Java android optimization. Non-static or static method? - android

I have a static class with a method in it that I run a few hundred times. Currently, everytime the method is run, it creates two different stack objects. If I were to make that class non-static so I can create the two stacks on construction and then reuse them by clearing them, would it be quicker? I guess the answer depends on creating a new stack object vs clearing an existing one (which is likely empty anyway) and if the performance gain (if any) from clearing it instead is greater than the performance loss from having a non-static method.
I've tried profiling the two and it never seems to work, but that's a different question.

It depends on how you use static variables and method in your code.
Instance variables and objects are stored on the heap.
Local variables are stored on the stack.
Static variables are stored in a permanent area on heap. The garbage collector works by marking and sweeping objects. Static variables cannot be elected for garbage collection while the class is loaded. They can be collected when the respective class loader (that was responsible for loading this class) is itself collected for garbage.
If i have a value to be passed to another activity i would use intents instead of static variables.
In a custom list adapter we use a static viewholder. So using static variables or methods depends on different situation.
You can analyze memory usage by objects using a tool called MAT Analyzer. The video in the below talks about memory management and how to detect and solve memory leaks
http://www.youtube.com/watch?v=_CruQY55HOk.
MemoryInfo mi = new MemoryInfo();// current memory usage
ActivityManager activityManager = (ActivityManager) getSystemService(ACTIVITY_SERVICE);
activityManager.getMemoryInfo(mi);
long availableMegs = mi.availMem / 1048576L;
http://developer.android.com/training/articles/perf-tips.html. Have a look at this link for performance tips especially the topic under Prefer Static Over Virtual.
Memory availabilty is one of the criteria's to be considered using static variables and methods for performance and avoiding memory leaks.

This is really a question about trying to reuse objects. You can reuse objects in a static method too if you declare a static member. Separately: yes it's probably better to design this without static anything.
In any event, the upside to reuse is avoiding object creation. You still pay some cost of "clearing" the object's state. Or else, you risk memory leaks in the case of something like a Stack.
There is an ongoing maintenance issue: you add new state to the object, and, did you remember to update the method that clears it?
You also need to now synchronize access to this method or otherwise prevent two threads from using it at once. That could introduce a bottleneck as threads can't execute the method concurrently.
You also always pay the memory cost of this object living in memory for the entire runtime.
In the olden days, people would create object pool abstractions to avoid recreating objects. This has its own complexity and runtime overhead, and are generally well out of favor, since the cost of creating an object and GCing it is so relatively small now.
Trying to reuse objects solely for performance is rarely a performance win. It would have to be in a tight loop and not suffer from several possible problems above to be worth it.

Related

Best way to cache in memory a single Bitmap shared across instances

To draw my sprites in OpenGL i use a single backing bitmap across multiple objects, the Bitmap is reused if size is big enough or recreated if too small. Currently i am using a static Bitmap object but i think this is causing memory leaks even if i am not sure about that.
So, let's say i need a single Bitmap shared between multiple objects, what would be the best approach?
1) Use a single Bitmap as a static reference as i do
2) Use a static weakreference (even if its not suggested in the android dev page here http://developer.android.com/training/displaying-bitmaps/cache-bitmap.html)
3) Use a singleton and then a Bitmap inside it (but this would be like 1)
4) Use an LRU cache and just creating a new bitmap every time i need it to be bigger
1,3 & 4 are essentially all the same. You create a static reference to either your Bitmap directly or to something that holds a reference. The same happens when you use the Application class to "anchor" that bitmap. That class is kept by Android alive and is in this context the same as a static reference.
Whether this is a memory leak or not depends on your definition. Leaked objects are those that are kept safe from the garbage collector by unintentional references to them. So it's certainly not a leak while you want that reference to keep your bitmap.
The problem that arises with cached data that is independent of the life of some Activity, Fragment or in more general terms "task" is that the data will keep memory occupied even if the user is never coming back to your app. The app process is kept alive until Android decides it needs the memory. That time between your last legit use of the bitmap and Android finally killing your app and thereby cleaning the memory can be seen as leak.
If we had magic powers, we could simply clean up the cache once we know that is going to happen. There are some realistic options though:
Using Android's callbacks: understanding onTrimMemory( int level )
time limits on references: e.g. https://github.com/jhalterman/expiringmap
2) is not an option. If you're trying to use WeakReference as cache, you haven't understood what that class is intended for and I honestly don't understand why it is even mentioned in the documentation (weakly referenced objects should be garbage collected as fast as possible once nobody has a strong reference anymore).
SoftReference is intended for "caching" but using it as actual cache is not only broken on Android. It's broken by design because you give the garbage collector the responsibility to maintain a cache for you without telling it how to prioritize objects or how much memory it should keep guaranteed under what conditions. The result is that the GC will clean up the wrong thing or simply everything. SoftReference can be used to in addition to a proper cache that knows how to clean up.
In addition to all of that: be aware that a single Bitmap may not be enough. If you had a look at Tasks and Back Stack you may have noticed that 1 app process can have 2 or more independent tasks in parallel. That means there could be whatever Activity uses the bitmap in different stages. If you don't want to overwrite your cache bitmap between those all the time, you may have to have 1 bitmap per task.
I don't know how to do it per task, but you can easily use a retained fragment to tie the life of your bitmap to that of an activity (ignoring screen rotation etc): http://www.androiddesignpatterns.com/2013/04/retaining-objects-across-config-changes.html / example with bitmap cache https://github.com/google/iosched/blob/master/android/src/main/java/com/google/samples/apps/iosched/util/BitmapCache.java
I think best way is to create Singleton with hard reference plus some methods for recycling and loading, I've created a lot different way Bitmap and graphics loaders and this is probably most efficient and easiest for access way
public class BitmapLoader{
public static BitmapLoader bl;
private static Bitmap b=null;
public static BitmapLoader getInstance(){
if(bl==null)
bl = new BitmapLoader();
return bl;
}
public Bitmap getBitmap(Context c){
if(b==null && c!=null)
b=loadBitmapUsingContectIfNeededOrWhateverYouWant(c);
return b;
}
public void recycleBitmap(){ //for e.g. onDestroy() Activity or other
if(b!=null)
b.recycle();
}
}
keeping loaded Bitmap in LruCache is also good idea

Logic behind memory leak in android

Normally in c++ what memory leak is , If we have alloted an object like
Obj c = new Obj();
then if we do
c = b; (example)
we lose the pointer to the object c that's the memory leak.
Question:
But in android Garbage collector collects object when there is no pointers pointing to them. So why there is memory leak even after that ?
Update
All the answers points to holding reference to unused objects is causing memory leak. Thats right. But is that the only cause of memory leak. Holding pointers will be released when activity is finished unless it is static. There are bitmaps and other memory hunger objects , don't they cause any problems in this
In Android/Java memory leak occurs
when you are keeping the reference of an object/instance even after it is no longer required.
when you keep open a file stream, when you are done with it.
Unclosed connections
There are other reasons for memory leak as well, but these are the most common ones.
In garbage collected runtimes, a memory leak means that an object cannot be collected even if it is no longer used. For example, a reference is held to an object but the reference is no longer used for anything.
Casually, the term memory leak is used to refer to situations where these incollectible objects keep on accumulating, increasing the allocated heap size and eventually leading to OOM.
There might be a leak when a Context (an Activity, Service, etc.) is retained by any helper class that would have a reference to it.
Illustration: instead of this:
public class Helper {
private static Context mContext;
public Helper(Context context){
mContext = context;
}
public static void methodDoesSomething(){
...
}
}
Use the context without retaining it by passing it as a parameter:
public class Helper {
public static void methodDoesSomething(Context context){
...
}
}
Because Android will want at some point to destroy an Activity for instance, and an object has a reference to it, The Garbage collector can not remove that Activity thus we have a memory leak.
The answer is partially in your question: Precisely because those references are not freed. Suppose a situation where you have an instance of a class, you've ended working in it but for certain circumstances, the instance keeps there in a state it's not freed. Additionally to Garbage Collector unability to free it, if not controlled, the amount of memory may even increase if it's not handled.
There is one additional thing too. You may have a code that looks correct and well written, but when you instantiate some native libraries, that means you're referencing an hierarchy of classes. If you're not aware of what are you doing, you may precisely handle incorrectly some references and lead to memory leaks. One very popular example is keeping a Context reference into your class. The context instance is never freed and a reason of huge memory leaks.
There are solutions for this, additionally to the obvious (free objects when you're done, etc.). In Java there are SoftReferences, WeakReferences, and other. This objects are containers that tell the Garbage Collector that they have preference on being freed once unused or there are no other references pointing to them. So you're helping the GC to know what should be freed. They're dangerous at a certain point in Android environments, as apps are limited too 16MB of heap, so a WeakReference might be collected too fast. It's necessary to check whether the object still exists.
I think we need to define "Memory Leak" in the first place. Memory leak is something you don't need anymore but it still in the memory and each time a new object is created, a new place will be allocated in the memory. The application will hold more and more memory in time.
private static Drawable background;
#Override
protected void onCreate(Bundle state) {
super.onCreate(state);
TextView label = new TextView(this);
background = getDrawable(R.drawable.large_bitmap);
label.setBackgroundDrawable(background);
setContentView(label);
}
Above example, TextView get Activity as reference, which is a link between
TextView and Activity
now, then there is a static variable
background
which holds the background drawable, static variable will be alive until the application is destroyed or finished. Imagine that you want to destroy the activity, when you destroy static variable will still hold a link to activity, because of that garbage collector won't be able to collect it.
You can have a look at here about more.

DDMS Heap - 1-byte array(byte[], boolean[])

I experience some memory leaks in my android application. I've already used MAT to analyze the memory usage. But I have one question from the DDMS perspectiv in Eclipse, what does 1-byte array[byte[], boolean[]) mean?
Is this specific for my application? You can see that this is the big memory leak issue, this always increases in size, and the rest will increase and decrease randomly. My guess is that the GC doesn't catch this type. Can anybody explain why this happen, with this little information?
One byte array is the designation for any data structure that is organized as a single byte array. In you case and with that size, I would bet in a Bitmap or a Drawble.
Most common reasons for memory leaks are static object not properly managed and holding references to:
Context
View (which holds reference to context (and possibly also to bitmap)
Thread (which are not easly collected by GC)
Handler (which holds reference to context)
Most of them can be solved ensuring that you set the object to null when it's no long required.
Regards.
A byte and a boolean are each 1 byte. If you have an array of those you have a "1-byte array".
A ByteBuffer for example should internally hold one of those.
You have a total of 614 of them where the smallest one be a byte[24] (or boolean[24]), the largest one is 3MB. All of them together use 104MB.
The GC will get rid of them if they are no longer referenced.
For example when you put
private static byte myArray[] = new byte[3 * 1024 * 1024];
in one of your classes and never set it back to null (myArray = null) then this one can't be garbage collected because another Object has a reference to it. The object would be the class itself (as in String.class). The class object can't be garbage collected since classes are never unloaded. (they are referenced by their ClassLoader which could itself be referenced / loaded by another ClassLoader and you can't create Objects & use classes without them - they need to stay and they need to keep a reference to their classes)
It's usually not that simple but often start with static somewhere.
Within MAT (after you force GC) look at the reference chain for the objects that are no longer intended to stay alive and identify the one Object that holds the reference. Set that one to null in your code and your leak is gone. Explained in more detail here:
http://android-developers.blogspot.de/2011/03/memory-analysis-for-android.html
I ran to this problem tonight and almost I checked every bit of code but I couldn't find anything.
What I did was starting the app from intelij and then pressing home button and open the app again. Every time the app heap was doubled.
Finally I discover when I launch the app from ADB and press the home button and open the app again it doesn't bring back the old activity, it just start a new one. When I pressed finish it starts to cycle through all of them. It's like they are treated as two different intent. So I put android:launchMode="singleTop" on the main activity in manifest and it resolved the problem.
Although it's not the main cause of this problem but if you encountered this check this out before anything. It wasted three or four hours for me.

Why use parcelable when you can perform the same task using static variables?

i am new in android and java ... i am reading from couples of day about android parceling tutorial for transfer data or variables values from one activity to other or one class to other ... but i am not so understood about that.
can u tell me that is it necessary to use Parcelable for this purpose because same task can also be perform using static key word for variables as string,int or array type then why parcelable pls explain in detail ..
thanks for explanation in advance please provide comparison with example
While technically both approaches will work, there are a couple of flaws.
The first is that the static variable is static. If you have two instances of the same activity, they will both reference the same static object. This is probably not what you want.
Secondly, it's considered bad practice to access global variables. It makes it difficult to see what is going on, is difficult to test and you someone (another class) can modify your data. This creates some horrendous bugs.
By passing the data via a Parcelable object it is very clear what you are doing and you avoid both of these problems.
Note that this advice is not specific to Android, rather to Java and programming in general.
Static references never get garbage collected so you end up creating something called a memory leak.
You are keeping an object in memory that you don't need and it can't be freed up.
If you instantiate enough objects like this you will get an out of memory (oom) exception which will cause the app to crash.

does android.media.SoundPool cause memory leak?

I found these code may case memory leak on android 2.1
SoundPool soundPool = new SoundPool(10, 7, 0);
...
...
soundPool = null;
every time after the execution, the MAT pluging tells that two String objects of "android:unnamed_thread" are added to the heap of the process. is that an issue?
did you try to run soundPool.release() instead of soundPool = null?
I see two possibilities (there may well be more).
The first (most likely) is true of all Java objects: just because you set the reference to null doesn't automatically mean that the object behind it will be garbage-collected.
If a SoundPool object itself contains a reference to the two thread objects, none of the three will necessarily be GC'ed until space is required (although that depends, of course, on how aggressive your collector is).
The second (less likely) is that Android may be smart enough to cache thread (or even SoundPool) objects in case they need to be used again. They may nave done this as a performance optimisation if object creation is more expensive than object re-cycling.
In that case, they would still have a reference to the objects somewhere in a cache and they wouldn't be considered eligible for garbage collection.

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