The memory problem and the BitmapStore

In all the projects since we introduced the Bitmap class back in Chapter 13 the class representing the object in the game also held a copy of the Bitmap. It is slightly different in the previous project because each GameObject instance had a graphics-related component class of some type which held the Bitmap. It still amounts to the same thing because each game object still has/needed a copy of the appropriate Bitmap.

When we have just a few of each alien type as we did in the previous project this is not a problem but, in this project, we will have more than a hundred of some of the Bitmaps representing the tiles that make the platforms. At best this is inefficient and will waste memory, device power and ...

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