For obvious reasons, allocating memory on the fly in Android game development is not recommended. For example:
http://developer.android.com/training/articles/perf-tips.html:
There are two basic rules for writing efficient code:
- Don't do work that you don't need to do.
- Don't allocate memory if you can avoid it.
I'm following this advice and am avoiding any memory allocation whilst the game is in progress; however, it's limiting my approach to certain tasks. Whilst I could change my code to see what happens, there's a fair amount of it, and it's not going to tell me about the resulting performance on anything other than the limited range of hardware I have available to test it on.
I was wondering if there are any general rules of thumb which can provide an insight into this problem, such as how much allocation/deallocation you can get away with; whether it's the individual size of the allocation or the overall amount that's most important; things you can do to mitigate against the problem (I'm assuming the problem is chiefly having the garbage collector kick in and damage performance, and/or insufficient memory being available if it doesn't fire frequently enough); does it affect some versions of Android more than others, etc.