sadly my game breaks the heap limit for series40 devices. now i want to examine and optimize the critical parts, but thats not as easy as i thought it would be:
my nokia 7210 emulator seems to display the heap usage very exactly. it fits my expectations of what i have calculated by myself. so my game has a heap usage of ~230k
my problem with this emulator is, that it quits with an nonsense error if the 200k limit gets broken. so i am not able to track optimizations (or see that my code changes dont do anything useful).
so i tried the wtk memory profiler from T610. the emulator runs even if i overuse the memory. but the results are somewhat strange: regarding to this emulator my game uses about 40k of heap. this cant be.
so how can it be ? even if there are some architectural and device dependend differences in handling objects or images the result cant be that different.
btw: i cant find any resources about the vram of mobile phones. im interested in their size, because in my game i think every image is completely stored into heap…