TextView with id and textIsSelectable="true" causes leaking of the Activity object - android

it took me three days to narrow my problem with this memory leak and I can't find anyone else describing this issue anywhere. That's why I would like to ask if someone could confirm I haven't just missed something. I've also submitted a bug report but the reason I'm asking here on SO (besides letting others know) is that I would like you to let me know of other Views and their attributes causing such problems so I can avoid them.
My problem is as follows:
(1.) create a simple Android application (e.g. the SkeletonApp sample application)
(2.) add the following at the end of onCreate() to cause memory allocation:
Log.i(this.toString(), ">>> onCreate()");
auxList = new ArrayList<int[]>();
for(int i = 0; i < 20; i++) {
auxList.add(new int[250000]);
}
Log.i(this.toString(), "<<< onCreate()");
(3.) (optional - just for convenience) override the following methods:
#Override
protected void onDestroy() {
Log.i(this.toString(), ">>> onDestroy()");
super.onDestroy();
}
#Override
protected void finalize() throws Throwable {
Log.i(this.toString(), ">>> finalize() !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!");
super.finalize();
}
(4.) run the application and rotate the screen several times (pressing left CTRL+F11) - everything should work for now
(5.) in the layout (skeleton_activity.xml) add:
<TextView
android:id="#+id/textViewDebug"
android:layout_width="30dp"
android:layout_height="32dp"
android:textIsSelectable="true"
/>
(6.) repeat point (4.) - the logCat reveals that the Activity is destroyed after rotation but never finalized causing OutOfMemory error after several rotations
(7.) removing the textIsSelectable attribute or setting it to false as well as removing the id attribute (even while keeping textIsSelectable="true") prevents the issue.
Thanks for you comments!
PS: I'm new here and have no rights to add new tags. Could someone with enough points add a "textisselectable" tag to this question? Thanks

Check the Android Docs for use cases with finalize. Finalize is expensive, and is probably what is causing your memory leak, not the value on your text field.
Android Object
Note that objects that override finalize are significantly more expensive than objects that don't. Finalizers may be run a long time after the object is no longer reachable, depending on memory pressure, so it's a bad idea to rely on them for cleanup. Note also that finalizers are run on a single VM-wide finalizer thread, so doing blocking work in a finalizer is a bad idea. A finalizer is usually only necessary for a class that has a native peer and needs to call a native method to destroy that peer. Even then, it's better to provide an explicit close method (and implement Closeable), and insist that callers manually dispose of instances. This works well for something like files, but less well for something like a BigInteger where typical calling code would have to deal with lots of temporaries. Unfortunately, code that creates lots of temporaries is the worst kind of code from the point of view of the single finalizer thread.

Ok, I got an answer to my bug report stating that it can't be reproduced with the newest version of Android (I tested it on two devices running ICS). So I guess I'll just have to believe them as I don't have any newer device and it doesn't seem to bother anyone anyway. It's just a memory leak after all... ;-)

Related

Error handling in the onCreate() method of activity android

I am new to android development. In the overriden onCreate() method of my activity, I perform some operations. For ex. check if SharedPreference is already available and then route to other activity. How do I perform exception handling on this onCreate() method. Is it the right way to wrap the contents in a try catch and display the error dialog on exception?
If the exceptions are not handled properly, in my case the onCreate() method, the app crashes with message:
Unfortunately your application stopped working
On searching in the internet, I found that UncaughtExceptionHandler could be used to handle it. Any sample implementation and how to call it from all my activities would be helpful.
THat's the wrong way to go about it. Instead, go into your logcat. Read the stack trace of the exception. Figure out what you did wrong. Fix it. Just catching exceptions is a horrible practice unless you're catching a specific exception for a specific reason- its very unlikely your app is in a state where it can continue correctly. Don't be lazy, track down your bug and fix it.
With something like this you can catch a generic Exception in your onCreate() method:
#Override
protected void onCreate(Bundle arg0) {
super.onCreate(arg0);
try {
// do whatever you need
} catch (Exception e) {
e.printStackTrace();
}
}
Exception catching can be used with many goals. An interesting one is to catch particular expected exceptions to fix some problems (for example setting a generic value into a variable otherwise null after occurring an error).
The general purpose however is to avoid that an error causes a problem or in the worst case a crash of your application. Depending oh what kind of software you are developing, a crash may represents a little problem (like in an Android app), a very big one (like in airplane's softwares or power plants' softwares).
We can identify two kind of exceptions.
The first type are those exceptions specific to definite problems. They have to be declared into methods signature, so you are encouraged or obbligated to manage these exceptions and their relative problems. These exceptions represent an error that should probably occur during particular code execution, like a parsing error, or an input output error. For this type of problems we have particular exceptions, to catch and easily manage them (for example as previously said to init a variable with a default value after an error).
The second type of those exception represents instead some generic problems that can occur during program execution. They are a big and generic set and generally their probability of occurring is low. For this reason you are not obbligated to manage them. The main example of this type is the general Exception class.
So an catching an Exception is not the right approach to solve a bug, as suggested by Gabe Sechan.
Catching a generic Exception in the main() Java method can be a way, for example, to show a default human readable error to the user if nothing else is available.
Or could be a way to keep the failing of the current operation reducing crash probability.
Now, in Android we can't act directly on the main() method. onCreate() method is executed and exited so catching here a generic Exception has no much sense. Obviously it depends also on what you do in your onCreate() method and what you want to do if an error occurs. You could do some strange stuff (is very defined what you should do in the onCreate() method) and you could need to manage a big set of problems only showing an error, so it has more sense catch only a generic Exception than a lot of particular exceptions to make the same thing in each catch block.
If you want to achieve this goal (a message showed for all the errors occurred during onCreate() execution, made Activity by Activity) this is the right approach.
If instead what you want to achieve is to intercept all of the errors that are generated during all of your app execution, a good approach could be the UncaughtExceptionHandler, that act similarly to catch a generic Excepetion into a Java main() method. At this level an interesting approach is described here.
For more infos about exceptions you can read this and this.

Android Rubik's Cube Kociemba optimal solver memory shortage

I'd like to ask for some help about the following problem I have.
I'd like to create an application that solves the Rubik's cube with an optimal solution. I downloaded the following library, whitch supposedly does just that using the Kociemba's Algorithm.
http://kociemba.org/twophase.jar
Apparently it can solve the cube in under 0.5 sec, but in my app it never returned the solution due to memory problems. I know it works, I tested it with wrong inputs and it returns the documented error codes.
I call it in my onCreate method like this:
resultTxt = Search.solution(data, 21, 10, true);
resultTxt is a String variable and it should contain the solution.
It quickly eats up the memory.
I tried it with IntentService without success. By this I mean it didn't really changed anything.
As i didn't find any evidence of anyone using this library in any android application, I thought I would ask someone who is more experienced than me.
Is there any way I could make this work on Android, or is this as impossible as I thought?
It may be a bit late, but I was also facing this issue quite recently when I was working on a Rubik's-Cube-solving-robot using an Android-Smartphone for scanning the cube and computing the solution, so I'll put here what I have found out.
What is the problem?
Let's start off by discussing where the problem causing that performance issue actually is located.
The reason for that being so slow is the class CoordCube, which looks (very simplified) like this:
class CoordCube {
short[] pruneTables;
static {
/* compute and save ~50MB data in `pruneTables` */
}
}
Basically what it does, is to load a pretty big amount of data into lookup-tables which are required for a fast solving procedure. This loading is automatically executed by the JVM once this class is first instantiated. That happens on line 159 in Search.solution():
/* simplified code of solution() */
if (cube.isValid()) {
CoordCube c = new CoordCube(); // pruning tables will be loaded on this line
That is also the reason why this method executes in negligible time as long as the passed cube is invalid, since it never gets to load the tables.
Possible Solutions:
Now that we have identified where the problem is located, let's focus on how to solve it.
I have come up with 3 different approaches, where the first one is probably the easiest (but also the slowest execution wise ...) and is also used in my App. The other two are just ideas on how to improve the performance even more.
Approach 1:
The first and most simple approach is to just manually preload the lookup tables in a kind of LoadingActivity with a ProgressBar showing our current progress. For that we first want to be able to manually control exactly when which tables are loaded (when the class is first instantiated is not precise enough), like this:
loadTable1() {
/* load pruning table number 1 */
}
For that I have written some simple utility here (code is too long to paste). Make sure to check out my instructions there on how to properly import that code in your App.
Also we will probably want to do the loading in the background, namely in an AsyncTask. This is how I have done it in my application (PruneTableLoader is included in the previous link):
private class LoadPruningTablesTask extends AsyncTask<Void, Void, Void> {
private PruneTableLoader tableLoader = new PruneTableLoader();
#Override
protected Void doInBackground(Void... params) {
/* load all tables if they are not already in RAM */
while (!tableLoader.loadingFinished()) { // while tables are left to load
tableLoader.loadNext(); // load next pruning table
publishProgress(); // increment `ProgressBar` by one
}
return null;
}
#Override
protected void onProgressUpdate(Void... values) {
super.onProgressUpdate(values);
/* increment `ProgressBar` by 1 */
}
}
When using my PruneTableLoader, the loading of all tables needs about 40s on my Samsung Galaxy S3 with 250 MB RAM free. (in contrast it needs well over 2min when loading them automatically and in addition often results in a crash ...)
That may still sound quite slow considering it needs < 1s on PC, but at least you must only do that once, since Android caches the static-variables and you so don't have to load them on every startup of your App.
Approach 2: (untested)
I assume it would be faster to save the pruning tables in a file or a database and load them from there instead of always recomputing them. I have not yet tested that though and it will probably require quite some work getting the saving and loading to work properly. (also maybe it's not even faster because of access times)
Approach 3: (untested)
Well, the hardest and also by decades most work expensive solution would be, to simply rewrite the whole algorithm in C or C++ and invoke it in the App via JNI. (Herbert Kociemba has not published his C-sourcecode yet as far as I know ...)
This is going to be the performance wise fastest solution for sure. (also for the solving procedure itself)
All in all approach 1 is probably the effort/benefit-wise best approach for the beginning (and also was for me), so I would recommend you to go with that, in case the loading time is not such a huge issue for your Application.
I'm not completely satisfied with the performance of that myself though, so I may try out approach 2 and maybe even approach 3 some time in the future. In case I do that, I will update this post with my results then.

Understanding Android App RAM Usage

My app uses a service which I start in the main activity's onCreate() method. When I first launch the app on my tablet, and view what's running in Settings/Apps/Running, it shows my service running and consuming 11MB of RAM.
Now, if I cycle the activity's life cycle 20 times by rotating the device, and go back into Settings/Apps/Running, it shows that I'm now using 29MB of RAM.
At first I thought this must be due to a memory leaks, but after taking heap dumps before and after cycling the activity's life cycle, I don't appear to be leaking any objects. Below is a screenshot from MAT, where the column titled Objects #0 lists instances of my objects before cycling, and column titled Objects #1 lists instances of my objects after cycling.
and for all objects
There don't appear to be any obvious memory leaks, and yet I can't understand why the RAM usage in Settings/Apps/Running increases after each orientation/lifecycle. Am I missing something here? Why is my RAM usage apparently increasing, when I don't appear to have any memory leaks?
Update
The reason my app was consuming more RAM on each orientation change was the result of creating custom fonts from assets. I had created a custom TypefacedTextView (can be seen as an object in the screenshots above) that appears to have been reloading the fonts into memory each time the view was created. Removing the TypefacedTextViews has fixed the problem. The problem was made clearly apparent using the adb tool with command shell dumpsys meminfo my.package.com which listed my abundant font Asset Allocations.
There's a short blog post which, I believe, holds a lot of information nonetheless. You can find it here.
In it you find an intereseting explanation of what can/will happen if you manage your Activity's references wrongly:
private static Drawable sBackground;
#Override
protected void onCreate(Bundle state) {
super.onCreate(state);
TextView label = new TextView(this);
label.setText("Leaks are bad");
if (sBackground == null) {
sBackground = getDrawable(R.drawable.large_bitmap);
}
label.setBackgroundDrawable(sBackground);
setContentView(label);
}
This code is very fast and also very wrong; it leaks the first
activity created upon the first screen orientation change. When a
Drawable is attached to a view, the view is set as a callback on the
drawable. In the code snippet above, this means the drawable has a
reference to the TextView which itself has a reference to the activity
(the Context) which in turns has references to pretty much anything
(depending on your code.)
Since you're talking about memory leaks on orientation changes, you may very well be making the mistakes the author details in his post.

Memory Error whilst setting image following screen rotation on Mono for Android

Things were going well until I switched off the screen lock on my device, then things started going wrong intermittently.
I've managed to track the issue down and have some workarounds in mind BUT I would like to know if there is 'best practice' for avoiding or removing the issue.
The issue:
I have an application which changes images based on the application status.
The images are not huge but quite large (231k~) and are stored as resources.
After several screen rotations (I counted 27 with a project using a single ImageView), loading the images fails with Exception of type 'Java.Lang.OutOfMemoryError'
Stripped down to the barest project, the following demonstrates the problem:
protected override void OnCreate (Bundle bundle)
{
base.OnCreate (bundle);
// Set our view from the "main" layout resource
SetContentView (Resource.Layout.Main);
//get a reference to the ImageView
var imageView = FindViewById<ImageView>(Resource.Id.imageView1);
imageView.SetImageBitmap( Android.Graphics.BitmapFactory.DecodeResource( this.Resources, Resource.Drawable.Ready) );
}
The above code is the only method I used to reproduce the issue.
Whilst attempting to resolve, I extended the example so that imageView was released in OnDestry:
protected override void OnDestroy ()
{
base.OnDestroy ();
imageView.SetImageBitmap( null );
imageView.DestroyDrawingCache();
imageView.Dispose();
}
This made no difference unless I added GC.Collect() which I don't want to do.
The best workaround I've currently thought of so far would be to modify the code as follows:
static Bitmap _ready = null;
private Bitmap GetReadyImage {
get {
if (_ready == null) {
_ready = Android.Graphics.BitmapFactory.DecodeResource (this.Resources, Resource.Drawable.Ready);
}
return _ready;
}
}
protected override void OnCreate (Bundle bundle)
{
base.OnCreate (bundle);
// Set our view from the "main" layout resource
SetContentView (Resource.Layout.Main);
//get a reference to the ImageView
imageView = FindViewById<ImageView>(Resource.Id.imageView1);
imageView.SetImageBitmap( GetReadyImage );
}
This relies upon a static reference to each Bitmap and a property accessor for each.
I could even write a method which stores the images in a static List to save writing property accessors for each different property/variable.
I could perhaps add the flags ConfigurationChanges = ConfigChanges.Orientation | ConfigChanges.ScreenSize |ConfigChanges.KeyboardHidden) but this would break the normal Activity lifecycle which I've read isn't best practice?
I find it strange that having scoured the web, I've not yest encountered similar issues or examples. I'm left wondering how most others deal with this?
Any thoughts or comments are much appreciated.
I can only approach this problem from a truly native perspective, as I have not worked directly with the Mono framework.
The described symptoms are 100% indicative of a memory leak in the Activity, but the code shows no real evidence. If you can truly produce the issue with a project containing only one Activity and those four lines of code, it sounds to me like it is perhaps a framework bug that ought to be filed with Xamarin. Have you attempted to create the same simple project in pure Java to see how the results fare on the same device/emulator you are using? It would also be interesting to know if the issue is localized to a specific version of Android. I have never seen this particular behavior before in a native application project.
The awkward part is your statement that forcing a garbage collection makes the problem go away. You're right, you shouldn't have to do that, but a true memory leak (i.e. an unreleased reference) would still persist even if you hit the GC several times. The Android paradigm of destroying and re-creating the Activity on each rotation is such that even if the old Activity lived for awhile, when memory was tight it (and all its references) would quickly be collected to make room for a new instance. If this is not happening, and each Activity is living on past even the system triggered GC passes, perhaps there is a stuck reference in the native code generated by Mono.
Interestingly enough, technically your workaround actually does introduce a true leak, by attaching the Bitmap to a static field that is never cleared. However, I agree that in comparison it seems like a more efficient move. A simpler workaround might also be to code your Activity to manually handle configuration changes (I don't know if Mono is different, but this is accomplished by adding android:configChanges="orientation" to the manifest file). This will keep your Activity from being recreated on each rotation, but it may also require you to reload your view hierarchy if you have different layouts for landscape and portrait. However, even if you have to do this the Acitivity instance will be the same you can safely save the Bitmap without resorting to a static field.
However, if you cannot reproduce the problem with the same project in a native Java project, I would report a Mono bug.
Hard to see without the entire code but it obviously sounds like you have a memory leak. Screen rotation (due to the destroying/creation of the activity) is known to cause these. You might want to have a read at this article by Romain Guy as well as this talk from last year's IO.

Android synchronizing?

I am not fully understanding what the synchronization block is doing nor why it is necessary.
Can someone explain in a "synchronizing for dummies" kind of way?
In a book I am reading, the author tells me "The synchronization is necessary, since the members we manipulate within the
synchronized block could be manipulated in the onPause() method on the UI thread."
He creates an Object named stateChanged and instantiates it as a new object.
Then, in the synchronization block he uses the stateChanged object as the argument.
This whole thing is throwing me off and I do not like to move on until I have a pretty good understanding of what is going on.
The classic example is: Imagine you have two threads of operation, and both of them reference the same method:
public void addToGlobalVar(int y) {
int x = globalVar; //what if a thread stops right after this line?
x += y;
globalVar = y;
}
where globalVar is some other predefined number that this method can interact with and set. Lets say globalVar is 50.
Threads get computing time on a somewhat arbitrary basis, so you never fully know the precise nanosecond one stops and the other gets CPU time.
In this example, if you launched an AsyncTask in addition to the UI thread, and both at some point use addToGlobalVar(10), what can happen is that one thread might be interrupted at line 2 of that code block. If the other thread goes through while that one is sleeping, it will successfully set globalVar to 60. But when the other one wakes up, it still thinks x = 50, and its going to then set it to 60. So in essence you just made 50+10+10 = 60. Hopefully you can see how this becomes a problem.
You can fix this simple example by making the calculation atomic (skip declaring x, 1 line, all calcs done) or if the logic wasn't able to be condensed to 1 line, you make a block of code atomic by using synchronized.
The book to read is Java Concurrency in Practice.
You should really just segregate this idea from Android, although your code is going to be running on Dalvik this is a Java concept. Not an Android one.
The synchronized block takes an object as a parameter, any object, and when flow enters the body of the synchronized block, any other thread that runs in to a synchronized block with the same instance (object) as the parameter has to wait for the previous one to complete. That's a very basic description.
This is an entire sub-field of computer science and without serious study you will probably not understand it.
You have to fully understand it before you use it. It is standard android synchronization using object-oriented monitors. You have to understand it to write multi-threaded programs, however it is somehow dated (better use java.util.concurrent for anything thread/synchronisation related instead).
Anyhow - you need to know what it is about - read the related java tutorial part:
http://download.oracle.com/javase/tutorial/essential/concurrency/sync.html

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