In animation drawable, you can load up an animation list that has multiple frames that would play one after the other. I am just wondering about memory consumption/efficiency here . If I have 50 or 60 images, does that mean they are all loaded in memory and then rendered one by one, or is it loaded one by one and replacing the older one?
Any idea how this works?
Thanks
Yes, AnimationDrawable loads all of the frames into memory at once. You can read more on this here - link
Related
I have implemented a custom version of bitmap loader. I have an auto scroll list of images
of movies. When the user presses and holds the d-pad i start scrolling the list at Speed 1. We have speed 2 and 3 which scroll the list very fast so I have to load the images very fast.
So I created a circular list to load 50 images first then based on the current position I load the 25 images and discard the older 25 images.
I also tried the Glide preload https://muyangmin.github.io/glide/int/recyclerview.html but this does not work well in speed 3 and shows empty tiles instead of images
When I am doing the profiling i am seeing that 395MB memory is used by FinalizerRefrenace
FinalizerReference is held by the bitmaps I am using.
How can I fix the memory leak? I tried calling the recycle when the user closed the seek, still no luck.
Images i have are very small in size, mostly 10kb. Why do they take 100 Mb in memory?
Is there any other library I can use to show these images on a fast scrolling list for android TV?
So my app needs to have a maximum of 50 images on the screen at the same time in a FrameView, they need to be placed on top of a base image. If I put these images into drawable, the app crashes after a few images are placed with an OutOfMemoryError. But it works when I put the images in mipmap for some reason without crashing. So I placed them all into the mipmap folders. The images are VERY small too, the largest among them is 2.2 KB and the smallest is 398 bytes. The app works as intended, but performance is horrible after you place a few images onto the screen. The first few images will load quickly, but as you continue to place images onto the screen it gets progressively slower to the point where it may take multiple seconds to place the image onto the screen. I'm just using an ArrayList to put all the Drawables in, and then another ArrayList to put all the ImageViews and I load them into the view within my onTouchListener. Here's an idea. The index is used to decide which image is to be inserted:
drawableOverlays.set(index, getResources().getDrawable(R.mipmap.exampleImage, null));
imageOverlays.get(index).setImageDrawable(drawableOverlays.get(index));
frame.addView(imageOverlays.get(index));
I've also tried using Glide and Picasso and those loaded in even slower. Am I approaching this wrong? Is there a more efficient way to accomplish this?
The best way is create a RecyclerView with ImageViews as items, and then load the images with Glide or Picasso, any of those libraries will give you the best performance
I am getting random out of memory exceptions in my app caused by inflate exceptions.
I have 7 fragment (difficulty) activities which launch their own activities via buttons. Each fragment has a scroll view with 30 buttons (levels).
I have set it up so that i can swipe across to each fragment and the fragment takes up the entire screen.
Occasionally when i swipe a few times and then select a random button from a group of 30 it will crash. It tries to load the activity and gives an out of memory exception with an inflate exception on a random line. The line always falls on an imageView or imageButton in the xml file. The activities that load are a grid of imageViews and imageButtons.
I do not get the exception much but it is something i want to fix. I have looked at many other out of memory exception questions although none have helped me. I have done a Memory analyser test and it shows nothing out of the ordinary.
I believe that the imageViews and imageButtons are using too much memory, although i only ever have one activity open at once.
It IS because of your images that are loading. When you load an image and you move around the page and view another image the heap increases. As you continue the process of viewing random images the heap grows even more until your app crashes. It's like stacking books on a glass table. You either move(cache) a book(image) or the glass(app) breaks. You should use an imageloader to load your images.
https://github.com/nostra13/Android-Universal-Image-Loader
You've mentioned that it always falls on an ImageView and ImageButton - and this is the clue to solve this problem. You get OOM 'cause background resource of this view has high resolution and takes a lot of memory. Try to lower resolution of this image.
Also you've mentioned that you have a ScrollView and this means that you keep in memory every 30 items. Probably you'd better change it to RecyclerView backed by adapter.
Just had the same problem and I'd like to simplify all the things said here:
Simply: reduce your images sizes.
Don't use 1080X1920 images... It's too high res.
Such image, even if compressed, when deployed will catch about 1080X1920X4B = 8.2MB (The GPU has to deploy it to it's full original resolution... That's why compression won't help but reducing the needed memory size...) and this i RAM that we're talking about..
Take Gimp or Photoshop and down scale the image to, say, 1/4: 540X960, and you won't feel the difference.. Belive me, been there already.
Beware of the memory consumption of images and videos.
Hope this helps,
James
I am stuck showing frame animation in android. My problem is that I have to animate 36 images. The smallest image is 69 kb in size and the biggest(last frame) is 526kb. A total of 11mb. I know its insane but I need to do it. See images below. The app is already made for iphone and I have to port it to android.
Requirements:
smooth animation
no frame loss
consistent with iphone
The solutions I tried are:
AnimationDrawable by providing in xml files. Problems: the start time is almost 6 -12 seconds. Images lose frames so jaggy experience.
Change imageview bitmap inside a handler. Problems: Frame loss and Out of memory
Create a custom imageview class. Define a method showAnimation() and inside it update bitmap and invalidate() the view unitl the last frame. Problems: Not fitting my requirement. This by far gave the best result but not half as required.
I am a noob in opengl and gamedevelopment. I am unable to find any alternative to my problem. Please help.
Smallest image:
Last image:
I can visualize the effect you are aiming at.I guess doing this will require pushing in different images onto the same imageView, with incremental frame rate.|
The accuracy will depend on the number of images you have. Greater the number of images finer will be the precision.
Also you need to implement incremental frame rate. So that it gives a smoother feel.
Doing this should be possible using a simple loop to change the image resource of the imageView Controller. There must be lag between two iterations, this lag will actually be the frame rate.
I think this can give satisfactory results.
Going for openGL, however, you will not need all these images. It will just require one image of the card that will be animated and duplicated to create the final image. This however is a complex piece of task(I think) so if you are catching some dead lines, you must go for a non-openGL solution like the 1st one, I have suggested.
I am developing an application in android in which i want to show about 170 images, but i want user can view images by finger either right or left . After searching from internet i got a solution, therefore i had use View flipper in my application It will work when the counting of images are 15, when the counting increasing above fifteen it will crash.
Can you tell me the reason for this or is there a limitation in view flipper that we cannot show more than 15 views.
Give me any suggession for solve my problem.
Thanks in advance!
I suggest you to use Gallery (Gallery tutorial), ViewFlipper will load complete view in memory, so when you load more images it will take more memory and there is good chance for OutOfMemoryError.
For displaying Images Gallery is the best choice
The view flipper has not such limitations. Probably the issue is that you're loading in memory all those images. Try to avoid to have more than 2 or 3 images in memory at any given time or you'll run out of RAM