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This repository has been archived by the owner on Dec 31, 2022. It is now read-only.
Hi, so i've been testing and I realize that using GetFrameBufferAsync causes my program's memory to increase alot, and eventually run out of memory. Is there a way to solve this? Or am I using the function wrongly?
return adbClient.GetFrameBufferAsync(device, CancellationToken.None).Result as Bitmap;
I'm using this function to grab screenshots from my android emulator.
The text was updated successfully, but these errors were encountered:
I didn't let this session run as long, but it just keeps growing and growing despite the GC's. Previously, the app consumed about 50-60MB. The only change I made was updating the NuGet package to the current newest version.
If I use CreateRefreshableFramebuffer to get a single FrameBuffer instance and hold on to it to get screenshots the memory leak doesn't happen. (I call this method many times)
hello,
I was browsing this library because of another problem with screenshots and I saw this issue. I know this is an old issue but this may help others since it may not be fixed. I posted my fix for the memory leak of GetFrameBufferAsync here : SharpAdb/AdvancedSharpAdbClient#3 (comment)
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Hi, so i've been testing and I realize that using GetFrameBufferAsync causes my program's memory to increase alot, and eventually run out of memory. Is there a way to solve this? Or am I using the function wrongly?
return adbClient.GetFrameBufferAsync(device, CancellationToken.None).Result as Bitmap;
I'm using this function to grab screenshots from my android emulator.
The text was updated successfully, but these errors were encountered: