I have a huge image to render (1024x25373p) cut into 99 images of 1024x256p.
I have tried to use a ListView, but without success : it crashes when scrolling, whithout any error (exept one line saying the proccess was stopped).
So, my question is, how do I render this huge image ?
Please note that I have tried to use TileView by moagrius, without success (I can't get it to work with navigation drawer)
As a suggestion ,
If this is listview, you may not need such larger size images "1024x256p" .
Actual size of your imageView may much for less than that. So its a wastage of
heap if you try to load those images directly without some processing.
Definitly you need to do some scaling down for your image based on actual size that you need. Nice exapmple and code has been published on the official doc
You need to deallocate memory or clear the all bitmaps which are not visible on the listview for particular moment.
You can use progressing loader in order to load your images in to the listview. Then loading will be happen based on the scrolling.
Also you can define lager heap enable in your manifest though it is not recommended but has to do in highly memory consumable apps.
android:largeHeap="true"
Related
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'm using Android-Universal-Image-Loader in a ListView of mine and I'm trying to find the best solution to following:
using resetViewBeforeLoading is necessary or else I get the same image in my ConvertViews, but this causes jitter, unless..
I use PauseOnScrollListener which is otherwise great, except that it shows a blank in some ConvertViews even for images that are already downloaded (I'm using memory and disk caches), so it's confusing to the user who sees a blank for an image they saw only 2 swipes ago
So it seems that I can't get an instant image load (for already-downloaded images) on scroll without jitter, even for images in memory, is this about right? Is there a better or more standard way to do this? (Vertical list-view showing screen-width images, sort of like the Instagram app, which does it buttery-smooth)
Otherwise, is there a way to lengthen the number of convertViews in my ListView to prevent unnecessarily aggressive re-use?
Thanks in advance
I need some help,
I am creating an app, and want it to run faster I mean when the app is started first it shows a blank white screen for o 1-2 seconds and then loads images. I have a layout background image, and 4 imageviews which are clickable and take you to the next activity. I read somewhere i should use threads to load images and it will load them on a separate thread faster, but i have some problem using it.
So here are the problems and android studio explanations:
Thread thread=new Thread(
public void run(){
ImageView tipka=(ImageView)findViewById(R.id.tipkaproba);
tipka.setImageResource(R.drawable.instructions);
LinearLayout asd=(LinearLayout)findViewById(R.id.layoutproba);
asd.setBackgroundResource(R.drawable.backfround123);
}
).start();
Now the android studio says:
After
"Thread(" )expected
Before
"public void run(){"
; expected
On ").start();"
Invalid method declaration; return type required, Missing method body, or declare abstract.
Now i would like to know:
Does this speed up loading images, ( if not how to do it then)
How to fix my errors.
Thanks anyway !
Do all images fit in the screen?! If users need to scroll to view other images why load all of them at once? Use a grid view with adapter to load the image. In this way when the app start only images on the screen will be loaded and then when the user scrolls other images show up!
another thing you can do is to have 2 version of each image. one low quality with small size that loads first and one for high quality image. that will load latter. You can also calculate the base color for each image (use open source code or do it manually). then set the background image of iamgeview to this color. So when the image finally loads on the screen. The difference is not as dramatic as it was before.
If you want to use thread try AsyncTask first. Using AsyncTask is simpler than defining thread yourself.
Try to decrease the size of your images! If you be able to do this. it works better than any other trick! It's mobile, you don't have to show supper high quality images. users don't even notice most of the time
You probably took care of this but it worth mentioning that you need to provide different images for different screen densities and it's critical for performance as well as quality.
Hi guys i am new to android and i posted a question a week ago in this link which basically stated that i was getting a java.lang.outofmemory error when i was using a lot of different backgrounds for my activities.
why am I getting errors when I use different backgrounds in xml
So as a new developer I have searched and searched for a solution as to how to clear the memory as i go from activity but none have been clear or precise. Then i stumbled across this site http://androidactivity.wordpress.com/2011/09/24/solution-for-outofmemoryerror-bitmap-size-exceeds-vm-budget/
which described exactly what i was going through except they use 10 activities and i am only using 4. However when i implemented his code it my project i ended up with null pointer exceptions and after fiddling with his code I ended up back were i started with the same out of memory error.
So can anybody direct me to someone who can show me how to have as many backgrounds as i want with out running out of memory. Or does android as great as it is does not let you simply use more than a certain amount of backgrounds? help?
It's not that there is a limit on the amount of backgrounds, but each background image you load is a loaded into memory as a bitmap and held there until the activity is destroyed. If you are opening multiple activities one after another, each background image will need to be held in memory and so eventually you will get an out of memory exception.
If you set a large background image, you will also experience some blocking on the ui thread, while the image is loaded into memory.
One way around this that worked for me was to use an imageloader. This decodes the image off the ui thread, caches it on disk, loads it into memory and if memory is running low, will clear an image from memory and fallback to the disk cache. You may get a slight delay/fade in as the image is loaded but this is not so bad visually, and when loaded once, will load straight away if you go back to that activity.
Check out Picaso Picasso which is really easy to implement and a great api or Universal Image Loader.
My layouts were all RelativeLayouts and the first child (will be behind all other views) was an ImageView with scaleType centercrop and width and height set to match_parent. When each activity loads (onCreate), just grab a reference to the imageview in your layout and set the required background image using your ImageLoader of choice.
The other option is to have multiple copies of your background image in your resources, with each one resized to perfectly fit your resolutions of choice (drawable-mdpi/-hdpi/-xhdpi etc). This way, you ensure you are never loading images that are way bigger than you need to be displayed and your app will be more forgiving in terms of memory consumption.
I am looking for a library or some idea on how I can load an image by parts from the disk or a url straight to the disk then in parts again to the ram. So the two ways I see that this can be done is loading the whole image onto the disk by reading and writing it from the url directly using the ram only for the buffer then when the image is on the disk some how creating bitmaps of only parts of the image, that way I DO NOT load it all and putting those in a ListView.
The issue is that I am dealing with extremely long images (10K + pixels long w/ a width of 4-600) and they hog up lots of ram if loaded all in one bitmap. I can not just scale them down like the Google android tutorial does in the handling large bitmaps section as that results in a width too small to deal with. So if I can somehow generate small bitmap slivers on the disk I can use them by loading them in a ListView preventing loading the image as a whole into ram.
Right now I am breaking the long images into slivers from a bitmap and I realized that that isn't really accomplishing what I am trying to do as the whole image is loaded into a bitmap in memory and is then broken up, then GC (So I am using up the full abmount of ram anyways). I am testing on a new top of the line android phone and the app works fine, but the heap size reaches 80mb+ with the larger images temporarily in ram as it breaks down the bitmap and this will be an issue with devices that have lower heap limits
You can try using this class, support from 2.3 http://developer.android.com/reference/android/graphics/BitmapRegionDecoder.html
If you are using Java you can work with InputStreamReader and OutputStreamWriter. Method read() accepts the buffer as one of the parameters, its length can be anything suitable. Of course you can create a new file for each buffer being written.
Is it what you're looking for?
edit
well its not. have you seen this Strange out of memory issue while loading an image to a Bitmap object ?
If you have control over the server from where you are fetching data, throw in another field in your response, such that it returns a thumbnail/smaller image. The server can then generate the required thumbnails for you, without you bothering about it.
Decoding bitmaps on the fly might be expensive, most of the times. If you can't change anything on the server, download and save the images, and after saving, generate their corresponding thumbnails and save them as well. In your list, use the thumbnails. Also, save the information about which images have been cached, and whose thumbnails you already have. This might look like a lot of work, but depending on the use case, this can be a better approach dealing with large images.
Problem with downsizing?
Well, you can come up with some kind of logic as to generate thumbnails, based on the original size of the image. For longer(vertically long images), you could use BitmpapRegionDecoder (http://developer.android.com/reference/android/graphics/BitmapRegionDecoder.html) as #Binh Tran has suggested.
Try maybe encoding the image to make the size small.