First off, I have read many posts and articles about out of memory exceptions but none of them have helped with my situation. What I'm trying to do is load an image from the sd card but scale it to an exact pixel size.
I first get the width and height of the image and calculate the sample size:
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeFile(backgroundPath, options);
// Calculate inSampleSize
options.inSampleSize = calculateInSampleSize(options, getWidth(), getHeight());
Here's how I get the sample size (although its not really relevant):
public static int calculateInSampleSize(BitmapFactory.Options options, int reqWidth, int reqHeight) {
// Raw height and width of image
final int height = options.outHeight;
final int width = options.outWidth;
int inSampleSize = 1;
// NOTE: we could use Math.floor here for potential better image quality
// however, this also results in more out of memory issues
if (height > reqHeight || width > reqWidth) {
if (width > height) {
inSampleSize = Math.round((float)height / (float)reqHeight);
} else {
inSampleSize = Math.round((float)width / (float)reqWidth);
}
}
return inSampleSize;
}
Now that I have a sample size I load the image from disk to an approximate size (sample size):
// Decode bitmap with inSampleSize set
options.inJustDecodeBounds = false;
options.inPurgeable = true;
Bitmap bmp = BitmapFactory.decodeFile(backgroundPath, options);
Now, I scale this bitmap that I have created to the exact size I need and clean up:
// scale the bitmap to the exact size we need
Bitmap editedBmp = Bitmap.createScaledBitmap(bmp, (int) (width * scaleFactor), (int) (height * scaleFactor), true);
// clean up first bitmap
bmp.recycle();
bmp = null;
System.gc(); // I know you shouldnt do this, but I'm desperate
The above step is usually get my out of memory exception. Does anyone know a way to load an exact size bitmap from disk to avoid having to create two separate bitmaps like above?
Also, it seems like more exceptions occur when the user runs this code for a second time (sets a new image). However, I make sure to unload the drawable that was created from the bitmap which allows it to be garbage collected before this code is run again.
Any suggestions?
Thanks,
Nick
In your case there's no need to create the intermediate bitmap after you've performed the first decode. Since you're drawing to to a Canvas, you can use either the following methods (whichever you find most convenient) to scale the image to the perfect size.
drawBitmap(Bitmap bitmap, Rect src, Rect dst, Paint paint)
drawBitmap(Bitmap bitmap, Matrix matrix, Paint paint)
Maybe this method would be helpful, I think I pulled it off of stackoverflow myself. It solved my out of memory exception issue.
private Bitmap decodeFile(File f){
try {
//Decode image size
BitmapFactory.Options o = new BitmapFactory.Options();
o.inJustDecodeBounds = true;
BitmapFactory.decodeStream(new FileInputStream(f),null,o);
//The new size we want to scale to
final int REQUIRED_SIZE=250;
//Find the correct scale value. It should be the power of 2.
int scale=1;
while(o.outWidth/scale/2>=REQUIRED_SIZE && o.outHeight/scale/2>=REQUIRED_SIZE)
scale*=2;
//Decode with inSampleSize
BitmapFactory.Options o2 = new BitmapFactory.Options();
o2.inSampleSize=scale;
return BitmapFactory.decodeStream(new FileInputStream(f), null, o2);
} catch (FileNotFoundException e) {}
return null;
}
Related
Steps my application performs:-
Download a large no of images and save them on the SDCard.
Load every image into Bitmap and resize them, after resizing replace this resized image with the original one.
My code:-
Bitmap myimage = loadimage(path+temppos+".jpg");
Bitmap finalimage = getResizedBitmap(myimage,width,height);
//save image
.....
//recyclebitmap
myimage.recycle();
finalimage.recycle();
loadimage:-
public Bitmap loadimage(String path)
{
BitmapFactory.Options options = new BitmapFactory.Options();
options.inPreferredConfig = Bitmap.Config.RGB_565;
options.inDither=true;
options.inPurgeable=true;
options.inInputShareable=true;
return BitmapFactory.decodeFile(path, options);
}
Now I' populating these images on gridview.
Output(Before):-
Output (After):-
Where Before corresponds to initially when only a few images are downloaded.
And After corresponds to after all the images are downloaded.
Now, I think it is happening maybe because of Bitmap.recycle() method but don't know the reason. Please correct me if I am wrong and point out the error here.
Edit: I must add the grid view shows around 50 downloaded images, but only the first three images are becoming unrecognizable.
Thanks.
For getting your resized Bitmap you can use the below code: (taken from this tutorial)
public static Bitmap decodeSampledBitmapFromPath(String path, int reqWidth,
int reqHeight) {
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeFile(path, options);
options.inSampleSize = calculateInSampleSize(options, reqWidth,
reqHeight);
// Decode bitmap with inSampleSize set
options.inJustDecodeBounds = false;
Bitmap bmp = BitmapFactory.decodeFile(path, options);
return bmp;
}
public static int calculateInSampleSize(BitmapFactory.Options options,
int reqWidth, int reqHeight) {
final int height = options.outHeight;
final int width = options.outWidth;
int inSampleSize = 1;
if (height > reqHeight || width > reqWidth) {
if (width > height) {
inSampleSize = Math.round((float) height / (float) reqHeight);
} else {
inSampleSize = Math.round((float) width / (float) reqWidth);
}
}
return inSampleSize;
}
You can also take a look at the official site for getting a hint on loading Bitmaps
Edit
Try to change bitmap configuration to ARGB_8888 for best quality
because RGB_565 configuration can produce slight visual artifacts depending on the configuration of the source (taken from docs)
Update
I think you can take a look at this answer , I think this would solve your problem
I'm facing a crash every time with a Galaxy S5 when trying to show a background image.
This background is located in xxhdpi resource folder, the size is the same as the S5 screen (1080x1920) so I don't need to call "createScaledBitmap" for scaling it. The resolution of this image is JPG 96dpi.
And when calling decodeResource... crash!!! How is this possible? Is the only bitmap I'm loading in this "super-powerful" device.
Thanks!!!
Below my code (scale = 1 for S5):
public static Bitmap decodeBitmapFromResource(Resources res, int resId, float scale) {
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeResource(res, resId, options);
options.inSampleSize = calculateInSampleSize(options,
(int)(options.outWidth*scale),
(int)(options.outHeight*scale));
options.inJustDecodeBounds = false;
if (scale > 1) {
Bitmap bitmap = BitmapFactory.decodeResource(res, resId);
return Bitmap.createScaledBitmap(bitmap, (int)(options.outWidth*scale),
(int)(options.outHeight*scale), true);
}
return BitmapFactory.decodeResource(res, resId, options);
}
i too faced this problem many times...
try using this code..
private Bitmap decodeFile(File f) throws IOException {
Bitmap b = null;
DisplayMetrics metrics = new DisplayMetrics();
getActivity().getWindowManager().getDefaultDisplay()
.getMetrics(metrics);
// Decode image size
BitmapFactory.Options o = new BitmapFactory.Options();
o.inJustDecodeBounds = true;
o.inDither = false; // Disable Dithering mode
o.inPurgeable = true; // Tell to gc that whether it needs free memory,
// the Bitmap can be cleared
o.inInputShareable = true;
FileInputStream fis = new FileInputStream(f);
BitmapFactory.decodeStream(fis, null, o);
fis.close();
int scale = 1;
if (o.outHeight > metrics.heightPixels
|| o.outWidth > metrics.widthPixels) {
scale = (int) Math.pow(
2,
(int) Math.ceil(Math.log(metrics.heightPixels
/ (double) Math.max(o.outHeight, o.outWidth))
/ Math.log(0.5)));
}
// Decode with inSampleSize
BitmapFactory.Options o2 = new BitmapFactory.Options();
o2.inSampleSize = scale;
fis = new FileInputStream(f);
b = BitmapFactory.decodeStream(fis, null, o2);
fis.close();
return b;
}
and take care of few things like make every bitmap null after its use etc.
try this
public static Bitmap decodeBitmapFromResource(String pathName, int reqWidth, int reqHeight) {
// First decode with inJustDecodeBounds=true to check dimensions
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeFile(pathName, options);
// Calculate inSampleSize
options.inSampleSize = calculateInSampleSize(options, reqWidth, reqHeight);
// Decode bitmap with inSampleSize set
options.inJustDecodeBounds = false;
// return BitmapFactory.decodeResource(res, resId, options);
return BitmapFactory.decodeFile(pathName, options);
}
public static int calculateInSampleSize(BitmapFactory.Options options, int reqWidth, int reqHeight) {
// Raw height and width of image
final int height = options.outHeight;
final int width = options.outWidth;
int inSampleSize = 1;
if (height > reqHeight || width > reqWidth) {
// Calculate ratios of height and width to requested height and
// width
final int heightRatio = Math.round((float) height / (float) reqHeight);
final int widthRatio = Math.round((float) width / (float) reqWidth);
// Choose the smallest ratio as inSampleSize value, this will
// guarantee
// a final image with both dimensions larger than or equal to the
// requested height and width.
inSampleSize = heightRatio < widthRatio ? heightRatio : widthRatio;
}
return inSampleSize;
}
Add this line in your Manifest file in the application tag. It doesn't solve the problem just allows your app to have more memory:
android:largeHeap="true"
UPDATE:
However using largeHeap is not a good solution. here is the google's doc about this.
However, the ability to request a large heap is intended only for a
small set of apps that can justify the need to consume more RAM (such
as a large photo editing app). Never request a large heap simply
because you've run out of memory and you need a quick fix—you should
use it only when you know exactly where all your memory is being
allocated and why it must be retained. Yet, even when you're confident
your app can justify the large heap, you should avoid requesting it to
whatever extent possible. Using the extra memory will increasingly be
to the detriment of the overall user experience because garbage
collection will take longer and system performance may be slower when
task switching or performing other common operations.
And about loading bitmaps:
When you load a bitmap, keep it in RAM only at the resolution you need
for the current device's screen, scaling it down if the original
bitmap is a higher resolution. Keep in mind that an increase in bitmap
resolution results in a corresponding (increase2) in memory needed,
because both the X and Y dimensions increase.
It's not bad to take a look at this page, it explains ways of managing memory:
How Your App Should Manage Memory
So I think my last answer is not a good solution and You might rethink your strategy in loading images. Hope this answer helps you ;)
I am processing up to 1200 images. I optimized it to work from 100 images up to 500 with the help of previous questions found here. Now, this is what I have:
public Bitmap getBitmap(String filepath) {
boolean done = false;
int downsampleBy = 2;
Bitmap bitmap = null;
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeFile(filepath, options);
// Decode bitmap with inSampleSize set
options.inJustDecodeBounds = false;
options.inPreferredConfig = Config.RGB_565;
while (!done) {
options.inSampleSize = downsampleBy++;
try {
bitmap = BitmapFactory.decodeFile(filepath, options);
done = true;
} catch (OutOfMemoryError e) {
// Ignore. Try again.
}
}
return bitmap;
}
This function is called in a loop, and it goes really fast until it hits the 500th image. At this point it slows down, until it finally stops working at around the 600th image.
At this point I don't know how else to optimize it to make it work. What do you think is happening and how can I fix it?
EDIT
// Decode BItmap considering memory limitations
public Bitmap getBitmap(String filepath) {
Bitmap bitmap = null;
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeFile(filepath, options);
// Decode bitmap with inSampleSize set
options.inJustDecodeBounds = false;
options.inPreferredConfig = Config.RGB_565;
options.inDither = true;
options.inSampleSize= calculateInSampleSize(options, 160, 120);
return bitmap = BitmapFactory.decodeFile(filepath, options);
}
public static int calculateInSampleSize(BitmapFactory.Options options, int reqWidth, int reqHeight) {
// Raw height and width of image
final int height = options.outHeight;
final int width = options.outWidth;
int inSampleSize = 1;
if (height > reqHeight || width > reqWidth) {
final int halfHeight = height / 2;
final int halfWidth = width / 2;
// Calculate the largest inSampleSize value that is a power of 2 and keeps both
// height and width larger than the requested height and width.
while ((halfHeight / inSampleSize) > reqHeight
&& (halfWidth / inSampleSize) > reqWidth) {
inSampleSize *= 2;
}
}
return inSampleSize;
}
Made the changes of the accepted answer. Using the function from Google's tutorials to get the correct sample size. Added largeHeap in the manifest and only calling System.gc() once before I loop through all the images.
First of all, you should never expect to catch an Error. Described here: Java documentation An Error is a subclass of Throwable that indicates serious problems that a reasonable application should not try to catch.
There is some help about loading bitmaps: Android Developers | Loading large bitmaps
You can get some more memory by declaring the largeHeap="true" attribute in your Application Manifest.
And also the System.gc() call might help freeing some unused memory, but I won't really rely on that call.
What does BitmapFactory.Options in android.graphics.BitmapFactory.Options do?
There is no theoretical explanation in the android sdk reference manual about this class, it only contains the explanation about the methods of the class.
Bitmapfactory is mainly used for Scaling
Bitmap lBmp = BitmapFactory.decodeResource(getResources(), R.Drawable.ic_dolphin);
It gets the "dolpin" image and it will reduce the image size, if we dnt use bitmapfactory then it leads to insufficient memory allocations
It's used to pass options to the BitmapFactory - as you might expect :)
For example, you can use it to explicitly scale the Bitmap up or down from the source.
See this example
This method is used to create bitmap of given specific size which is stored in sdcard.
public Bitmap decodeFile(String path,int size) {
try {
// Decode image size
BitmapFactory.Options o = new BitmapFactory.Options();
o.inJustDecodeBounds = true;
BitmapFactory.decodeFile(path, o);
// The new size we want to scale to
final int REQUIRED_SIZE = size;
// Find the correct scale value. It should be the power of 2.
int scale = 1;
while (o.outWidth / scale / 2 >= REQUIRED_SIZE && o.outHeight / scale / 2 >= REQUIRED_SIZE)
scale *= 2;
// Decode with inSampleSize
BitmapFactory.Options o2 = new BitmapFactory.Options();
o2.inSampleSize = scale;
return BitmapFactory.decodeFile(path, o2);
} catch (Throwable e) {
e.printStackTrace();
}
return null;
}
During runtime, I am trying to put an image in the surface view. When I tried using the image from the Drawable folder I got Out of memory error. After a quick search in the stackoverflow, I found that there will be some relief if we access the image from the asset folder. But still I get the Out of memory error during runtime.
I have analyzed and found that scaling will help in resolving this kind of memory related issues. The thing is that I have the image size of 1280 x 720 and the device size also the same. Hence I feel like the scaling will not have any effect.
As we have experts in this community, I would appreciate if you can help me with some suggestions/examples to resolve this kind of issue.
Scenario 1:
Using the Bitmap from Drawable folder.
backgoundImage = Bitmap.createScaledBitmap(BitmapFactory.decodeResource(getResources(), R.drawable.backgroundhomepage), (int) dWidth, (int) dHeight, true);
/***********************************************************************************************************************************************************
1. To get the image from asset library
**************************************************************************************************************************************************************/
public Bitmap getAssetImage(Context context, String filename) throws IOException {
AssetManager assets = context.getResources().getAssets();
InputStream buffer = new BufferedInputStream((assets.open("drawable/" + filename + ".png")));
Bitmap bitmap = BitmapFactory.decodeStream(buffer);
return bitmap;
}
Scenario 2:
Using the Bitmap from Assets folder
backgoundImage = Bitmap.createScaledBitmap(getAssetImage(context,"backgroundhomepage"), (int) dWidth, (int) dHeight, true);
OutofMemory occurs when your app exceeds memory allocated in heap. The bitmap is too large to fit in memory ie heap. In such a case you run out of memory. You need to scale down the bitmap and then use the same. For that check the link below
http://developer.android.com/training/displaying-bitmaps/load-bitmap.html.
There is also a blog # http://android-developers.blogspot.in/2009/01/avoiding-memory-leaks.html (avoiding memory leaks)
public static Bitmap decodeFile(File f,int WIDTH,int HIGHT){
try {
//Decode image size
BitmapFactory.Options o = new BitmapFactory.Options();
o.inJustDecodeBounds = true;
BitmapFactory.decodeStream(new FileInputStream(f),null,o);
//The new size we want to scale to
final int REQUIRED_WIDTH=WIDTH;
final int REQUIRED_HIGHT=HIGHT;
//Find the correct scale value. It should be the power of 2.
int scale=1;
while(o.outWidth/scale/2>=REQUIRED_WIDTH && o.outHeight/scale/2>=REQUIRED_HIGHT)
scale*=2;
//Decode with inSampleSize
BitmapFactory.Options o2 = new BitmapFactory.Options();
o2.inSampleSize=scale;
return BitmapFactory.decodeStream(new FileInputStream(f), null, o2);
} catch (FileNotFoundException e) {}
return null;
}
Quoting from the docs
The BitmapFactory class provides several decoding methods (decodeByteArray(), decodeFile(), decodeResource(), etc.) for creating a Bitmap from various sources. Choose the most appropriate decode method based on your image data source. These methods attempt to allocate memory for the constructed bitmap and therefore can easily result in an OutOfMemory exception. Each type of decode method has additional signatures that let you specify decoding options via the BitmapFactory.Options class.
Setting the inJustDecodeBounds property to true while decoding avoids memory allocation, returning null for the bitmap object but setting outWidth, outHeight and outMimeType. This technique allows you to read the dimensions and type of the image data prior to construction (and memory allocation) of the bitmap.
Also check this link for memory management.
https://www.youtube.com/watch?v=_CruQY55HOk
Got a quick Solution
<application
android:largeHeap="true" >
put into appplication tag in manifest file.
You can use the following code to load the bitmap from file:
private Bitmap decodeFile(File f,int req_Height,int req_Width){
try {
//decode image size
BitmapFactory.Options o1 = new BitmapFactory.Options();
o1.inJustDecodeBounds = true;
BitmapFactory.decodeStream(new FileInputStream(f),null,o1);
//Find the correct scale value. It should be the power of 2.
int width_tmp = o1.outWidth;
int height_tmp = o1.outHeight;
int scale = 1;
if(width_tmp > req_Width || height_tmp > req_Height)
{
int heightRatio = Math.round((float) height_tmp / (float) req_Height);
int widthRatio = Math.round((float) width_tmp / (float) req_Width);
scale = heightRatio < widthRatio ? heightRatio : widthRatio;
}
BitmapFactory.Options o2 = new BitmapFactory.Options();
o2.inSampleSize = scale;
o2.inScaled = false;
return BitmapFactory.decodeFile(f.getAbsolutePath(),o2);
}
catch(Exception e)
{
e.printStackTrace();
}
return null;
}
It should resolve your out of memory exception.
Link here has a good detailed explanation of your answer.