Out Of Memory Error in Android Studio - android

I'm trying to create my first android app, so I'm really new to android development. I'm trying to make a nice background image for my app. I made an image that is the exact dimensions of the device, but when I try to load it, i get the error "Failed to allocate a 218748 byte allocation with 217220 free bytes and 212KB until OOM" Here's my code:
#Override
protected void onDraw(Canvas canvas) {
drawBackground(canvas);
protected void drawBackground(Canvas canvas) {
Bitmap background = Bitmap.createBitmap(BitmapFactory.decodeResource(getResources(), R.drawable.background2));
canvas.drawBitmap(background, 0, 0, null);
I've tried scaling it down, which works, but then it doesn't fill the entire screen. How do I resolve this issue?

You should recycle bitmap after canvas.drawBitmap(background, 0, 0, null);, or create bitmap once, in the constructor, and then use it, it is very costly to create bitmap each time in the onDraw method, it even costly to create simple objects in the onDraw, you shuold avoid from it, android:largeHeap="true" and System.gc() can't help in this case. Read this
Custom Drawing
Creating objects ahead of time is an important optimization. Views are redrawn very frequently, and many drawing objects require expensive initialization. Creating drawing objects within your onDraw() method significantly reduces performance and can make your UI appear sluggish.

There is blog that will help you to detect and prevent Out of memory issue. I wrote this based on a real problem I faced and here is the link
If you got stuck anywhere in the tutorial please let me know we can discuss and if you want to add something please suggest.

Related

Memory hog on custom view draw Android

I've got a question regarding the following memory allocation trace:
As you can see there is a huge memory hog in the draw method of my custom "GaugeView" view. This draw method, however, consists merely of this:
#Override
protected void onDraw(Canvas canvas) {
outerGauge.draw(canvas);
canvas.rotate(rotation, rotateX, rotateY);
canvas.drawBitmap(innerGaugeBitmap,0,0,null);
}
Because of the problem posed in this question it is not easy to rotate the image ahead of time without quality loss. My questions are as follows:
Is my suspicion right, and is this memory hog caused by the canvas.rotate?
How could I rid myself of this problem?

Avoiding java.lang.OutOfMemoryError

Hi all I am developing live wallpapers, and I am using lot of bitmaps. I have tested my new live wallpaper for aboute a week, and it was up and runing perfectly, but as soon as I have uploaded it to a market I keep getting this kind of exceptions : java.lang.OutOfMemoryError for both android.graphics.Bitmap.nativeCreate and android.graphics.BitmapFactory.nativeDecodeAsset. I use this kind of lifecycle of an bitmap:
I create a reference like:
Bitmap dark = null;
Bitmap cave = null;
at onCreateEngine I init them like :
cave = BitmapFactory.decodeResource(getResources(), R.drawable.cave);
dark = BitmapFactory.decodeResource(getResources(), R.drawable.dark);
here is where it trows the exception. for these images: . and after all I draw them to an canvas like this:
canvas.save();
canvas.drawBitmap(bg, new Matrix(), new Paint());
canvas.drawBitmap(dark, new Matrix(), new Paint());
canvas.restore();
What Should I do? It is better to load the dark image just one picture and draw it to the canvas width*height times? Or Are there any methods to do? I think recycle or calling onDestroy. But I do not know when to call them because the exceptions are thrown at onCreate.Are the images too big? And why it is working smoothly on my device, and on the other devices it is throwing exceptions? The bitmaps are 1484*1484 dimension big and the clouds are 250*172 dimensional big, should they be in 2^x * 2^x dimension?
Just try to use Memory Optimizer and see where are you creating Memory Leaks. You can use Eclipse Memory Analyzer(MAT) for this. Its a very common problem with using bitmaps. By using BitMaps you need to be extra careful for memory leaks.

Android Bitmap too heavy error

I have the following problem that some of you must know on my android app :
3288-byte external allocation too large for this process.
Out of memory: Heap Size=5959KB, Allocated=3922KB, Bitmap Size=18614KB
VM won't let us allocate 3288 bytes
Facts :
I'm creating a bitmap of the screen (so quite huge) and I manipulate it (changing size etc ...) for doing a flipping page animation.
It crashes only on a desire HTC : on galaxy s2 and kindle fire, no problems.
I'm already desallocating the current Bitmap everytime I create a new one with the following code :
Bitmap old = this.bitmap;
this.bitmap = bitmap;
this.invalidate();
if(old != null)
old.recycle();
I also tryied to call this function :
public void recycle() {
if (this.bitmap!=null)
this.bitmap.recycle();
System.gc();
Runtime.getRuntime().gc();
}
Severals time in my code, and sometimes it gets slightly better (like it crashes a little later), but that's still not good.
I spent a lot of time on this problem, and I don't really get how to fix it. It's like on forum there is a lot of misinformation, so I'm kinda lost.
Thanks, ask for more precision.
Edit :
Here is a code called a lot :
//set the foreground image with the current day
Bitmap b = Bitmap.createBitmap(visibleLayout.getWidth(), visibleLayout.getHeight(),Bitmap.Config.ARGB_8888);
Canvas c = new Canvas(b);
visibleLayout.draw(c);
viewBitmapNext.setBitmap(b);
viewBitmapNext.setVisibility(View.VISIBLE);
Where viewBitmapNext is an overwritted element of the View class. The setBitmap function is described above.
About the resizement, I do this line of code :
viewBitmapPrevious.setLayoutParams(new RelativeLayout.LayoutParams((int) (iterator - ((totalWidth - iterator) - activity.getResources().getDimension(R.dimen.margin_right))/2), RelativeLayout.LayoutParams.WRAP_CONTENT));
Again, tell me if you you want to know more.
I found out what was the problem. It will not be interresting for anyone, because it's a dumb error closely related to my project, but I say it anyway.
I actually had 2 errors :
one loop creating elements infinitly.
Two big pictures I put as a background after a certain action performed on a cheap phone ( I'm still on it but it should be easy to solve). I'll edit this answer when it's done.
To everyone that helped me, you couldn't find out the problem's solution (wasn't related to the bitmap-screen I do), but still it was helpful on it's way.
Thanks.

When (if at all) should I use Bitmap.recycle()?

According to Android Developers site, the Bitmap.recycle() method definition is:
Free the native object associated with this bitmap, and clear the reference to the pixel data
I've developed some applications which are creating / decoding a lot of bitmaps, and put the result bitmap objects to ImageViews. Sometimes I've got the famous exceptions such as:
bitmap size excceded vm budget
and
out of memory error
Also I'm sure I don't have any memory leaks that can cause that.
After a lot of searches, I discoverd the "recycle" method, and used it to free the bitmap's native memory when no longer needed. It seems like it helped a lot.
I'm asking if that's something I'm supposed to do on this situation, because
I know the system is doing this anyway without calling it explicitly (is it? maybe I'm wrong).
Should I use this method in situations like this?
In what situations should I use this method?
Should I use this method at all?
thanks in advance.
UPDATE:
google posted this guide recently, which says:
On Android 2.3.3 (API level 10) and lower, using recycle() is recommended. If you're displaying large amounts of bitmap data in your app, you're likely to run into OutOfMemoryError errors. The recycle() method allows an app to reclaim memory as soon as possible.
in what situations should I use this method?
The Bitmaps are GC'ed by GC whenever it decides.But in some situations it may get delayed.
And always remember thumb rule in java (Maybe it applies to othe P.L also).The speed of recycling objects by GC may not be same as speed of creating objects.So sometimes the GC is slow to in recycling.
so recycle() means If you want to free memory ASAP you should call recycle()
should I use this method at all??
This is an advanced call, and normally need not be called, since the normal GC process will free up this memory when there are no more references to this bitmap.But if you are facing the issues like bitmap size exceeded vm budget or out of memory error then you need to use this.
I do use it in operations where i know that bitmap is not going to be used anymore.
public static Bitmap getMaskedContactImage (Context context, Bitmap contactImageBitmap, int maskToBeApplied) {
Bitmap mask = BitmapFactory.decodeResource(context.getResources(), maskToBeApplied);
Bitmap output = Bitmap.createBitmap(mask.getWidth(),mask.getHeight(), Config.ARGB_8888);
final Rect finalRect = new Rect(0, 0, contactImageBitmap.getWidth(), contactImageBitmap.getHeight());
final Rect originRect = new Rect(0, 0, mask.getWidth(), mask.getHeight());
Canvas canvas = new Canvas(output);
Paint xferPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
xferPaint.setColor(Color.BLACK);
xferPaint.setXfermode(new PorterDuffXfermode(Mode.DST_IN));
canvas.drawBitmap(contactImageBitmap, finalRect, originRect, null);
canvas.drawBitmap(mask, originRect, originRect, xferPaint);
contactImageBitmap.recycle();
mask.recycle();
return output;
}
In places like that one, im sure im not going to use the mask or the contactImage.
I found a really good resource for Bitmap processing that can be helpfull Displaying bitmaps.
Regards,
Alex

Bitmap size exceeds VM budget, not understanding why

I've looked all over for "Bitmap size exceeds VM budget" problems, but none of the solutions seem applicable for me. I am not understanding why my program sometimes throws this error because they way I'm using it doesn't seem to cause any possible memory leaks. My stack traces are pointing to the BitmapFactory.decodeResource() method. I've got a background image that I'm using to draw on a Canvas and this is how I've been initializing it:
Bitmap backgroundImage = BitmapFactory.decodeResource(getResources(),
R.drawable.background);
backgroundImage = resizeImage(backgroundImage, w, h);
This is how I've been using it:
canvas.drawBitmap(backgroundImage, 0, 0, paint);
I thought that putting backgroundImage = null in the onDestroy method would help, but that did nothing. There is not other reference to the background image resource in my program except in an XML file, but I don't think that affects it. Could someone explain to me why this is happening and how to fix it?
By the way, there is not screen orientation changes involved in this app.
You need to free the bitmap pixels when you're done with it. You mentioned that you set its value to null, but that only makes it eligible for GC, it does not explicitly tell the VM that you're done with those pixels, and that now is a good time to free them.
Before you set it to null, simply call Bitmap#recycle() on the Bitmap:
protected void onDestroy() {
if (this.backgroundImage != null) {
this.backgroundImage.recycle();
this.backgroundImage = null;
}
}
Additionally, you may be wasting resources in your resizeImage() method, which you did not provide code for. It's much more efficient to do proper down-sampling of the Bitmap at decode-time, rather than loading the full-size Bitmap, and then scaling it down from there.
The general technique is to use the 3-argument version of BitmapFactory.decodeResource(), with BitmapFactory.Options#inJustDecodeBounds for a first-time-pass in order to get the width/height of the Bitmap (although in your case, since it comes from the app's resources, there's no reason you should even have to do that.. but I'll explain it anyway); then determine a proper samplesize based on the target size, and decode the bitmap a second time. That usually results in much less memory usage, especially for very large images (e.g., with inSampleSize set to 2, it decodes the full-size Bitmap, but only allocates enough memory for a Bitmap of half the original size, downscaling the Bitmap in the process).

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