Im my app, i use alot of getResources() like that
BitmapFactory.decodeResource(getResources(), resourceid, opts);
i can use Resources res = getResources() as Global variable and use
BitmapFactory.decodeResource(res, resourceid, opts);
So, my question is: What's the better way to avoid memory leak?
Thanks
I do it this way on occasion which I think can be fine but you just have to watch it. In your situation, I'm not sure that its worth creating a Global variable when nothing is changing. I will do it for a function to get a certain resource depending on context or some other variable. But here, I don't see how
BitmapFactory.decodeResource(getResources(), resourceid, opts);
is any better than
BitmapFactory.decodeResource(res, resourceid, opts);
It seems that you are adding one extra unnecessary step
I wouldn't try to micro optimize this too much, just use common practices about creating less garbage where possible. By this, I mean avoid decoding something, and letting it go out of scope and decoding it again.
Really, unless you keep decoding huge images or something like that, I don't see any problems.
Related
I have a question (hope it is not stupid). Is getDrawable(int resId) slow ?
And is it faster than decoding resource with BitmapFactory ? And is it faster to call getDrawable(resid).getInstrinsicHeight() than decoding with Bitmap.Options with inJustDecodeBounds = true and than get the width ? I know that decoding of bitmaps is slow, and they consume a lot of memory, but what about getDrawable(int redId) and the result Drawable object ? It is allocate a lot of memory.
Thanks in advance.
Your Question is Similar to this one :
Efficient way of creating Bitmap out of Drawable from res (BitmapFactory vs Type Casting)
"You can take a look at the source code for Bitmap factory at http://source.android.com specifically the code for decodeResource.
I would reason that using BitmapFactory is preferred but in either case if you are decoding multiple bitmaps then you should call getResources() once and store the result for use as the resources argument for the functions."
Further, i would recommend you to go through 1st 2 articles here, to learn about the workaround for using either of these effficiently :
http://www.coderzheaven.com/tag/getdrawable/
Here look at the below code,
for (String path : all_path) {
bmp = BitmapFactory.decodeFile(path);
bitmapList.add(bmp);
}
and this code is driving me crazy. As in each iteration BitmapFactory.decodeFile(path) is called and driving memory to its pick as a result OutOfMemory exception occurs. I tried to use recycle() old bitmap in the loop before decoding new bitmap but it means no sense. I searched for the answer about using bitmaps in loop but failed to find one. What should I do? anyone help please.
You are adding all bitmaps to a List. However you are using the same reference variable bmp for all bitmaps so in each iteration they get replaced.
But in the List all the bitmaps are being added. If there are many bitmaps then it will eventually result in OutOfMemoryError
Better do not add all bitmaps in a List.
Try to recycle the bitmaps you are not using.
If you use all the bitmaps than add them to a cache and use them later.
Next when you want to replace one you will replace just one not all of them.
The change from below requires a bit more work but it works as I used it with a lot of bitmaps.
Please take a look here:
I implemented once something like this:
http://developer.android.com/training/displaying-bitmaps/cache-bitmap.html
Bitmaps can be huge. Why do you need to read them all to the memory? Normaly, you would read each bitmap on demand. Optionally, you can read thumbnails, which are much less memory demanding (BitmapFactory enables you to downsize the bitmap when reading - use BitmapFactory.Options, member inSampleSize).
Read this: http://developer.android.com/training/displaying-bitmaps/index.html
One would think that the second approach would be more efficient but I can't say that I see any improvement using it. Is there a difference between the following two ? (memmory wise ofcourse)
Bitmap bm=MediaStore.Images.Thumbnails.getThumbnail(getContentResolver(), id, MediaStore.Images.Thumbnails.MINI_KIND, null);
bm=cropAndScaleBitmap(bm);
//use bm
vs
Bitmap bm=MediaStore.Images.Thumbnails.getThumbnail(getContentResolver(), id, MediaStore.Images.Thumbnails.MINI_KIND, null);
Bitmap b =cropAndScaleBitmap(bm);
bm.recycle();
//use b
Things to note here ...
Even though you have specified recycle, it will have any effect only
when the next GC is trigerred.
Other things to note
In pre-Honeycomb versions of Android the memory for bitmaps was (is) allocated from unmanaged memory.It will take at least 2 passes of GC to collect it. Another thing is - it is really difficult to trace - DDMS does not see it and neither does MAT.
Read this link https://developer.android.com/training/displaying-bitmaps/manage-memory.html. If api level >10,I don't think we need to call recycle.
Refer to this link ... It provides all details and the code sample for how to implement step by step.
https://developer.android.com/training/displaying-bitmaps/manage-memory.html
Hope this helps.
In your specific example (first one) you don't actually reuse the source, you just overwrite the value of the bm making it point to the new bitmap instead, in this case you can no longer call recycle on the source bitmap as you no longer have a reference to it.
I recommend using the second method to make sure the source bitmap is recycled.
In my Android app, when I run one of my activities a second time, I get an OutOfMemoryError. I think I need to delete the bitmaps from the first time when the activity runs. But I don't know how I can do this. Thank you.
Try reading your Bitmaps from within your code. Place the Bitmaps in the res/drawable-hdpi folder. (there are different folders for different image qualities). Set up the Bitmap fields in your code:
Bitmap alpha;
Bitmap foo;
Now initialize the Bitmaps in the onResume():
Options options = new Options();
alpha = BitmapFactory.decodeResource(game.getResources(), R.drawable.youBitmapName, options);
foo = BitmapFactory.decodeResource(game.getResources(), R.drawable.youBitmapName2, options);
Options will give you the ability to downsample. (I'm not sure how big your images are, but you might also want to use the scaling methods then).
In the onPause, clean up resources by calling:
alpha.recycle();
alpha = null;
foo.recycle();
foo = null;
As soon as the onResume() method is called, the bitmaps will reinitialize.
Normally the garbace collector would call Bitmap.recycle() as soon as no more references point to that instance.
If you want to 'force' clean up your bitmaps, call recycle() on your own.
But I would suggest to look for a memoryleak first.
Null your bitmaps and call the Garbage Collector: System.gc(); and/or Runtime.getRuntime().gc();
Also provide more details about your code for better answers.
What is an efficient way (in terms of memory and cpu) to convert an ArrayList<boolean[]> or a boolean[][] into a Bitmap?
Does this way change if we know that the Bitmap must be modified or appended later?
Your best bet is probably to convert your boolean[][] to an int[] and use setPixels. This is especially beneficial if you're going to do many pixel-level modifications later (just re-use the int[] and call setPixels again).