I am trying to create a game for a mobile pool in React Native, 0.17, to gain experience and problems with garbage collection. Right now I have ten circles that are simultaneously displayed that bounce around the screen. However, the memory consumption for the application increases over time, and I do not know how to solve this problem.
It seems like this was a React Native problem in earlier versions, and I notice that it crashes in time as shown in the graph here, but in a much larger application, I am worried that this might be a problem. Has anyone else had similar problems or had solutions?
The relevant code is here and any help is much appreciated. Thanks!
var Test = React.createClass ({
getInitialState: function() { var circs = []; for (var i = 0; i < startCount; i++) { circs.push({ id: i, x: 0, y: 0, vx: 2 + Math.random() * 2, vy: 2 + Math.random() * 2, dx: 0, dy: 0, cOb: new Animated.ValueXY({x: 0, y: 0}), }); } return { circles: circs, stop: 1 }; }, stopCircle: function() { this.state.stop = -1 * this.state.stop; this.setState(this.state); }, componentDidMount: function() { this.animateCircles(); }, animateCircles: function() { this.triggerAnimation(this.animateCircles); }, triggerAnimation: function(ani) { for (var i = 0; i < this.state.circles.length; i++) { var cCircle = this.state.circles[i]; if (cCircle.x * cCircle.x + cCircle.y * cCircle.y > DIST_TO_EDGE * DIST_TO_EDGE) { var prevX = cCircle.x - cCircle.vx; var prevY = cCircle.y - cCircle.vy; var exitX = (1.5 * prevX + .5 * cCircle.x) / 2; var exitY = (1.5 * prevY + .5 * cCircle.y) / 2; cCircle.x = prevX; cCircle.y = prevY; var exitRad = Math.sqrt(exitX * exitX + exitY * exitY); exitX = exitX * DIST_TO_EDGE / exitRad; exitY = exitY * DIST_TO_EDGE / exitRad; var twiceProjFactor = 2 * (exitX * cCircle.vx + exitY * cCircle.vy) / (DIST_TO_EDGE * DIST_TO_EDGE); cCircle.vx = cCircle.vx - twiceProjFactor * exitX; cCircle.vy = cCircle.vy - twiceProjFactor * exitY; break; } } if (this.state.stop == 1) { for (var k = 0; k < this.state.circles.length; k++) { this.state.circles[k].x += this.state.circles[k].vx; this.state.circles[k].y += this.state.circles[k].vy; } } this.setState(this.state); var animateC = []; for (var i = 0; i < this.state.circles.length; i++) { var currCirc = this.state.circles[i]; animateC.push( Animated.timing(currCirc.cOb, { ...TIMING_CONFIG, toValue: {x: currCirc.x, y: currCirc.y} })); } Animated.parallel( animateC ).start(ani); }, getStyle: function(which) { return [ styles.circle, {transform: this.state.circles[which].cOb.getTranslateTransform()} ]; }, render: function() { return ( <View style={styles.container}> <View style={styles.edge}> </View> { this.state.circles.map(function(c, i) { return ( <TouchableWithoutFeedback key={i} onPress={this.stopCircle}> <Animated.View style={this.getStyle(i)} /> </TouchableWithoutFeedback> ); }, this) } </View> ); },
The full application can be found at https://github.com/heliumsoule/React-Native-Pool if you want to run the application for yourself.
Thanks again.