could already have a suitable tool for analysing this, see http://docs.oracle.com/javase/6/docs/technotes/guides/visualvm/intro.html and http://docs.oracle.com/javase/6/docs/technotes/guides/management/jconsole.html.
IF the problem really is with GC, the recommendations above are really good. Other viable solution could be explicitly calling System.gc after the init is done. This basically asks the system to perform GC (note that it doesn't force it, the JVM is free to ignore the request). Depending on the situation this could prevent the GC from happening during the actual game logic. However the other approaches highlighted above are usually more appropriate as they limit any further GCs during the game.