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The Android Game Developer???s Handbook

You're reading from  The Android Game Developer???s Handbook

Product type Book
Published in Aug 2016
Publisher Packt
ISBN-13 9781785885860
Pages 368 pages
Edition 1st Edition
Languages
Author (1):
Avisekhar Roy Avisekhar Roy
Profile icon Avisekhar Roy

Table of Contents (20) Chapters

The Android Game Developer's Handbook
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
1. Android Game Development 2. Introduction to Different Android Platforms 3. Different Android Development Tools 4. Android Development Style and Standards in the Industry 5. Understanding the Game Loop and Frame Rate 6. Improving Performance of 2D/3D Games 7. Working with Shaders 8. Performance and Memory Optimization 9. Testing Code and Debugging 10. Scope for Android in VR Games 11. Android Game Development Using C++ and OpenGL 12. Polishing Android Games 13. Third-Party Integration, Monetization, and Services Index

Different memory segments


During the runtime of an application, three main kinds of memory segments are used depending on the behavior:

  • Stack memory

  • Heap memory

  • Register memory

Stack memory

All auto variables and runtime allocation during processing will be stored in the stack memory segment. The garbage collector deallocates the memory after use. So, there is no manual memory management process associated with the stack memory.

However, extensive use of auto variables also may cause memory errors. This is the reason we have already discussed why minimizing unnecessary auto variable declarations is necessary.

Stack memory is also used to execute program instructions. Each instruction is broken down into a single operation and put into a stack by the interpreter. Then, a recursive procedure is used to execute all the instruction stacks and return the result.

Let's have a look at how stack memory works for objects and primitives:

public class ExampleClass
{
  public ExampleClass()
  {
    int bitMapCount...
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