I have an Android app with a corresponding Widget. It works perfectly in the past before 2017Nov. However, After my update to the Android studio, Gradle, and build tools. The app always build with an app that cause "Problem loading widget"
.
To make sure I am right I get back my code version before 2017Nov, and recompile. Problem still here. To solve this problem, my only way is to reboot the device. After reboot the device, the widget loads normally. My question:
What kind of special system calls the Android device will trigger when restart the device?
More information: Actually I have done one more test. While my widget is live and no problem is shown after reboot, I uninstall it, reinstall it. Then problem loading widget immediately appear. After that reboot, problem gone.
My app freezes for some time while the first opening of the app. From there on app fires up with no time. Why is this happening and any ways to fix this? I have tried adding a Simple Activity with one small image, even then it freezes for the first time.
There is a strange issue with newly released Android Studio 2.0 or 2.1. First time of launching application take longer than usual. This issue happens only in debug mode and not effect to your released APK. Also I was suffering this issue and found this solution.
Settings/Preferences→ Build, Execution, Deployment → Instant Run and uncheck Instant Run
Samsung Galaxy S6 with Android 6.0.0 and 6.0.1
My app runs fine, code analysis shows no mem leaks. SmartManager shows that the app uses ~40MB of memory. I kill the app (using the "currently running apps" overview--- not sure how that's called in English, sorry. The key on the bottom left of the phone, that shows a list of miniatures of all running apps...), then start it again.
Now SmartManager no longer shows ~40MB of memory for my app, but ... more. 50. 100. 400. It varies, but growing each time. After awhile, my app actually crashes with an OutOfMemoryException. Sometimes even with "out-of-memory while trying to throw an OutOfMemoryException"...
I have to de-install and re-install the app in order to reset its memory consumption. The same APK behaves correctly on all other phones I've tested with (e.g. S5 with Android 5.0). No idea what's causing this. No idea what could be causing this! Any help/hints/suggestions...?
Edit: Same behaviour on S5 with Android 6.0.1, but not on S5 with Android 5.0!
Edit2: Thanks, everyone who contributed. I still don't have an answer that I'm satisfied with, but a few ideas were mentioned that I will look into. Most people were focusing on the MemLeak issue, and while that sounds reasonable I'd like to stress that there is no leak occuring on Android 4 or 5, only 6. (I have yet to test 7.) Also, the leak only occurs when I forcefully kill the app (which I need to do at times to test proper shutdown and re-start behaviour), and only without a debugger attached (which makes testing/debugging this behaviour a pain in the backside).
The app starts one service as a bound service. Bound to the application context--- which according to the docs should clean itself up when the app stops.
Unfortunetely, time for this bounty is running out. So far, the above mentioned service seems to be the most likely source of my problem. As such, I will award Qamar the bounty, as he was the first to mention this both in the comments and his answer. The rest of you, a big THANK YOU and up-vote.
In Android Studio, click Android Monitor at the bottom of your screen. Click the tab Monitors. You see a graph of the memory that your app uses. Now click the item Dump Java Heap which is next to the garbage van. The system starts collecting the info and creates a dump file. You can open the file in the Analyze Tasks tab in the upper right of your Android Studio window. Press the green arrow to find classes that leak memory. When you click a leaking activity, you'll see a window Reference Tree. Go through the tree, finding the member that has depth zero. That's the memory leak.
Analyse your code and images if anything wrong you are doing itself. Like very large images of drawables. make sure you correctly implement recycler or list views.
The following links may helpful to you.
Use leakcanary library to detect and make sure there is not leaks
Detect when user kill app from reccent apps
Invoke gc from memory monitor comes with Android Studio for correct value of memory usage cause gc not run frequently.
Use large heap size. <application android:largeHeap="true" in manifest
Use app context to start servicesstartService(new Intent(getApplicationContext(),MyService.class));
Your application has some threads are timer tasks that are creating again and again and they are utilizing many resources related to networks so your heap size is consistently increasing and at sometime your app is out of memory and crashes.
Some people think that task killers are important on Android. By closing apps running in the background, you’ll get improved performance and battery life – that’s the idea, anyway. In reality, task killers can reduce your performance.Android isn’t Windows and doesn’t manage processes like Windows does. Unlike on Windows, where there’s an obvious way to close applications, there’s no obvious way to “close” an Android application. This is by design and isn’t a problem.When you leave an Android app, going back to your home screen or switching to another app, the app stays “running” in the background. In most cases, the app will be paused in the background, taking up no CPU or network resources. Some apps will continue using CPU and network resources in the background, of course – for example, music players, file-downloading programs, or apps that sync in the background.When you go back to an app you were recently using, Android “unpauses” that app and you resume where you left off. This is fast because the app is still stored in your RAM and ready to be used again,hence consuming no further resources.
Task killers like smart manager think they know better than Android. They run in the background, automatically quitting apps and removing them from Android’s memory. They may also allow you to force-quit apps on your own, but you shouldn’t have to do this normally.If a task killer removes an app from your RAM and you open that app again, the app will be slower to load as Android is forced to load it from your device’s storage.Further s6 has Smart Manager and could be used as a widget or shortcut to battery and storage settings,however you should avoid using the Clean All optimization feature. This feature is said to improve device performance – as the Clean Master app aims to do – but its actual impact is questionable.
Meaning while still sometimes you kill an app it can still leave the traces on heap so next time when you start it ,it will show varyingly more amount of storage used which also fails the notion of default maxMemory() and the app ultimately might crash.Further such leaks are difficult to track as they aren't directly associated to app you killed in first instance.But still sometimes even after killing app, certain features like resources attained may keep running in background without even the app even knowing about them.i.e unnoticeable leaks.Thus you may want to use maxMemory()
which can be invoked (e.g., in your main activity's onCreate() method) as follows:
Runtime rt = Runtime.getRuntime();
long maxMemory = rt.maxMemory();
Log.v("onCreate", "maxMemory:" + Long.toString(maxMemory));
This method tells you how many total bytes of heap your app is allowed to use.
Optimal Behaviour:
An app can stay "running" in the background without any processes eating up your phone's resources. Android keeps the app in its memory so it launches more quickly and returns to its prior state. When your phone runs out of memory, Android will automatically start killing tasks on its own, starting with ones that you haven't used in awhile.
What You Should Do Instead
That said, not all apps are created equal. Many of you have used task killers in the past and actually found that after freeing up memory, your phone works a bit better. It's more likely that this is because you've killed a bad app that was poorly coded, and (for example) keeps trying to connect to the internet even when it shouldn't. Any performance increase you experience is more likely because you killed the right app, not because you freed up loads of memory (or, in many cases, it's just placebo). Instead of killing all those apps, find out which ones are actually causing the problems.using a task killer to deal with a misbehaving app is like using a shotgun to kill a fly – you may fix your problem, but you’re inflicting a lot of other damage in the process.Now
since S6 has 3 gigs of ram,it should'nt have problems,however implementation of smart manager can cause problems with some apps and isnt necessarily android version dependent.Also bare that heapsize tends to be based more on screen resolution, as higher-resolution screens tend to want to manipulate larger bitmaps.
Instead of using a task killer in this situation, you should identify the bad app and uninstall it,or debug it, replacing it with an app that works properly. To pin down the app that’s misbehaving, you can try the
Watchdog Task Manager app
– it will show you which apps are actually using CPU in the background, not which apps are harmlessly being stored in memory.
Captivating Fact:
CyanogenMod, the popular community-developed Android ROM, won’t even
accept bug reports from users using task killers, saying that they
cause more problems than they solve.
A probable cause of issue
if you can try following at once,first of all go to settings >sounds and notifications > App notifications > select smart manager and select hide content on lock screen
then again back to settings go to lockscreen and security >Device security >Disable KNOX active protection and deactivate the anti malware option below KNOX active protection
in lock screen and security go to other security settings > disable send security reports and go down to ussage data access> disable smart manager so after that restart your device.Now see if the app works Also see performace concerns with s6
I have been seeing errors come back from my application that it's force closing after the system stop's it and the user bring it back to the front at a later time.
I have some idea's as to what is causing this but I would like to be able to reproduce this error before attempting to fix it.
Does anyone know a way to get the android system to behave like it needs the memory my application is using and close it so I can easily and continually reproduce this error?
Using the Dev Tools app on your emulator, you can have the OS destroy an application as soon as it's stopped.
From the documentation:
Immediately destroy activities
Tells the system to destroy an activity as soon as it is stopped (as if Android had to reclaim memory). This is very useful for
testing the onSaveInstanceState(Bundle) / onCreate(android.os.Bundle)
code path, which would otherwise be difficult to force. Choosing this
option will probably reveal a number of problems in your application
due to not saving state. For more information about saving an
activity's state, see the Activities document.
You can find this under Development Settings once you're in the Dev Tools app. So, when running your application, you could just switch to another application (like clicking on the emulator's hard phone button), and return to yours to test the destroy/create process.
If you are using Eclipse or DDMS you can select your app in the process list and hit the stop button. This should close your app.
I have been working on my app and it runs on the simulator fine. I loaded it into my phone and now I have a problem. It runs fine when I first start it and also if I pick home and then restart it; however, if I use the back arrow and then restart it it crashes on that time, but will work out the next time I start it. I think it has to do with some kind of memory build up, but I verified onDestroy is being called, I figured that deletes everything my program created, right?
I found the problem, I was loading a lot of bitmaps in Oncreate(), I did not realize that I had to release them under onDestroy(). I'm still a little surprized I have to do this as the API says they will be picked up by garbage collection when there is no longer a reference to them...like when my program is closed...