Android LiveWallpaper: load and draw various bitmaps efficiently (example: video) - android

I am developing a live wallpaper that reproduces an animation (like a short video) on background.
Does anyone know how to efficiently load various full screen size bitmaps and draw them on canvas?
I have tried 2 approaches and both are not very good.
Approach #1:
Load all bitmaps on wallpaper startup.
Problem: Memory excess limit (about 35MB) cant load more than 10 bitmaps. So animations lack of different images.
Approach #2:
Load only 2 bitmaps. On run time, paint bitmap, delete old bitmap, load new bitmap, repeat.
Problem: Consumes a lot of the system, (not memory, but slows down os in general), however it works because it doesn't exceed memory limit. But still, slows down the entire system.
example:
Drawer.drawAll(res,c,p);
res.removeOldBitmaps();
res.loadNewBitmaps(wpservice,display);
A different approach i thought about is load resource on a separete thread, what do you guys think of that? do you have any other solutions?
Cheers!

Solved, the solution I found was the following:
Load images on runtime, 1 by 1.
And use this options:
/**Effective image decoder by chelin**/
public static Bitmap decodeResource(WallpaperService wpservice,int id){
int scale=1;
Resources res = wpservice.getResources();
BitmapFactory.Options o2 = new BitmapFactory.Options();
o2.inPreferredConfig = Bitmap.Config.ARGB_8888;
o2.inSampleSize=scale;
o2.inPurgeable = true;
o2.inInputShareable = true;
return BitmapFactory.decodeResource(res, id, o2);
}
Hope it works as it worked for me. Cheers!

Related

Large bitmaps not loading efficiently from sdcard in Android

By following this link, I have written the following code to show a large image bitmap from sdcard.
try {
InputStream lStreamToImage = context.getContentResolver().openInputStream(Uri.parse(imagePath));
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeStream(lStreamToImage, null, options);
options.inSampleSize = 8; //Decrease the size of decoded image
options.inPreferredConfig = Bitmap.Config.ARGB_4444;
options.inJustDecodeBounds = false;
bitmap = BitmapFactory.decodeStream(lStreamToImage, null, options);
} catch(Exception e){}
image.setImageBitmap(bitmap);
But it is not returning the bitmap(I mean it returns null). In logcat it is showing the below message repeatedly
08-02 17:21:04.389: D/skia(19359): --- SkImageDecoder::Factory returned null
If I will comment the options.inJustDecodeBounds line and rerun it, it works fine but slowly. The developer guide link I provided above says to use inJustDecodeBounds to load bitmaps efficiently.
Please tell me where I am doing wrong.
inJustDecodeBounds does not load bitmaps. That's the point of it. It loads the dimensions of the bitmap without loading the actual bitmap so you can do any pre-processing or checking on the bitmap before you actually load it. This is helpful is you, say, were having memory issues and you needed to check if loading a bitmap would crash you program.
The reason your bitmap might be loading slowly is because it's probably very large and SD cards are very slow.
EDIT:
From the documentation:
If set to true, the decoder will return null (no bitmap), but the out... fields will still be set, allowing the caller to query the bitmap without having to allocate the memory for its pixels.
Edit 2:
Looking at your code with the example provided by Google, it looks like you are doing relatively the same thing. The reason it's returning null is possibly your InputStream has been modified in the first decoding and thus not starting at the beginning of the bitmap's memory address (they use a resource ID rather than InputStream.
From the code you supplied here, here's what I've figured. You are ALWAYS setting a sample size to 8 regardless of what the first decoding gives you. The reason Google decodes the first time is to figure out what the actual size of the bitmap is versus what they want. They determine that the bitmap is ZxZ dimensions and they want YxY dimensions, so they calculate the samplesize that they should use from the second decoding. You are not doing this. You are simply retrieving the dimensions of the bitmap and not using them. THEN, you set the sample size to a hard-coded 8, swapping it to a hard-coded ARGB_4444 bitmap, then decoding the full bitmap in to memory. In other words, these three lines are not being used:
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeStream(lStreamToImage, null, options);
Setting inJustDecodeBounds merely gives you the bitmap's dimensions without putting the bitmap in to memory. It doesn't make it more efficient. It's meant to allow you to load bitmaps in a smaller memory space if they are too big because you can pre-decide what size it should be without decoding the whole thing).
The reason decoding the bitmap is slow might merely be a CPU thing. Depending on the size of your bitmap, you're loading the bitmap from an InputStream from the SDcard which is a slow operation in itself.

BitmapFactory.Options.inSampleSize not being honored?

I have a photo on disk with dimensions 2560 x 1920. This is often too large to load into memory, so I'm trying to use BitmapFactory.Options.inSampleSize to conserve memory. From the docs:
inSampleSize: If set to a value > 1, requests the decoder to subsample the original image, returning a smaller image to save memory.
This is how I use it:
BitmapFactory.Options optsDownSample = new BitmapFactory.Options();
optsDownSample.inSampleSize = 3;
Bitmap bmp = BitmapFactory.decodeFile(path, optsDownSample);
but the app still sometimes crashes on the last line there, and from logcat I can see it's trying to allocate ~5mb, and I suspect this is because the downsampling is not really being honored.
Anyone else know what could be going on here, am I using inSampleSize incorrectly?
Thanks
I'm also struggling understanding how to use the BitmapFactory.Options, based on all the documentation I've read I believe you are just missing the optsDownSample.inJustDecodeBounds = false; as indicated on the Android Developers site.
Best of lucks!

android - out of memory exception when creating bitmap

This question already has answers here:
Strange OutOfMemory issue while loading an image to a Bitmap object
(44 answers)
Closed yesterday.
I am getting the following error after creating bitmap second time around:
04-17 18:28:09.310: ERROR/AndroidRuntime(3458): java.lang.OutOfMemoryError: bitmap size exceeds VM budget
this._profileBitmap = Bitmap.createBitmap(_profileBitmap, xCoor, yCoor, width, height);
From log:
04-17 18:27:57.500: INFO/CameraCropView(3458): Original Photo Size: W 1536 x H 2048
04-17 18:28:06.170: INFO/CameraCropView(3458): xCoor: 291
04-17 18:28:06.170: INFO/CameraCropView(3458): yCoor: 430
04-17 18:28:06.170: INFO/CameraCropView(3458): Width: 952
04-17 18:28:06.170: INFO/CameraCropView(3458): Height: 952
Since the image is huge I get the error. But the interesting thing is the error does not happen the first time, only when I take the picture the second time, which makes me believe this profileBitmap is NOT destroyed. How do I clean this up?
I had the same problem and fix it this way:
My app was ~18MB size, and when I see how much memory left free I was shocked - 654KB (on 1GB RAM!). So I just deleted almost all images from project and downloaded them from the internet on first start, and use pics from SD card when needed.
To check total/free memory for your app use:
Runtime.getRuntime().totalMemory();
Runtime.getRuntime().freeMemory();
EDIT: I forgot the main thing - add in your manifest, between application tag, this line:
android:largeHeap="true"
There are many problems with memory exceptions with bitmaps on Android, many of which are discussed on stackoverflow. It would probably be best if you went through the existing questions to see if yours matches one of the existing ones, then if not, write up what makes your situation different.
Some examples:
Out of memory exception due to large bitmap size
Android: out of memory exception in Gallery
Android handling out of memory exception on image processing
etc:
https://stackoverflow.com/search?q=android+out+of+memory+exception+bitmap
I have explained it in this blog post: android bitmap processing tips
Now here are tips which you can follow and can avoid out of memory exception in your Android Application.
Always use Activity context instead of Application context. because Application context cannot be garbage collected. And release resources as your activity finishes. (life cycle of object should be
same as of activity).
2 . When Activity finishes. Check HEAP DUMP (memory analysis tool in Android studio).
If there are objects in HEAP DUMP from finished activity there is memory leak. review your
code and identify what is causing memory leak.
Always use inSampleSize
Now what is inSampleSize ?
with the help of inSampleSize you are actually telling the decoder not to grab every pixel in memory, instead sub sample image.
This will cause less number of pixels to be loaded in memory than the original image. you can tell decoder to grab every 4th pixel or every second pixel from original image.
if inSampleSize is 4. decoder will return an Image that is 1/16 the number of pixels in original image.
so how much memory you have saved ? calculate :)
Read Bitmap Dimensions before loading into memory.
How reading bitmap dimensions before loading image into memory can help you avoid out of
memory error ? Let's Learn
use inJustBounds = true
here is technique with the help of which you can get image dimension beore loading it in memory
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
Bitmap bitmap = BitmapFactory.decodeResource(getResources(), R.id.myimage, options);
int imageHeight = options.outHeight;
int imageWidth = options.outWidth;
String imageType = options.outMimeType;
Above code snippet will not give us any image/bitmap. it will return null for bitmap Object.
but it will definitely return width and height of that image. which is R.id.myimage.
Now you have width and height of Image. you can scale up or scale down image based on these factors:
ImageView size which will be used to display Image.
Available amount of memory. you can check available amount of memory using ActivityManager and getMemoryClass.
Screen size and density of device.
Use appropriate Bitmap Configuration
Bitmap configurations is color space/color depth of an Image. Default bitmap Configuration in Android is RGB_8888 which is 4 bytes per pixel.
If you use RGB_565 color channel which use 2 Bytes per pixel. half the memory allocation for same resolution :)
Use inBitmap property for recycling purpose.
Do not make static Drawable Object as it cannot be garbage collected.
Request large heap in in manifest file.
Use multiple processes if you are doing lot of image processing(memory intensive task) or use NDK (Native Development using c, c++)
You can try calling recycle() on the bitmap when you are done with it. This will clear all the image data and free up the memory. If anything tries to draw the bitmap after this then your app will crash. If you do get a crash it may help you find out what is still holding onto your bitmap.
This happens because you are loading the bitmap directly,which consumes a lot of memory.
Instead use a scaled down version of the picture in _profileBitmap.
This guy explains it pretty well.
http://androidcocktail.blogspot.in/2012/05/solving-bitmap-size-exceeds-vm-budget.html
With Larger images it can be avoided by sampling them into smaller size.
Use below example -
File f = new File(selectedImagePath);
// First decode with inJustDecodeBounds=true to check dimensions
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeStream(new FileInputStream(f), null, options);
// Calculate inSampleSize
options.inSampleSize = calculateInSampleSize(options, 720, 1280); //My device pixel resolution
// Decode bitmap with inSampleSize set
options.inJustDecodeBounds = false;
Bitmap bmpPic = BitmapFactory.decodeStream(new FileInputStream(f), null, options);
Bitmap bmpPic1 = Bitmap.createBitmap(bmpPic, 0, 0, bmpPic.getWidth(), bmpPic.getHeight(), mat, true);
img.setImageBitmap(bmpPic1); //img is your ImageView
Reference-
http://developer.android.com/training/displaying-bitmaps/load-bitmap.html
You could use a vector Drawable . It uses an xml file to describe your image , so it consumes less memory.
To do that you should use the SVG format for your images and then generate the xml file using one of these 2 solutions :
Solution 1 : Use the vector asset studio in Android Studio : right click on Drawable file in your project -> new -> vector asset
Solution 2 : Use the svg2android website : https://inloop.github.io/svg2android
Check out this link for further information:
https://developer.android.com/studio/write/vector-asset-studio.html
I had the same issue when the phone was powered off and back on. Simply setting the bitmaps to null and calling System.gc(); fixed all the problems.
I had this issue because I was modifying a bitmap once, and then modifying the modified version a second time, resulting in three versions of the same bitmap (original, plus the two modified versions) being in memory at the same time.
I fixed it by changing my image-editing code to apply both modifications to the same bitmap as a kind of batch process, halving the number of modified versions that my app had to hold in memory.

android how to load/save original size Bitmap with no OutOfMemory

I read many discussions about the inSampleSize OutOfMemory dilemma.
Cannot get a good solution so i ask a question about it.
Im currently loading a bitmap with inSampleSize=4.
That will give me a Bitmap with the size 648x388.
Original On disk size is 2592x1592.
Im writing text on 648x388 bitmap and saving it back to disk.
Im writing on the 648x388 because the 2592x1592 give me OutOfMemory .
The way it works is that there can be 1-10 648x388 Bitmaps to be saved in a while loop.
I want to change this loop to save 1-10 2592x1592 Bitmaps.
How can i securely load the 2592x1592?
I don care about the resolution going down 60% or more.
As long as the Bitmap has the same size 2592x1592.
Is there a way to maybe keep the size but make Bitmap thinner,
removing color without making quality bad.
My first thought was going something like this to get the biggest bitmap i could get:
I have not tested this but get a feeling it's a bad way
boolean work = true;
int insample = 2;
BitmapFactory.Options options = new BitmapFactory.Options();
while(work){
try{
options.inSampleSize = insample;
bitmap = BitmapFactory.decodeFile(filePath,options);
work = false;
}catch(Exception e){
insample++;
}
}
any help would be grate.
Image processing requires a lot of memory. you cant use the whole bitmap and just modify it on your phone. use a web service for that. upload, process, download. sorry there is no other way a decoded bitmap just takes a lot of memory.
And by the way you cant catch an outOFMemory Exception. the app just crashes.
There's a hard limit on process size in Android and a 4 mega-pixel image at four bytes a pixel will hit it all by itself (on many devices), without any room for your program.
I think you are going to need to do one of two things: Create a web service to do the image processing on a server/in the cloud; or learn to do your image processing "on-the-fly" by manipulating the data directly instead of using a bitmap.

Android out of memory on image capture

I have an Activity which takes photos (with full possible resolution, so quite large), the application have then the chance to analyze them. Only one photo is handled at a time. The problem is that I run in to a "Out of memory" after 4 - 5 photos. I see
dalvikvm-heap Out of memory on a 5070745-byte allocation
(the byte size varies) followed by
Camera-JNI Couldn't allocate byte array for JPEG data
My application does not crash but as it appears to me the Camera simply becomes unable to deliver the images from this point on. I pay attention to memory usage in my application but here it seems that there is a memory leak somewhere outside and I'm asking me how can I cope with this. Any solution approaches existing for this?
This may not be exactly what you are trying to do, but in order to display multiple large pictures (4-6 MB) on a grid view, I found this code to create a smaller bitmap with lower quality, to avoid out-of-memory situations:
BitmapFactory.Options options = new BitmapFactory.Options();
options.inSampleSize = 5;
options.inPurgeable = true;
options.inInputShareable = true;
Bitmap bm = BitmapFactory.decodeFile("/sdcard/myapp/" + filesFound.get(position), options);
The options are the important part, and by varying the settings, I managed to take memory down from where it would crash, to around 28MB when I started using the inSampleSize. It further went down with the inPurgeable and inInputShareable settings set to true. My activity is still sluggish, but it's much better.
For your application, if it can analyze a bitmap, the above code may shrink down the memory usage enough to make it work. I'm still new to Android, so it's possible this may not work at all.. ;-).
Regards,
Kevin
Since you run out of memory after 4-5 pictures you probably arent calling yourBitmap.recycle(); after it has been saved to the SD-card?
Also in the onPictureTaken() method you could save the tempData from the picture into a bitmap using the Bitmap.Config.RGB_565 instead of ARGB(default) if you don't need the alpha channel.
// Create options to help use less memory
Options opt = new Options();
opt.inPreferredConfig = Bitmap.Config.RGB_565;
// Decode the tempdata into a bitmap, with the options as the last argument
bitmapFromRawCameraTempData = BitmapFactory.decodeByteArray(rawCameraTempData, 0, rawCameraTempData.length, opt);

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