I have a very strange bug. It only happens in the Emulator. I tested it on multiple Android phones and the Acer Tablet, it works fine there.
My program has a loop that loads in Bitmaps into a Bitmap[] bitCards
. The Array is set up for 14 elements by bitCards = new Bitmap[14]
.
Now it loops 12 times to put a Bitmap into the Array as follows:
bitCards[i] = BitmapFactory.decodeStream(inputStream);
When i = 8 it crashes at this statement.
If i replace it with
bitCards[0] = BitmapFactory.decodeStream(inputStream);
it does not crash, I thought maybe somehow the Array was not big enough so I did the following
bitCards[8]=BitmapFactory.decodeStream(inputStream); // Still did not crash.
The only thing that makes sense is that when I have
bitCards[i] = BitmapFactory.decodeStream(inputStream);
It is relasing the old memory and putting in a new object, thus only memory for one object is created, but.... the exception does not go off, shouldn't I get some kind of an error?
Here is my full code:
void Shuffle()
{
Random generator;
generator = new Random();
int[] iCardsUsed;
iCardsUsed = new int[55];
for(int i=0;i<55;i++)
iCardsUsed[i]=0;
try {
bitCards = new Bitmap[14];
iCards = new int[14];
iTurnOver = new int[14];
for (int i = 0; i < 12; i++)
{
iTurnOver[i]=0;
int cardId;
do {
cardId = generator.nextInt(50);
} while( iCardsUsed[cardId] ==1);
iCardsUsed[cardId] =1;
iCards[i]=cardId;
iCards[i]=i;
String fName=new String("card");
fName+=Integer.toString(iCards[i]+1);
fName+=".jpg";
AssetManager assetManager= ctx.getAssets();
InputStream inputStream;
inputStream = assetManager.open(fName);
// this is where it crashes
bitCards[i]=BitmapFactory.decodeStream(inputStream);
inputStream.close();
}
} catch( IOException e)
{
gi++;
}
// update screen
invalidate();
}