Error while calling setPixel on displayed bitmap - android

I'm developing simple application, which should do some image processing and display progress to user. Because i want user to see the whole process, it's not possible to set bitmap to imageView after the process completes, or do the work in UI thread.
I ended up with following solution:
Obtain bitmap from source
Set bitmap to ImageView
Run image processing task on background thread (using AsyncTask)
Here is simplified source code:
public class ImageProcessingTask extends AsyncTask<Params, Void, Bitmap>
{
private Listener listener = null;
public ImageProcessingTask(Listener listener)
{
this.listener = listener;
}
#Override
protected Bitmap doInBackground(Params... params)
{
// Do work, call setPixel in cycle without Thread.sleep() is enough
ImageProcessing.processImage(params[0]);
}
#Override
protected void onPostExecute(Bitmap bitmap)
{
if(listener != null)
{
listener.onImageProcessingTaskPostExecute(bitmap);
}
}
}
Everything is working just great, except once in a while in approximately in half of image (randomly) the process stops and i get this
E/OpenGLRenderer﹕ Cannot generate texture from bitmap
In this thread i find out that it is problem related to hardware acceleration, so i turned it off
imageView.setLayerType(View.LAYER_TYPE_SOFTWARE, null);
The problem disapeared from console, but everyting i achieved was that bitmap disapeared from ImageView on exactly same spot, instead of freezing.
I found several discussions throughout the internet, but i haven't discover any useful solutions to this problem. I tried to synchronize access to bitmap using synchronized statement and java.util.concurrent.Semaphore, but with no success.
And last one interesting fact i noticed - i have simple color detection algorithm, that compute number of individual colors on picture. If i run it after image processing function, it returns different values, as if bitmap didn't change colors at all (physically, so it probably isn't just OpenGL problem).
List of approaches i used:
Disable hardware acceleration for ImageView (see above)
Synchronize access to bitmap (no change)
setPixels instead of setPixel (no change)
copyPixelsFromBuffer + copyPixelsToBuffer instead of setPixel (no change)
move setPixel in UI thread using Handler (no change)
much more...

Related

Glide inconsistent loading in for loop

I am writing an Android app where I want to display a consistent stream using the newest Glide 4.11.0. My idea was that I display every 100 ms a new image using a for loop where I call the Glide function. When I start my function loadImageFromURL() it runs through and afterwards display all the images as fast as possible after each other, but I want to get it displayed evenly with a time gap of around 100 ms.
What am I doing wrong? Is there a problem with an internal thread of Glide?
My Code:
public void loadImageFromURL() {
Glide.get(this).setMemoryCategory(MemoryCategory.HIGH); //use more RAM than normal
final long Start = System.currentTimeMillis();
for (int i = 0; i < 5; imageNumber++) { //for loop for displaying continuously stream
if (System.currentTimeMillis() > Start + i * 100) {
Glide.with(this).asBitmap().load(ImageURL).diskCacheStrategy(DiskCacheStrategy.NONE).override(ScreenSizeX, ScreenSizeY).into(new CustomTarget<Bitmap>(){
#Override
public void onResourceReady(#NonNull Bitmap resource, #Nullable Transition<? super Bitmap> transition) {
_imageView.setImageBitmap(resource);
imageNumber++;
}
#Override
public void onLoadCleared(#Nullable Drawable placeholder) {
}
});
i++;
}
}
Glide.get(this).setMemoryCategory(MemoryCategory.NORMAL); //RAM usage back to normal
}
There are multiple flaws with your code. Glide downloads the images in a separate thread, so it's running the download code independently from your loop. Some issues:
You are manipulating imageNumber from multiple threads. This will cause random time-sensitive issues. You should not increment imageNumber in onResourceReady
The loop will just infinitely loop until the desired time is reached. This will cause heavy CPU load and can be solved by using locks, waits or similar.
My suggestion: Try loading each image after another synchronously with the solution from this answer. When an image has loaded, calculate how much time remains for your "image load break" to pass and use Thread.sleep(milliSeconds) to wait out the remaining time. Then you can update the imageView.
Make sure you run this code in a separate thread and use runOnUIThread when updating the imageView.
You can probably further optimize this by using a ConcurrentQueue where the download of the images all happen at once and a separate consumer thread takes from the queue and waits in between. This will probably have higher memory usage though because the images will be also stored in the queue.

Is it safe to call native function that locks pixels of Bitmap from non UI thread?

I'm implementing list that contains preview of different image filters (grayscale, sepia, etc.)
I want to move image processing out of UI thread, but I'm not sure is it safe. For example, when I'm calling AndroidBitmap_lockPixels for Bitmap of ImageView what will happen if UI thread will try to redraw ImageVIew?
EXAMPLE
public void someMethod(){
ImageView mImageView = /*initialization*/
final Bitmap bmp = ((BitmapDrawable) mImageView.getDrawable()).getBitmap();
new Thread(new Runnable(){
#Override
public void run(){
applyFilter(bmp);
}
}).start();
}
public native void applyFilter(Bitmap bmp);
I haven't tried this case yet; however, you're trying to modify the current being-used Bitmap on ImageView. I think when AndroidBitmap_lockPixels is called, some abnormal will happen, like crash on ImageView while trying to invalidate or something similar to Access Violation.
You can make a copy of the image, process it then apply the new Bitmap to ImageView; it's totally safe.
In that case, there's a chance that the Bitmap is directly referencing something in that ImageView. Otherwise, the Bitmap becomes just another set of 1s and 0s. You might be able to make a copy of the Bitmap and update the ImageView with the new image once you are done. Be careful about images on devices before Honeycomb (3.0) because they handle bitmaps weird, and you have to manage them almost like you would in a C++ program.
It shouldn't, but there's sometimes hidden things in Android, so watch out.
Update: there might be a way to modify the image without copying, but I'm basing this more off general graphics and not Android-specific

Android Bitmap Cache

I'm working on implementing a cache for a lot of bitmap tiles I have. What I've done so far:
Successfully implemented a LRU Cache system, but the tiles still load slowly when they must be loaded from the app's resources. The cache currently has about an 85% hit rate.
Whenever I must load the bitmap from resources, it is still slow like I said. With this in mind, I am now loading the Bitmaps from an Async task. Before this, everything would load without error, but it was fairly slow. Now, it's faster since it's not working on the main thread, but I inevitably run into an OOM error. Here's the code for my Async task:
public class loadBitmap extends AsyncTask<Void,Void,Void>
{
Bitmap bit;
#Override
protected Void doInBackground(Void... params)
{
Options opts = new Options();
bit = BitmapFactory.decodeResource(reso, drawable, opts);
return null;
}
#Override
protected void onPostExecute(Void result)
{
// TODO Auto-generated method stub
drawLoadedBit(bit);
super.onPostExecute(result);
}
}
Any ideas on how I can implement this so I don't get the Out of Memory error? Since this is called in the draw method, I'm thinking that the multiple calls to it are causing it. Thanks for any advice.
Refer to this link
He gives a good tutorial on using regenative bitmaps. Further, to decouple the bitmap from the view [once the view is disposed], you can #Override View#onRemovedFromWindow() to recycle the bitmap. Going even further, if you still have this issue, you can create a BitmapPool in which you allocate your bitmaps. You can implement an algorithm go calculate the sizes of the bitmaps and release older bitmaps that would push you over an arbitrary memory amount (bitamp memory is about width*height*4 + object size which should be nominal)
When the Bitmap is loaded, keep it around in a class variable. Then next time a draw is requested, check to see if the class variable is non-null before loading it from resources again.

Android loading and showing a lot of images in ImageView(frame by frame animation) hangs in certain moments

I've created an application that show around 250 images in ImageView. Images are loaded one after another, 15-30 images per second. Basically the whole thing gives an illusion of a rotating 3D object, at least it should.
The problem is next, app hangs when loading certain images(i.e. I see a few seconds of fluid animation and then animation hangs, jump 10-15 frames(images) ahead and continues. It always happens at the same places in animation cycle.
I though that Android might not have enough resources to handle something like this, so I've resized images to half their size, but it did't help. I've tried buffering images but that did't help either(actually, maybe a little, I think that animation looks a little bit smoother).
And now the weirdest thing. I use the touch screen to allow users to "rotate" the 3D object on those images, and while rotating I again experience those hangs at exactly the same places as with the animation.
All images are in .png format and their size vary from 15kB to 40kB.
I use the following code for the animation:
new Thread(new Runnable() {
#Override
public void run() {
while (!stopStartupAnimation && li < images_360.length) {
final int fli = li;
handler.post(new Runnable() {
#Override
public void run() {
//Bitmap b = BitmapFactory.decodeResource(getResources(), R.drawable.icon);
//imageCanvas.setImageResource(images_360[fli]);
imageCanvas.setImageBitmap(imageStackNext.pop());
System.out.println("rawX = " + fli);
}
});
int ti = fli +25;
if(ti > images_360.length-1){
ti = ti - images_360.length;
}
imageStackNext.push(BitmapFactory.decodeResource(getResources(), images_360[ti]));
synchronized (this) {
try {
wait(1000 / 25);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
li++;
li++;
if (li >= images_360.length) {
li = 0;
}
}
}
}).start();
First, 15-40KB is their compressed form. Uncompressed, as Bitmaps, they are probably substantially larger. 250 of them may be using many MB of RAM, which is not a good idea.
Second, given a choice between using OpenGL for 3D (which is its purpose), or the 2D drawing primitives on the Canvas, or using ImageView, you chose the worst-performing option.
Third, postRunnable() does not take effect immediately, but rather puts things on a message queue for the main application thread to process when it gets a chance. If it gets tied up -- say, handling touch events -- it may well skip over some seemingly redundant ImageView redraws, or have them go by so fast they appear to not happen. All your 40ms wait() does is ensure that you are only raising events every 40ms, not that they will paint every 40ms. Besides, you could have more easily just used postDelayed() for your 40ms timing.
Bitmaps should be loaded efficiently.
Refer example on official page: https://developer.android.com/training/displaying-bitmaps/index.html

java.lang.OutOfMemoryError: bitmap size exceeds VM budget - Android

I developed an application that uses lots of images on Android.
The app runs once, fills the information on the screen (Layouts, Listviews, Textviews, ImageViews, etc) and user reads the information.
There is no animation, no special effects or anything that can fill the memory.
Sometimes the drawables can change. Some are android resources and some are files saved in a folder in the SDCARD.
Then the user quits (the onDestroy method is executed and app stays in memory by the VM ) and then at some point the user enters again.
Each time the user enters to the app, I can see the memory growing more and more until user gets the java.lang.OutOfMemoryError.
So what is the best/correct way to handle many images?
Should I put them in static methods so they are not loaded all the time?
Do I have to clean the layout or the images used in the layout in a special way?
One of the most common errors that I found developing Android Apps is the “java.lang.OutOfMemoryError: Bitmap Size Exceeds VM Budget” error. I found this error frequently on activities using lots of bitmaps after changing orientation: the Activity is destroyed, created again and the layouts are “inflated” from the XML consuming the VM memory available for bitmaps.
Bitmaps on the previous activity layout are not properly de-allocated by the garbage collector because they have crossed references to their activity. After many experiments I found a quite good solution for this problem.
First, set the “id” attribute on the parent view of your XML layout:
<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:id="#+id/RootView"
>
...
Then, on the onDestroy() method of your Activity, call the unbindDrawables() method passing a reference to the parent View and then do a System.gc().
#Override
protected void onDestroy() {
super.onDestroy();
unbindDrawables(findViewById(R.id.RootView));
System.gc();
}
private void unbindDrawables(View view) {
if (view.getBackground() != null) {
view.getBackground().setCallback(null);
}
if (view instanceof ViewGroup) {
for (int i = 0; i < ((ViewGroup) view).getChildCount(); i++) {
unbindDrawables(((ViewGroup) view).getChildAt(i));
}
((ViewGroup) view).removeAllViews();
}
}
This unbindDrawables() method explores the view tree recursively and:
Removes callbacks on all the background drawables
Removes children on every viewgroup
It sounds like you have a memory leak. The problem isn't handling many images, it's that your images aren't getting deallocated when your activity is destroyed.
It's difficult to say why this is without looking at your code. However, this article has some tips that might help:
http://android-developers.blogspot.de/2009/01/avoiding-memory-leaks.html
In particular, using static variables is likely to make things worse, not better. You might need to add code that removes callbacks when your application redraws -- but again, there's not enough information here to say for sure.
To avoid this problem you can use native method Bitmap.recycle() before null-ing Bitmap object (or setting another value). Example:
public final void setMyBitmap(Bitmap bitmap) {
if (this.myBitmap != null) {
this.myBitmap.recycle();
}
this.myBitmap = bitmap;
}
And next you can change myBitmap w/o calling System.gc() like:
setMyBitmap(null);
setMyBitmap(anotherBitmap);
I've ran into this exact problem. The heap is pretty small so these images can get out of control rather quickly in regards to memory. One way is to give the garbage collector a hint to collect memory on a bitmap by calling its recycle method.
Also, the onDestroy method is not guaranteed to get called. You may want to move this logic/clean up into the onPause activity. Check out the Activity Lifecycle diagram/table on this page for more info.
This explanation might help:
http://code.google.com/p/android/issues/detail?id=8488#c80
"Fast Tips:
1) NEVER call System.gc() yourself. This has been propagated as a fix here, and it doesn't work. Do not do it. If you noticed in my explanation, before getting an OutOfMemoryError, the JVM already runs a garbage collection so there is no reason to do one again (its slowing your program down). Doing one at the end of your activity is just covering up the problem. It may causes the bitmap to be put on the finalizer queue faster, but there is no reason you couldn't have simply called recycle on each bitmap instead.
2) Always call recycle() on bitmaps you don't need anymore. At the very least, in the onDestroy of your activity go through and recycle all the bitmaps you were using. Also, if you want the bitmap instances to be collected from the dalvik heap faster, it doesn't hurt to clear any references to the bitmap.
3) Calling recycle() and then System.gc() still might not remove the bitmap from the Dalvik heap. DO NOT BE CONCERNED about this. recycle() did its job and freed the native memory, it will just take some time to go through the steps I outlined earlier to actually remove the bitmap from the Dalvik heap. This is NOT a big deal because the large chunk of native memory is already free!
4) Always assume there is a bug in the framework last. Dalvik is doing exactly what its supposed to do. It may not be what you expect or what you want, but its how it works. "
I had the exact same problem. After a few testing I found that this error is appearing for large image scaling. I reduced the image scaling and the problem disappeared.
P.S. At first I tried to reduce the image size without scaling the image down. That did not stop the error.
Following points really helped me a lot. There might be other points too, but these are very crucial:
Use application context(instead of activity.this) where ever possible.
Stop and release your threads in onPause() method of activity
Release your views / callbacks in onDestroy() method of activity
I suggest a convenient way to solve this problem.
Just assign the attribute "android:configChanges" value as followed in the Mainfest.xml for your errored activity.
like this:
<activity android:name=".main.MainActivity"
android:label="mainActivity"
android:configChanges="orientation|keyboardHidden|navigation">
</activity>
the first solution I gave out had really reduced the frequency of OOM error to a low level. But, it did not solve the problem totally. And then I will give out the 2nd solution:
As the OOM detailed, I have used too much runtime memory. So, I reduce the picture size in ~/res/drawable of my project. Such as an overqualified picture which has a resolution of 128X128, could be resized to 64x64 which would also be suitable for my application. And after I did so with a pile of pictures, the OOM error doesn't occur again.
I too am frustrated by the outofmemory bug. And yes, I too found that this error pops up a lot when scaling images. At first I tried creating image sizes for all densities, but I found this substantially increased the size of my app. So I'm now just using one image for all densities and scaling my images.
My application would throw an outofmemory error whenever the user went from one activity to another. Setting my drawables to null and calling System.gc() didn't work, neither did recycling my bitmapDrawables with getBitMap().recycle(). Android would continue to throw the outofmemory error with the first approach, and it would throw a canvas error message whenever it tried using a recycled bitmap with the second approach.
I took an even third approach. I set all views to null and the background to black. I do this cleanup in my onStop() method. This is the method that gets called as soon as the activity is no longer visible. If you do it in the onPause() method, users will see a black background. Not ideal. As for doing it in the onDestroy() method, there is no guarantee that it will get called.
To prevent a black screen from occurring if the user presses the back button on the device, I reload the activity in the onRestart() method by calling the startActivity(getIntent()) and then finish() methods.
Note: it's not really necessary to change the background to black.
The BitmapFactory.decode* methods, discussed in the Load Large Bitmaps Efficiently lesson, should not be executed on the main UI thread if the source data is read from disk or a network location (or really any source other than memory). The time this data takes to load is unpredictable and depends on a variety of factors (speed of reading from disk or network, size of image, power of CPU, etc.). If one of these tasks blocks the UI thread, the system flags your application as non-responsive and the user has the option of closing it (see Designing for Responsiveness for more information).
Well I've tried everything I found on the internet and none of them worked. Calling System.gc() only drags down the speed of app. Recycling bitmaps in onDestroy didn't work for me too.
The only thing that works now is to have a static list of all the bitmap so that the bitmaps survive after a restart. And just use the saved bitmaps instead of creating new ones every time the activity if restarted.
In my case the code looks like this:
private static BitmapDrawable currentBGDrawable;
if (new File(uriString).exists()) {
if (!uriString.equals(currentBGUri)) {
freeBackground();
bg = BitmapFactory.decodeFile(uriString);
currentBGUri = uriString;
bgDrawable = new BitmapDrawable(bg);
currentBGDrawable = bgDrawable;
} else {
bgDrawable = currentBGDrawable;
}
}
I had the same problem just with switching the background images with reasonable sizes. I got better results with setting the ImageView to null before putting in a new picture.
ImageView ivBg = (ImageView) findViewById(R.id.main_backgroundImage);
ivBg.setImageDrawable(null);
ivBg.setImageDrawable(getResources().getDrawable(R.drawable.new_picture));
FWIW, here's a lightweight bitmap-cache I coded and have used for a few months. It's not all-the-bells-and-whistles, so read the code before you use it.
/**
* Lightweight cache for Bitmap objects.
*
* There is no thread-safety built into this class.
*
* Note: you may wish to create bitmaps using the application-context, rather than the activity-context.
* I believe the activity-context has a reference to the Activity object.
* So for as long as the bitmap exists, it will have an indirect link to the activity,
* and prevent the garbaage collector from disposing the activity object, leading to memory leaks.
*/
public class BitmapCache {
private Hashtable<String,ArrayList<Bitmap>> hashtable = new Hashtable<String, ArrayList<Bitmap>>();
private StringBuilder sb = new StringBuilder();
public BitmapCache() {
}
/**
* A Bitmap with the given width and height will be returned.
* It is removed from the cache.
*
* An attempt is made to return the correct config, but for unusual configs (as at 30may13) this might not happen.
*
* Note that thread-safety is the caller's responsibility.
*/
public Bitmap get(int width, int height, Bitmap.Config config) {
String key = getKey(width, height, config);
ArrayList<Bitmap> list = getList(key);
int listSize = list.size();
if (listSize>0) {
return list.remove(listSize-1);
} else {
try {
return Bitmap.createBitmap(width, height, config);
} catch (RuntimeException e) {
// TODO: Test appendHockeyApp() works.
App.appendHockeyApp("BitmapCache has "+hashtable.size()+":"+listSize+" request "+width+"x"+height);
throw e ;
}
}
}
/**
* Puts a Bitmap object into the cache.
*
* Note that thread-safety is the caller's responsibility.
*/
public void put(Bitmap bitmap) {
if (bitmap==null) return ;
String key = getKey(bitmap);
ArrayList<Bitmap> list = getList(key);
list.add(bitmap);
}
private ArrayList<Bitmap> getList(String key) {
ArrayList<Bitmap> list = hashtable.get(key);
if (list==null) {
list = new ArrayList<Bitmap>();
hashtable.put(key, list);
}
return list;
}
private String getKey(Bitmap bitmap) {
int width = bitmap.getWidth();
int height = bitmap.getHeight();
Config config = bitmap.getConfig();
return getKey(width, height, config);
}
private String getKey(int width, int height, Config config) {
sb.setLength(0);
sb.append(width);
sb.append("x");
sb.append(height);
sb.append(" ");
switch (config) {
case ALPHA_8:
sb.append("ALPHA_8");
break;
case ARGB_4444:
sb.append("ARGB_4444");
break;
case ARGB_8888:
sb.append("ARGB_8888");
break;
case RGB_565:
sb.append("RGB_565");
break;
default:
sb.append("unknown");
break;
}
return sb.toString();
}
}

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