Viewpager Webview memory issue - android

I'm using a viewpager to load around 50 webviews... All the webviews are loaded into assests and each weview has an HTML page that is accessing around 70 images each... As i swipe, my app is crashing after around 30 pages, might be cos of the webviews still keep their reference to the images in the assests folder... Is there any way to release the webviews that the Viewpager is not using at that particular time?
awesomePager.setAdapter(new AwesomePagerAdapter(this, webviewdata));
Details:
Android WebView Memory Leak when loading html file from Assets
Failed adding to JNI local ref table (has 512 entries)
"Thread-375" prio=5 tid=15 RUNNABLE
while dynamically loading webview on viewpager
Logcat:

Try to scale down bitmap.Most of the time Bitmap is a main reason we get Memory issue.
Also learn about how to recycle the bitmaps.
Following snippet will help you.
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeFile( filename, options );
options.inJustDecodeBounds = false;
options.inSampleSize = 2;
bitmap = BitmapFactory.decodeFile( filename, options );
if ( bitmap != null && exact ) {
bitmap = Bitmap.createScaledBitmap( bitmap, width, height, false );
}
Also make sure you did override following method.
#Override
public void destroyItem(View collection, int position, Object view) {
((ViewPager) collection).removeView((TextView) view);
}
Or you can create a function to Scale Down Bitmap
private byte[] resizeImage( byte[] input ) {
if ( input == null ) {
return null;
}
Bitmap bitmapOrg = BitmapFactory.decodeByteArray(input, 0, input.length);
if ( bitmapOrg == null ) {
return null;
}
int height = bitmapOrg.getHeight();
int width = bitmapOrg.getWidth();
int newHeight = 250;
float scaleHeight = ((float) newHeight) / height;
// creates matrix for the manipulation
Matrix matrix = new Matrix();
// resize the bit map
matrix.postScale(scaleHeight, scaleHeight);
// recreate the new Bitmap
Bitmap resizedBitmap = Bitmap.createBitmap(bitmapOrg, 0, 0,
width, height, matrix, true);
bitmapOrg.recycle();
ByteArrayOutputStream bos = new ByteArrayOutputStream();
resizedBitmap.compress(CompressFormat.PNG, 0 /*ignored for PNG*/, bos);
resizedBitmap.recycle();
return bos.toByteArray();
}

The WebView works with the JNI and this can only hold 512 local references, try loading your content directly from web and the problem shouldn't occur.
I get this problem when I override shouldInterceptRequest(WebView view, String url) in webviewclient and hand local references from my own caching mechanism.
This might be a bug in the webview itself. At least it isn't how it should behave if you ask me.

Setting layer type of webview to software works.
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.HONEYCOMB) {
webView.setLayerType(View.LAYER_TYPE_SOFTWARE, null);
}
But now you lose hardware acceleration and your webview may slow down.

Related

Bitmap OutOfMemoryException? [duplicate]

I have a ListView with a couple of image buttons on each row. When the user clicks the list row, it launches a new activity. I have had to build my own tabs because of an issue with the camera layout. The activity that gets launched for the result is a map. If I click on my button to launch the image preview (load an image off the SD card) the application returns from the activity back to the ListView activity to the result handler to relaunch my new activity which is nothing more than an image widget.
The image preview on the ListView is being done with the cursor and ListAdapter. This makes it pretty simple, but I am not sure how I can put a resized image (I.e. Smaller bit size not pixel as the src for the image button on the fly. So I just resized the image that came off the phone camera.
The issue is that I get an OutOfMemoryError when it tries to go back and re-launch the 2nd activity.
Is there a way I can build the list adapter easily row by row, where I can resize on the fly (bitwise)?
This would be preferable as I also need to make some changes to the properties of the widgets/elements in each row as I am unable to select a row with the touch screen because of the focus issue. (I can use rollerball.)
I know I can do an out of band resize and save my image, but that is not really what I want to do, but some sample code for that would be nice.
As soon as I disabled the image on the ListView it worked fine again.
FYI: This is how I was doing it:
String[] from = new String[] { DBHelper.KEY_BUSINESSNAME, DBHelper.KEY_ADDRESS,
DBHelper.KEY_CITY, DBHelper.KEY_GPSLONG, DBHelper.KEY_GPSLAT,
DBHelper.KEY_IMAGEFILENAME + ""};
int[] to = new int[] { R.id.businessname, R.id.address, R.id.city, R.id.gpslong,
R.id.gpslat, R.id.imagefilename };
notes = new SimpleCursorAdapter(this, R.layout.notes_row, c, from, to);
setListAdapter(notes);
Where R.id.imagefilename is a ButtonImage.
Here is my LogCat:
01-25 05:05:49.877: ERROR/dalvikvm-heap(3896): 6291456-byte external allocation too large for this process.
01-25 05:05:49.877: ERROR/(3896): VM wont let us allocate 6291456 bytes
01-25 05:05:49.877: ERROR/AndroidRuntime(3896): Uncaught handler: thread main exiting due to uncaught exception
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): java.lang.OutOfMemoryError: bitmap size exceeds VM budget
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.graphics.BitmapFactory.nativeDecodeStream(Native Method)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.graphics.BitmapFactory.decodeStream(BitmapFactory.java:304)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.graphics.BitmapFactory.decodeFile(BitmapFactory.java:149)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.graphics.BitmapFactory.decodeFile(BitmapFactory.java:174)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.graphics.drawable.Drawable.createFromPath(Drawable.java:729)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.ImageView.resolveUri(ImageView.java:484)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.ImageView.setImageURI(ImageView.java:281)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.SimpleCursorAdapter.setViewImage(SimpleCursorAdapter.java:183)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.SimpleCursorAdapter.bindView(SimpleCursorAdapter.java:129)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.CursorAdapter.getView(CursorAdapter.java:150)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.AbsListView.obtainView(AbsListView.java:1057)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.ListView.makeAndAddView(ListView.java:1616)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.ListView.fillSpecific(ListView.java:1177)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.ListView.layoutChildren(ListView.java:1454)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.AbsListView.onLayout(AbsListView.java:937)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.View.layout(View.java:5611)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.setChildFrame(LinearLayout.java:1119)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.layoutHorizontal(LinearLayout.java:1108)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.onLayout(LinearLayout.java:922)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.View.layout(View.java:5611)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.FrameLayout.onLayout(FrameLayout.java:294)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.View.layout(View.java:5611)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.setChildFrame(LinearLayout.java:1119)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.layoutVertical(LinearLayout.java:999)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.onLayout(LinearLayout.java:920)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.View.layout(View.java:5611)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.FrameLayout.onLayout(FrameLayout.java:294)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.View.layout(View.java:5611)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.ViewRoot.performTraversals(ViewRoot.java:771)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.ViewRoot.handleMessage(ViewRoot.java:1103)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.os.Handler.dispatchMessage(Handler.java:88)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.os.Looper.loop(Looper.java:123)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.app.ActivityThread.main(ActivityThread.java:3742)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at java.lang.reflect.Method.invokeNative(Native Method)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at java.lang.reflect.Method.invoke(Method.java:515)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:739)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:497)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at dalvik.system.NativeStart.main(Native Method)
01-25 05:10:01.127: ERROR/AndroidRuntime(3943): ERROR: thread attach failed
I also have a new error when displaying an image:
22:13:18.594: DEBUG/skia(4204): xxxxxxxxxxx jpeg error 20 Improper call to JPEG library in state %d
22:13:18.604: INFO/System.out(4204): resolveUri failed on bad bitmap uri:
22:13:18.694: ERROR/dalvikvm-heap(4204): 6291456-byte external allocation too large for this process.
22:13:18.694: ERROR/(4204): VM won't let us allocate 6291456 bytes
22:13:18.694: DEBUG/skia(4204): xxxxxxxxxxxxxxxxxxxx allocPixelRef failed
To fix the OutOfMemory error, you should do something like this:
BitmapFactory.Options options = new BitmapFactory.Options();
options.inSampleSize = 8;
Bitmap preview_bitmap = BitmapFactory.decodeStream(is, null, options);
This inSampleSize option reduces memory consumption.
Here's a complete method. First it reads image size without decoding the content itself. Then it finds the best inSampleSize value, it should be a power of 2, and finally the image is decoded.
// Decodes image and scales it to reduce memory consumption
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=70;
// 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;
}
The Android Training class, "Displaying Bitmaps Efficiently", offers some great information for understanding and dealing with the exception `java.lang.OutOfMemoryError: bitmap size exceeds VM budget when loading Bitmaps.
Read Bitmap Dimensions and Type
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 the construction (and memory allocation) of the bitmap.
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeResource(getResources(), R.id.myimage, options);
int imageHeight = options.outHeight;
int imageWidth = options.outWidth;
String imageType = options.outMimeType;
To avoid java.lang.OutOfMemory exceptions, check the dimensions of a bitmap before decoding it unless you absolutely trust the source to provide you with predictably sized image data that comfortably fits within the available memory.
Load a scaled-down version into Memory
Now that the image dimensions are known, they can be used to decide if the full image should be loaded into memory or if a subsampled version should be loaded instead. Here are some factors to consider:
Estimated memory usage of loading the full image in memory.
The amount of memory you are willing to commit to loading this image given any other memory requirements of your application.
Dimensions of the target ImageView or UI component that the image is to be loaded into.
Screen size and density of the current device.
For example, it’s not worth loading a 1024x768 pixel image into memory if it will eventually be displayed in a 128x96 pixel thumbnail in an ImageView.
To tell the decoder to subsample the image, loading a smaller version into memory, set inSampleSize to true in your BitmapFactory.Options object. For example, an image with resolution 2048x1536 that is decoded with an inSampleSize of 4 produces a bitmap of approximately 512x384. Loading this into memory uses 0.75MB rather than 12MB for the full image (assuming a bitmap configuration of ARGB_8888). Here’s a method to calculate a sample size value that is a power of two based on a target width and height:
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;
}
Note: A power of two value is calculated because the decoder uses a
final value by rounding down to the nearest power of two, as per the
inSampleSize documentation.
To use this method, first decode with inJustDecodeBounds set to true, pass the options through and then decode again using the new inSampleSizevalue andinJustDecodeBoundsset tofalse`:
public static Bitmap decodeSampledBitmapFromResource(Resources res, int resId,
int reqWidth, int reqHeight) {
// First decode with inJustDecodeBounds=true to check dimensions
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeResource(res, resId, options);
// Calculate inSampleSize
options.inSampleSize = calculateInSampleSize(options, reqWidth, reqHeight);
// Decode bitmap with inSampleSize set
options.inJustDecodeBounds = false;
return BitmapFactory.decodeResource(res, resId, options);
}
This method makes it easy to load a bitmap of arbitrarily large size into an ImageView that displays a 100x100 pixel thumbnail, as shown in the following example code:
mImageView.setImageBitmap(
decodeSampledBitmapFromResource(getResources(), R.id.myimage, 100, 100));
You can follow a similar process to decode bitmaps from other sources, by substituting the appropriate BitmapFactory.decode* method as needed.
I've made a small improvement to Fedor's code. It basically does the same, but without the (in my opinion) ugly while loop and it always results in a power of two. Kudos to Fedor for making the original solution, I was stuck until I found his, and then I was able to make this one :)
private Bitmap decodeFile(File f){
Bitmap b = null;
//Decode image size
BitmapFactory.Options o = new BitmapFactory.Options();
o.inJustDecodeBounds = true;
FileInputStream fis = new FileInputStream(f);
BitmapFactory.decodeStream(fis, null, o);
fis.close();
int scale = 1;
if (o.outHeight > IMAGE_MAX_SIZE || o.outWidth > IMAGE_MAX_SIZE) {
scale = (int)Math.pow(2, (int) Math.ceil(Math.log(IMAGE_MAX_SIZE /
(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;
}
I come from iOS experience and I was frustrated to discover an issue with something so basic as loading and showing an image. After all, everyone that is having this issue is trying to display reasonably sized images. Anyway, here are the two changes that fixed my problem (and made my app very responsive).
1) Every time you do BitmapFactory.decodeXYZ(), make sure to pass in a BitmapFactory.Options with inPurgeable set to true (and preferably with inInputShareable also set to true).
2) NEVER use Bitmap.createBitmap(width, height, Config.ARGB_8888). I mean NEVER! I've never had that thing not raise memory error after few passes. No amount of recycle(), System.gc(), whatever helped. It always raised exception. The one other way that actually works is to have a dummy image in your drawables (or another Bitmap that you decoded using step 1 above), rescale that to whatever you want, then manipulate the resulting Bitmap (such as passing it on to a Canvas for more fun). So, what you should use instead is: Bitmap.createScaledBitmap(srcBitmap, width, height, false). If for whatever reason you MUST use the brute force create method, then at least pass Config.ARGB_4444.
This is almost guaranteed to save you hours if not days. All that talk about scaling the image, etc. does not really work (unless you consider getting wrong size or degraded image a solution).
It's a known bug, it's not because of large files. Since Android Caches the Drawables, it's going out of memory after using few images. But I've found an alternate way for it, by skipping the android default cache system.
Solution:
Move the images to "assets" folder and use the following function to get BitmapDrawable:
public static Drawable 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 new BitmapDrawable(context.getResources(), bitmap);
}
I had this same issue and solved it by avoiding the BitmapFactory.decodeStream or decodeFile functions and instead used BitmapFactory.decodeFileDescriptor
decodeFileDescriptor looks like it calls different native methods than the decodeStream/decodeFile.
Anyways, what worked was this (note that I added some options as some had above, but that's not what made the difference. What is critical is the call to BitmapFactory.decodeFileDescriptor instead of decodeStream or decodeFile):
private void showImage(String path) {
Log.i("showImage","loading:"+path);
BitmapFactory.Options bfOptions=new BitmapFactory.Options();
bfOptions.inDither=false; //Disable Dithering mode
bfOptions.inPurgeable=true; //Tell to gc that whether it needs free memory, the Bitmap can be cleared
bfOptions.inInputShareable=true; //Which kind of reference will be used to recover the Bitmap data after being clear, when it will be used in the future
bfOptions.inTempStorage=new byte[32 * 1024];
File file=new File(path);
FileInputStream fs=null;
try {
fs = new FileInputStream(file);
} catch (FileNotFoundException e) {
//TODO do something intelligent
e.printStackTrace();
}
try {
if(fs!=null) bm=BitmapFactory.decodeFileDescriptor(fs.getFD(), null, bfOptions);
} catch (IOException e) {
//TODO do something intelligent
e.printStackTrace();
} finally{
if(fs!=null) {
try {
fs.close();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
//bm=BitmapFactory.decodeFile(path, bfOptions); This one causes error: java.lang.OutOfMemoryError: bitmap size exceeds VM budget
im.setImageBitmap(bm);
//bm.recycle();
bm=null;
}
I think there is a problem with the native function used in decodeStream/decodeFile. I have confirmed that a different native method is called when using decodeFileDescriptor. Also what I've read is "that Images (Bitmaps) are not allocated in a standard Java way but via native calls; the allocations are done outside of the virtual heap, but are
counted against it!"
I think best way to avoid the OutOfMemoryError is to face it and understand it.
I made an app to intentionally cause OutOfMemoryError, and monitor memory usage.
After I've done a lot of experiments with this App, I've got the following conclusions:
I'm gonna talk about SDK versions before Honey Comb first.
Bitmap is stored in native heap, but it will get garbage collected automatically, calling recycle() is needless.
If {VM heap size} + {allocated native heap memory} >= {VM heap size limit for the device}, and you are trying to create bitmap, OOM will be thrown.
NOTICE: VM HEAP SIZE is counted rather than VM ALLOCATED MEMORY.
VM Heap size will never shrink after grown, even if the allocated VM memory is shrinked.
So you have to keep the peak VM memory as low as possible to keep VM Heap Size from growing too big to save available memory for Bitmaps.
Manually call System.gc() is meaningless, the system will call it first before trying to grow the heap size.
Native Heap Size will never shrink too, but it's not counted for OOM, so no need to worry about it.
Then, let's talk about SDK Starts from Honey Comb.
Bitmap is stored in VM heap, Native memory is not counted for OOM.
The condition for OOM is much simpler: {VM heap size} >= {VM heap size limit for the device}.
So you have more available memory to create bitmap with the same heap size limit, OOM is less likely to be thrown.
Here is some of my observations about Garbage Collection and Memory Leak.
You can see it yourself in the App. If an Activity executed an AsyncTask that was still running after the Activity was destroyed, the Activity will not get garbage collected until the AsyncTask finish.
This is because AsyncTask is an instance of an anonymous inner class, it holds a reference of the Activity.
Calling AsyncTask.cancel(true) will not stop the execution if the task is blocked in an IO operation in background thread.
Callbacks are anonymous inner classes too, so if a static instance in your project holds them and do not release them, memory would be leaked.
If you scheduled a repeating or delayed task, for example a Timer, and you do not call cancel() and purge() in onPause(), memory would be leaked.
I have seen a lot of questions about OOM exceptions and caching lately. The developer guide has a really good article on this, but some tends to fail on implementing it in a suitable way.
Because of this I wrote an example application that demonstrates caching in an Android environment. This implementation has not yet gotten an OOM.
Look at the end of this answer for a link to the source code.
Requirements:
Android API 2.1 or higher (I simply could not manage to get the available memory for an application in API 1.6 - that is the only piece of code that doesn't work in API 1.6)
Android support package
Features:
Retains the cache if there is an orientation change, using a singleton
Use one eighth of the assigned application memory to the cache (modify if you want)
Large bitmaps gets scaled (you can define the maximum pixels that you want to allow)
Controls that there is an internet connection available before downloading the bitmaps
Makes sure that you are only instantiating one task per row
If you are flinging the ListView away, it simply won't download the bitmaps between
This does not include:
Disk caching. This should be easy to implement anyway - just point to a different task that grabs the bitmaps from the disk
Sample code:
The images that are being downloaded are images (75x75) from Flickr. However, put whatever image urls you want to be processed, and the application will scale it down if it exceeds the maximum. In this application the urls are simply in a String array.
The LruCache has a good way to deal with bitmaps. However, in this application I put an instance of an LruCache inside another cache class that I created in order to get the application more feasible.
Cache.java's critical stuff (the loadBitmap() method is the most important):
public Cache(int size, int maxWidth, int maxHeight) {
// Into the constructor you add the maximum pixels
// that you want to allow in order to not scale images.
mMaxWidth = maxWidth;
mMaxHeight = maxHeight;
mBitmapCache = new LruCache<String, Bitmap>(size) {
protected int sizeOf(String key, Bitmap b) {
// Assuming that one pixel contains four bytes.
return b.getHeight() * b.getWidth() * 4;
}
};
mCurrentTasks = new ArrayList<String>();
}
/**
* Gets a bitmap from cache.
* If it is not in cache, this method will:
*
* 1: check if the bitmap url is currently being processed in the
* BitmapLoaderTask and cancel if it is already in a task (a control to see
* if it's inside the currentTasks list).
*
* 2: check if an internet connection is available and continue if so.
*
* 3: download the bitmap, scale the bitmap if necessary and put it into
* the memory cache.
*
* 4: Remove the bitmap url from the currentTasks list.
*
* 5: Notify the ListAdapter.
*
* #param mainActivity - Reference to activity object, in order to
* call notifyDataSetChanged() on the ListAdapter.
* #param imageKey - The bitmap url (will be the key).
* #param imageView - The ImageView that should get an
* available bitmap or a placeholder image.
* #param isScrolling - If set to true, we skip executing more tasks since
* the user probably has flinged away the view.
*/
public void loadBitmap(MainActivity mainActivity,
String imageKey, ImageView imageView,
boolean isScrolling) {
final Bitmap bitmap = getBitmapFromCache(imageKey);
if (bitmap != null) {
imageView.setImageBitmap(bitmap);
} else {
imageView.setImageResource(R.drawable.ic_launcher);
if (!isScrolling && !mCurrentTasks.contains(imageKey) &&
mainActivity.internetIsAvailable()) {
BitmapLoaderTask task = new BitmapLoaderTask(imageKey,
mainActivity.getAdapter());
task.execute();
}
}
}
You shouldn't need to edit anything in the Cache.java file unless you want to implement disk caching.
MainActivity.java's critical stuff:
public void onScrollStateChanged(AbsListView view, int scrollState) {
if (view.getId() == android.R.id.list) {
// Set scrolling to true only if the user has flinged the
// ListView away, hence we skip downloading a series
// of unnecessary bitmaps that the user probably
// just want to skip anyways. If we scroll slowly it
// will still download bitmaps - that means
// that the application won't wait for the user
// to lift its finger off the screen in order to
// download.
if (scrollState == SCROLL_STATE_FLING) {
mIsScrolling = true;
} else {
mIsScrolling = false;
mListAdapter.notifyDataSetChanged();
}
}
}
// Inside ListAdapter...
#Override
public View getView(final int position, View convertView, ViewGroup parent) {
View row = convertView;
final ViewHolder holder;
if (row == null) {
LayoutInflater inflater = getLayoutInflater();
row = inflater.inflate(R.layout.main_listview_row, parent, false);
holder = new ViewHolder(row);
row.setTag(holder);
} else {
holder = (ViewHolder) row.getTag();
}
final Row rowObject = getItem(position);
// Look at the loadBitmap() method description...
holder.mTextView.setText(rowObject.mText);
mCache.loadBitmap(MainActivity.this,
rowObject.mBitmapUrl, holder.mImageView,
mIsScrolling);
return row;
}
getView() gets called very often. It's normally not a good idea to download images there if we haven't implemented a check that ensure us that we won't start an infinite amount of threads per row. Cache.java checks whether the rowObject.mBitmapUrl already is in a task and if it is, it won't start another. Therefore, we are most likely not exceeding the work queue restriction from the AsyncTask pool.
Download:
You can download the source code from https://www.dropbox.com/s/pvr9zyl811tfeem/ListViewImageCache.zip.
Last words:
I have tested this for a few weeks now, I haven't gotten a single OOM exception yet. I have tested this on the emulator, on my Nexus One and on my Nexus S. I have tested image urls that contain images that were in HD quality. The only bottleneck is that it takes more time to download.
There is only one possible scenario where I can imagine that the OOM will appear, and that is if we download many, really big images, and before they get scaled and put into cache, will simultaneously take up more memory and cause an OOM. But that isn't even an ideal situation anyway and it most likely won't be possible to solve in a more feasible way.
Report errors in the comments! :-)
I did the following to take the image and resize it on the fly. Hope this helps
Bitmap bm;
bm = Bitmap.createScaledBitmap(BitmapFactory.decodeFile(filepath), 100, 100, true);
mPicture = new ImageView(context);
mPicture.setImageBitmap(bm);
unfortunately if None of the Above works, then Add this to your Manifest file. Inside application tag
<application
android:largeHeap="true"
It seems that this is a very long running problem, with a lot of differing explanations. I took the advice of the two most common presented answers here, but neither one of these solved my problems of the VM claiming it couldn't afford the bytes to perform the decoding part of the process. After some digging I learned that the real problem here is the decoding process taking away from the NATIVE heap.
See here: BitmapFactory OOM driving me nuts
That lead me to another discussion thread where I found a couple more solutions to this problem. One is to callSystem.gc(); manually after your image is displayed. But that actually makes your app use MORE memory, in an effort to reduce the native heap. The better solution as of the release of 2.0 (Donut) is to use the BitmapFactory option "inPurgeable". So I simply added o2.inPurgeable=true; just after o2.inSampleSize=scale;.
More on that topic here: Is the limit of memory heap only 6M?
Now, having said all of this, I am a complete dunce with Java and Android too. So if you think this is a terrible way to solve this problem, you are probably right. ;-) But this has worked wonders for me, and I have found it impossible to run the VM out of heap cache now. The only drawback I can find is that you are trashing your cached drawn image. Which means if you go RIGHT back to that image, you are redrawing it each and every time. In the case of how my application works, that is not really a problem. Your mileage may vary.
Use this bitmap.recycle(); This helps without any image quality issue.
I have resolved the same issue in the following manner.
Bitmap b = null;
Drawable d;
ImageView i = new ImageView(mContext);
try {
b = Bitmap.createBitmap(320,424,Bitmap.Config.RGB_565);
b.eraseColor(0xFFFFFFFF);
Rect r = new Rect(0, 0,320 , 424);
Canvas c = new Canvas(b);
Paint p = new Paint();
p.setColor(0xFFC0C0C0);
c.drawRect(r, p);
d = mContext.getResources().getDrawable(mImageIds[position]);
d.setBounds(r);
d.draw(c);
/*
BitmapFactory.Options o2 = new BitmapFactory.Options();
o2.inTempStorage = new byte[128*1024];
b = BitmapFactory.decodeStream(mContext.getResources().openRawResource(mImageIds[position]), null, o2);
o2.inSampleSize=16;
o2.inPurgeable = true;
*/
} catch (Exception e) {
}
i.setImageBitmap(b);
I have a much more effective solution which does not need scaling of any sort. Simply decode your bitmap only once and then cache it in a map against its name. Then simply retrieve the bitmap against the name and set it in the ImageView. There is nothing more that needs to be done.
This will work because the actual binary data of the decoded bitmap is not stored within the dalvik VM heap. It is stored externally. So every time you decode a bitmap, it allocates memory outside of VM heap which is never reclaimed by GC
To help you better appreciate this, imagine you have kept ur image in the drawable folder. You just get the image by doing a getResources().getDrwable(R.drawable.). This will NOT decode your image everytime but re-use an already decoded instance everytime you call it. So in essence it is cached.
Now since your image is in a file somewhere (or may even be coming from an external server), it is YOUR responsibility to cache the decoded bitmap instance to be reused any where it is needed.
Hope this helps.
There are two issues here....
Bitmap memory isn't in the VM heap but rather in the native heap - see BitmapFactory OOM driving me nuts
Garbage collection for the native heap is lazier than the VM heap - so you need to be quite aggressive about doing bitmap.recycle and bitmap =null every time you go through an Activity's onPause or onDestroy
This worked for me!
public Bitmap readAssetsBitmap(String filename) throws IOException {
try {
BitmapFactory.Options options = new BitmapFactory.Options();
options.inPurgeable = true;
Bitmap bitmap = BitmapFactory.decodeStream(assets.open(filename), null, options);
if(bitmap == null) {
throw new IOException("File cannot be opened: It's value is null");
} else {
return bitmap;
}
} catch (IOException e) {
throw new IOException("File cannot be opened: " + e.getMessage());
}
}
Great answers here, but I wanted a fully usable class to address this problem.. so I did one.
Here is my BitmapHelper class that is OutOfMemoryError proof :-)
import java.io.File;
import java.io.FileInputStream;
import android.graphics.Bitmap;
import android.graphics.Bitmap.Config;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Matrix;
import android.graphics.drawable.BitmapDrawable;
import android.graphics.drawable.Drawable;
public class BitmapHelper
{
//decodes image and scales it to reduce memory consumption
public static Bitmap decodeFile(File bitmapFile, int requiredWidth, int requiredHeight, boolean quickAndDirty)
{
try
{
//Decode image size
BitmapFactory.Options bitmapSizeOptions = new BitmapFactory.Options();
bitmapSizeOptions.inJustDecodeBounds = true;
BitmapFactory.decodeStream(new FileInputStream(bitmapFile), null, bitmapSizeOptions);
// load image using inSampleSize adapted to required image size
BitmapFactory.Options bitmapDecodeOptions = new BitmapFactory.Options();
bitmapDecodeOptions.inTempStorage = new byte[16 * 1024];
bitmapDecodeOptions.inSampleSize = computeInSampleSize(bitmapSizeOptions, requiredWidth, requiredHeight, false);
bitmapDecodeOptions.inPurgeable = true;
bitmapDecodeOptions.inDither = !quickAndDirty;
bitmapDecodeOptions.inPreferredConfig = quickAndDirty ? Bitmap.Config.RGB_565 : Bitmap.Config.ARGB_8888;
Bitmap decodedBitmap = BitmapFactory.decodeStream(new FileInputStream(bitmapFile), null, bitmapDecodeOptions);
// scale bitmap to mathc required size (and keep aspect ratio)
float srcWidth = (float) bitmapDecodeOptions.outWidth;
float srcHeight = (float) bitmapDecodeOptions.outHeight;
float dstWidth = (float) requiredWidth;
float dstHeight = (float) requiredHeight;
float srcAspectRatio = srcWidth / srcHeight;
float dstAspectRatio = dstWidth / dstHeight;
// recycleDecodedBitmap is used to know if we must recycle intermediary 'decodedBitmap'
// (DO NOT recycle it right away: wait for end of bitmap manipulation process to avoid
// java.lang.RuntimeException: Canvas: trying to use a recycled bitmap android.graphics.Bitmap#416ee7d8
// I do not excatly understand why, but this way it's OK
boolean recycleDecodedBitmap = false;
Bitmap scaledBitmap = decodedBitmap;
if (srcAspectRatio < dstAspectRatio)
{
scaledBitmap = getScaledBitmap(decodedBitmap, (int) dstWidth, (int) (srcHeight * (dstWidth / srcWidth)));
// will recycle recycleDecodedBitmap
recycleDecodedBitmap = true;
}
else if (srcAspectRatio > dstAspectRatio)
{
scaledBitmap = getScaledBitmap(decodedBitmap, (int) (srcWidth * (dstHeight / srcHeight)), (int) dstHeight);
recycleDecodedBitmap = true;
}
// crop image to match required image size
int scaledBitmapWidth = scaledBitmap.getWidth();
int scaledBitmapHeight = scaledBitmap.getHeight();
Bitmap croppedBitmap = scaledBitmap;
if (scaledBitmapWidth > requiredWidth)
{
int xOffset = (scaledBitmapWidth - requiredWidth) / 2;
croppedBitmap = Bitmap.createBitmap(scaledBitmap, xOffset, 0, requiredWidth, requiredHeight);
scaledBitmap.recycle();
}
else if (scaledBitmapHeight > requiredHeight)
{
int yOffset = (scaledBitmapHeight - requiredHeight) / 2;
croppedBitmap = Bitmap.createBitmap(scaledBitmap, 0, yOffset, requiredWidth, requiredHeight);
scaledBitmap.recycle();
}
if (recycleDecodedBitmap)
{
decodedBitmap.recycle();
}
decodedBitmap = null;
scaledBitmap = null;
return croppedBitmap;
}
catch (Exception ex)
{
ex.printStackTrace();
}
return null;
}
/**
* compute powerOf2 or exact scale to be used as {#link BitmapFactory.Options#inSampleSize} value (for subSampling)
*
* #param requiredWidth
* #param requiredHeight
* #param powerOf2
* weither we want a power of 2 sclae or not
* #return
*/
public static int computeInSampleSize(BitmapFactory.Options options, int dstWidth, int dstHeight, boolean powerOf2)
{
int inSampleSize = 1;
// Raw height and width of image
final int srcHeight = options.outHeight;
final int srcWidth = options.outWidth;
if (powerOf2)
{
//Find the correct scale value. It should be the power of 2.
int tmpWidth = srcWidth, tmpHeight = srcHeight;
while (true)
{
if (tmpWidth / 2 < dstWidth || tmpHeight / 2 < dstHeight)
break;
tmpWidth /= 2;
tmpHeight /= 2;
inSampleSize *= 2;
}
}
else
{
// Calculate ratios of height and width to requested height and width
final int heightRatio = Math.round((float) srcHeight / (float) dstHeight);
final int widthRatio = Math.round((float) srcWidth / (float) dstWidth);
// 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;
}
public static Bitmap drawableToBitmap(Drawable drawable)
{
if (drawable instanceof BitmapDrawable)
{
return ((BitmapDrawable) drawable).getBitmap();
}
Bitmap bitmap = Bitmap.createBitmap(drawable.getIntrinsicWidth(), drawable.getIntrinsicHeight(), Config.ARGB_8888);
Canvas canvas = new Canvas(bitmap);
drawable.setBounds(0, 0, canvas.getWidth(), canvas.getHeight());
drawable.draw(canvas);
return bitmap;
}
public static Bitmap getScaledBitmap(Bitmap bitmap, int newWidth, int newHeight)
{
int width = bitmap.getWidth();
int height = bitmap.getHeight();
float scaleWidth = ((float) newWidth) / width;
float scaleHeight = ((float) newHeight) / height;
// CREATE A MATRIX FOR THE MANIPULATION
Matrix matrix = new Matrix();
// RESIZE THE BIT MAP
matrix.postScale(scaleWidth, scaleHeight);
// RECREATE THE NEW BITMAP
Bitmap resizedBitmap = Bitmap.createBitmap(bitmap, 0, 0, width, height, matrix, false);
return resizedBitmap;
}
}
None of the answers above worked for me, but I did come up with a horribly ugly workaround that solved the problem. I added a very small, 1x1 pixel image to my project as a resource, and loaded it into my ImageView before calling into garbage collection. I think it might be that the ImageView was not releasing the Bitmap, so GC never picked it up. It's ugly, but it seems to be working for now.
if (bitmap != null)
{
bitmap.recycle();
bitmap = null;
}
if (imageView != null)
{
imageView.setImageResource(R.drawable.tiny); // This is my 1x1 png.
}
System.gc();
imageView.setImageBitmap(...); // Do whatever you need to do to load the image you want.
This works for me.
Bitmap myBitmap;
BitmapFactory.Options options = new BitmapFactory.Options();
options.InPurgeable = true;
options.OutHeight = 50;
options.OutWidth = 50;
options.InSampleSize = 4;
File imgFile = new File(filepath);
myBitmap = BitmapFactory.DecodeFile(imgFile.AbsolutePath, options);
and this is on C# monodroid.
you can easily change the path of the image. what important here is the options to be set.
This seems like the appropriate place to share my utility class for loading and processing images with the community, you are welcome to use it and modify it freely.
package com.emil;
import java.io.IOException;
import java.io.InputStream;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
/**
* A class to load and process images of various sizes from input streams and file paths.
*
* #author Emil http://stackoverflow.com/users/220710/emil
*
*/
public class ImageProcessing {
public static Bitmap getBitmap(InputStream stream, int sampleSize, Bitmap.Config bitmapConfig) throws IOException{
BitmapFactory.Options options=ImageProcessing.getOptionsForSampling(sampleSize, bitmapConfig);
Bitmap bm = BitmapFactory.decodeStream(stream,null,options);
if(ImageProcessing.checkDecode(options)){
return bm;
}else{
throw new IOException("Image decoding failed, using stream.");
}
}
public static Bitmap getBitmap(String imgPath, int sampleSize, Bitmap.Config bitmapConfig) throws IOException{
BitmapFactory.Options options=ImageProcessing.getOptionsForSampling(sampleSize, bitmapConfig);
Bitmap bm = BitmapFactory.decodeFile(imgPath,options);
if(ImageProcessing.checkDecode(options)){
return bm;
}else{
throw new IOException("Image decoding failed, using file path.");
}
}
public static Dimensions getDimensions(InputStream stream) throws IOException{
BitmapFactory.Options options=ImageProcessing.getOptionsForDimensions();
BitmapFactory.decodeStream(stream,null,options);
if(ImageProcessing.checkDecode(options)){
return new ImageProcessing.Dimensions(options.outWidth,options.outHeight);
}else{
throw new IOException("Image decoding failed, using stream.");
}
}
public static Dimensions getDimensions(String imgPath) throws IOException{
BitmapFactory.Options options=ImageProcessing.getOptionsForDimensions();
BitmapFactory.decodeFile(imgPath,options);
if(ImageProcessing.checkDecode(options)){
return new ImageProcessing.Dimensions(options.outWidth,options.outHeight);
}else{
throw new IOException("Image decoding failed, using file path.");
}
}
private static boolean checkDecode(BitmapFactory.Options options){
// Did decode work?
if( options.outWidth<0 || options.outHeight<0 ){
return false;
}else{
return true;
}
}
/**
* Creates a Bitmap that is of the minimum dimensions necessary
* #param bm
* #param min
* #return
*/
public static Bitmap createMinimalBitmap(Bitmap bm, ImageProcessing.Minimize min){
int newWidth, newHeight;
switch(min.type){
case WIDTH:
if(bm.getWidth()>min.minWidth){
newWidth=min.minWidth;
newHeight=ImageProcessing.getScaledHeight(newWidth, bm);
}else{
// No resize
newWidth=bm.getWidth();
newHeight=bm.getHeight();
}
break;
case HEIGHT:
if(bm.getHeight()>min.minHeight){
newHeight=min.minHeight;
newWidth=ImageProcessing.getScaledWidth(newHeight, bm);
}else{
// No resize
newWidth=bm.getWidth();
newHeight=bm.getHeight();
}
break;
case BOTH: // minimize to the maximum dimension
case MAX:
if(bm.getHeight()>bm.getWidth()){
// Height needs to minimized
min.minDim=min.minDim!=null ? min.minDim : min.minHeight;
if(bm.getHeight()>min.minDim){
newHeight=min.minDim;
newWidth=ImageProcessing.getScaledWidth(newHeight, bm);
}else{
// No resize
newWidth=bm.getWidth();
newHeight=bm.getHeight();
}
}else{
// Width needs to be minimized
min.minDim=min.minDim!=null ? min.minDim : min.minWidth;
if(bm.getWidth()>min.minDim){
newWidth=min.minDim;
newHeight=ImageProcessing.getScaledHeight(newWidth, bm);
}else{
// No resize
newWidth=bm.getWidth();
newHeight=bm.getHeight();
}
}
break;
default:
// No resize
newWidth=bm.getWidth();
newHeight=bm.getHeight();
}
return Bitmap.createScaledBitmap(bm, newWidth, newHeight, true);
}
public static int getScaledWidth(int height, Bitmap bm){
return (int)(((double)bm.getWidth()/bm.getHeight())*height);
}
public static int getScaledHeight(int width, Bitmap bm){
return (int)(((double)bm.getHeight()/bm.getWidth())*width);
}
/**
* Get the proper sample size to meet minimization restraints
* #param dim
* #param min
* #param multipleOf2 for fastest processing it is recommended that the sample size be a multiple of 2
* #return
*/
public static int getSampleSize(ImageProcessing.Dimensions dim, ImageProcessing.Minimize min, boolean multipleOf2){
switch(min.type){
case WIDTH:
return ImageProcessing.getMaxSampleSize(dim.width, min.minWidth, multipleOf2);
case HEIGHT:
return ImageProcessing.getMaxSampleSize(dim.height, min.minHeight, multipleOf2);
case BOTH:
int widthMaxSampleSize=ImageProcessing.getMaxSampleSize(dim.width, min.minWidth, multipleOf2);
int heightMaxSampleSize=ImageProcessing.getMaxSampleSize(dim.height, min.minHeight, multipleOf2);
// Return the smaller of the two
if(widthMaxSampleSize<heightMaxSampleSize){
return widthMaxSampleSize;
}else{
return heightMaxSampleSize;
}
case MAX:
// Find the larger dimension and go bases on that
if(dim.width>dim.height){
return ImageProcessing.getMaxSampleSize(dim.width, min.minDim, multipleOf2);
}else{
return ImageProcessing.getMaxSampleSize(dim.height, min.minDim, multipleOf2);
}
}
return 1;
}
public static int getMaxSampleSize(int dim, int min, boolean multipleOf2){
int add=multipleOf2 ? 2 : 1;
int size=0;
while(min<(dim/(size+add))){
size+=add;
}
size = size==0 ? 1 : size;
return size;
}
public static class Dimensions {
int width;
int height;
public Dimensions(int width, int height) {
super();
this.width = width;
this.height = height;
}
#Override
public String toString() {
return width+" x "+height;
}
}
public static class Minimize {
public enum Type {
WIDTH,HEIGHT,BOTH,MAX
}
Integer minWidth;
Integer minHeight;
Integer minDim;
Type type;
public Minimize(int min, Type type) {
super();
this.type = type;
switch(type){
case WIDTH:
this.minWidth=min;
break;
case HEIGHT:
this.minHeight=min;
break;
case BOTH:
this.minWidth=min;
this.minHeight=min;
break;
case MAX:
this.minDim=min;
break;
}
}
public Minimize(int minWidth, int minHeight) {
super();
this.type=Type.BOTH;
this.minWidth = minWidth;
this.minHeight = minHeight;
}
}
/**
* Estimates size of Bitmap in bytes depending on dimensions and Bitmap.Config
* #param width
* #param height
* #param config
* #return
*/
public static long estimateBitmapBytes(int width, int height, Bitmap.Config config){
long pixels=width*height;
switch(config){
case ALPHA_8: // 1 byte per pixel
return pixels;
case ARGB_4444: // 2 bytes per pixel, but depreciated
return pixels*2;
case ARGB_8888: // 4 bytes per pixel
return pixels*4;
case RGB_565: // 2 bytes per pixel
return pixels*2;
default:
return pixels;
}
}
private static BitmapFactory.Options getOptionsForDimensions(){
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds=true;
return options;
}
private static BitmapFactory.Options getOptionsForSampling(int sampleSize, Bitmap.Config bitmapConfig){
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = false;
options.inDither = false;
options.inSampleSize = sampleSize;
options.inScaled = false;
options.inPreferredConfig = bitmapConfig;
return options;
}
}
In one of my application i need to take picture either from Camera/Gallery. If user click image from Camera(may be 2MP, 5MP or 8MP), image size varies from kBs to MBs. If image size is less(or up to 1-2MB) above code working fine but if i have image of size above 4MB or 5MB then OOM comes in frame :(
then i have worked to solve this issue & finally i've made the below improvement to Fedor's(All Credit to Fedor for making such a nice solution) code :)
private Bitmap decodeFile(String fPath) {
// Decode image size
BitmapFactory.Options opts = new BitmapFactory.Options();
/*
* 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.
*/
opts.inJustDecodeBounds = true;
opts.inDither = false; // Disable Dithering mode
opts.inPurgeable = true; // Tell to gc that whether it needs free
// memory, the Bitmap can be cleared
opts.inInputShareable = true; // Which kind of reference will be used to
// recover the Bitmap data after being
// clear, when it will be used in the
// future
BitmapFactory.decodeFile(fPath, opts);
// The new size we want to scale to
final int REQUIRED_SIZE = 70;
// Find the correct scale value.
int scale = 1;
if (opts.outHeight > REQUIRED_SIZE || opts.outWidth > REQUIRED_SIZE) {
// Calculate ratios of height and width to requested height and width
final int heightRatio = Math.round((float) opts.outHeight
/ (float) REQUIRED_SIZE);
final int widthRatio = Math.round((float) opts.outWidth
/ (float) REQUIRED_SIZE);
// 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.
scale = heightRatio < widthRatio ? heightRatio : widthRatio;//
}
// Decode bitmap with inSampleSize set
opts.inJustDecodeBounds = false;
opts.inSampleSize = scale;
Bitmap bm = BitmapFactory.decodeFile(fPath, opts).copy(
Bitmap.Config.RGB_565, false);
return bm;
}
I hope this will help the buddies facing the same problem!
for more please refer this
I just ran into this issue a couple minutes ago. I solved it by doing a better job at managing my listview adapter. I thought it was an issue with the hundreds of 50x50px images I was using, turns out I was trying to inflate my custom view each time the row was being shown. Simply by testing to see if the row had been inflated I eliminated this error, and I am using hundreds of bitmaps. This is actually for a Spinner, but the base adapter works all the same for a ListView. This simple fix also greatly improved the performance of the adapter.
#Override
public View getView(final int position, View convertView, final ViewGroup parent) {
if(convertView == null){
LayoutInflater inflater = (LayoutInflater) mContext.getSystemService(Context.LAYOUT_INFLATER_SERVICE);
convertView = inflater.inflate(R.layout.spinner_row, null);
}
...
This issue only happens in Android emulators. I also faced this issue in an emulator but when I checked in a device then it worked fine.
So please check in a device. It may be run in device.
I've spent the entire day testing these solutions and the only thing that worked for me is the above approaches for getting the image and manually calling the GC, which I know is not supposed to be necessary, but it is the only thing that worked when I put my app under heavy load testing switching between activities. My app has a list of thumbnail images in a listview in (lets say activity A) and when you click on one of those images it takes you to another activity (lets say activity B) that shows a main image for that item. When I would switch back and forth between the two activities, I would eventually get the OOM error and the app would force close.
When I would get half way down the listview it would crash.
Now when I implement the following in activity B, I can go through the entire listview with no issue and keep going and going and going...and its plenty fast.
#Override
public void onDestroy()
{
Cleanup();
super.onDestroy();
}
private void Cleanup()
{
bitmap.recycle();
System.gc();
Runtime.getRuntime().gc();
}
All the solutions here require setting a IMAGE_MAX_SIZE. This limits devices with more powerful hardware and if the image size is too low it looks ugly on the HD screen.
I came out with a solution that works with my Samsung Galaxy S3 and several other devices including less powerful ones, with better image quality when a more powerful device is used.
The gist of it is to calculate the maximum memory allocated for the app on a particular device, then set the scale to be lowest possible without exceeding this memory. Here's the code:
public static Bitmap decodeFile(File f)
{
Bitmap b = null;
try
{
// Decode image size
BitmapFactory.Options o = new BitmapFactory.Options();
o.inJustDecodeBounds = true;
FileInputStream fis = new FileInputStream(f);
try
{
BitmapFactory.decodeStream(fis, null, o);
}
finally
{
fis.close();
}
// In Samsung Galaxy S3, typically max memory is 64mb
// Camera max resolution is 3264 x 2448, times 4 to get Bitmap memory of 30.5mb for one bitmap
// If we use scale of 2, resolution will be halved, 1632 x 1224 and x 4 to get Bitmap memory of 7.62mb
// We try use 25% memory which equals to 16mb maximum for one bitmap
long maxMemory = Runtime.getRuntime().maxMemory();
int maxMemoryForImage = (int) (maxMemory / 100 * 25);
// Refer to
// http://developer.android.com/training/displaying-bitmaps/cache-bitmap.html
// A full screen GridView filled with images on a device with
// 800x480 resolution would use around 1.5MB (800*480*4 bytes)
// When bitmap option's inSampleSize doubled, pixel height and
// weight both reduce in half
int scale = 1;
while ((o.outWidth / scale) * (o.outHeight / scale) * 4 > maxMemoryForImage)
scale *= 2;
// Decode with inSampleSize
BitmapFactory.Options o2 = new BitmapFactory.Options();
o2.inSampleSize = scale;
fis = new FileInputStream(f);
try
{
b = BitmapFactory.decodeStream(fis, null, o2);
}
finally
{
fis.close();
}
}
catch (IOException e)
{
}
return b;
}
I set the maximum memory used by this bitmap to be 25% of maximum allocated memory, you may need to adjust this to your needs and make sure this bitmap is cleaned up and don't stay in memory when you've finished using it. Typically I use this code to perform image rotation (source and destination bitmap) so my app needs to load 2 bitmaps in memory at the same time, and 25% gives me a good buffer without running out of memory when performing image rotation.
Hope this helps someone out there..
use these code for every image in select from SdCard or drewable to convert bitmap object.
Resources res = getResources();
WindowManager window = (WindowManager) getSystemService(Context.WINDOW_SERVICE);
Display display = window.getDefaultDisplay();
#SuppressWarnings("deprecation")
int width = display.getWidth();
#SuppressWarnings("deprecation")
int height = display.getHeight();
try {
if (bitmap != null) {
bitmap.recycle();
bitmap = null;
System.gc();
}
bitmap = Bitmap.createScaledBitmap(BitmapFactory
.decodeFile(ImageData_Path.get(img_pos).getPath()),
width, height, true);
} catch (OutOfMemoryError e) {
if (bitmap != null) {
bitmap.recycle();
bitmap = null;
System.gc();
}
BitmapFactory.Options options = new BitmapFactory.Options();
options.inPreferredConfig = Config.RGB_565;
options.inSampleSize = 1;
options.inPurgeable = true;
bitmapBitmap.createScaledBitmap(BitmapFactory.decodeFile(ImageData_Path.get(img_pos)
.getPath().toString(), options), width, height,true);
}
return bitmap;
use your image path instend of ImageData_Path.get(img_pos).getPath() .
Generally android device heap size is only 16MB (varies from device/OS see post Heap Sizes), if you are loading the images and it crosses the size of 16MB , it will throw out of memory exception, instead of using the Bitmap for , loading images from SD card or from resources or even from network try to using getImageUri , loading bitmap require more memory , or you can set bitmap to null if your work done with that bitmap.
My 2 cents: i solved my OOM errors with bitmaps by:
a) scaling my images by a factor of 2
b) using Picasso library in my custom Adapter for a ListView, with a one-call in getView like this: Picasso.with(context).load(R.id.myImage).into(R.id.myImageView);
Such OutofMemoryException cannot be totally resolved by calling the System.gc() and so on .
By referring to the Activity Life Cycle
The Activity States are determined by the OS itself subject to the memory usage for each process and the priority of each process.
You may consider the size and the resolution for each of the bitmap pictures used. I recommend to reduce the size ,resample to lower resolution , refer to the design of galleries (one small picture PNG , and one original picture.)
This code will help to load large bitmap from drawable
public class BitmapUtilsTask extends AsyncTask<Object, Void, Bitmap> {
Context context;
public BitmapUtilsTask(Context context) {
this.context = context;
}
/**
* Loads a bitmap from the specified url.
*
* #param url The location of the bitmap asset
* #return The bitmap, or null if it could not be loaded
* #throws IOException
* #throws MalformedURLException
*/
public Bitmap getBitmap() throws MalformedURLException, IOException {
// Get the source image's dimensions
int desiredWidth = 1000;
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeResource(context.getResources(), R.drawable.green_background , options);
int srcWidth = options.outWidth;
int srcHeight = options.outHeight;
// Only scale if the source is big enough. This code is just trying
// to fit a image into a certain width.
if (desiredWidth > srcWidth)
desiredWidth = srcWidth;
// Calculate the correct inSampleSize/scale value. This helps reduce
// memory use. It should be a power of 2
int inSampleSize = 1;
while (srcWidth / 2 > desiredWidth) {
srcWidth /= 2;
srcHeight /= 2;
inSampleSize *= 2;
}
// Decode with inSampleSize
options.inJustDecodeBounds = false;
options.inDither = false;
options.inSampleSize = inSampleSize;
options.inScaled = false;
options.inPreferredConfig = Bitmap.Config.ARGB_8888;
options.inPurgeable = true;
Bitmap sampledSrcBitmap;
sampledSrcBitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.green_background , options);
return sampledSrcBitmap;
}
/**
* The system calls this to perform work in a worker thread and delivers
* it the parameters given to AsyncTask.execute()
*/
#Override
protected Bitmap doInBackground(Object... item) {
try {
return getBitmap();
} catch (MalformedURLException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
}
return null;
}
}

Out of memory using Bitmap Android [duplicate]

I have a ListView with a couple of image buttons on each row. When the user clicks the list row, it launches a new activity. I have had to build my own tabs because of an issue with the camera layout. The activity that gets launched for the result is a map. If I click on my button to launch the image preview (load an image off the SD card) the application returns from the activity back to the ListView activity to the result handler to relaunch my new activity which is nothing more than an image widget.
The image preview on the ListView is being done with the cursor and ListAdapter. This makes it pretty simple, but I am not sure how I can put a resized image (I.e. Smaller bit size not pixel as the src for the image button on the fly. So I just resized the image that came off the phone camera.
The issue is that I get an OutOfMemoryError when it tries to go back and re-launch the 2nd activity.
Is there a way I can build the list adapter easily row by row, where I can resize on the fly (bitwise)?
This would be preferable as I also need to make some changes to the properties of the widgets/elements in each row as I am unable to select a row with the touch screen because of the focus issue. (I can use rollerball.)
I know I can do an out of band resize and save my image, but that is not really what I want to do, but some sample code for that would be nice.
As soon as I disabled the image on the ListView it worked fine again.
FYI: This is how I was doing it:
String[] from = new String[] { DBHelper.KEY_BUSINESSNAME, DBHelper.KEY_ADDRESS,
DBHelper.KEY_CITY, DBHelper.KEY_GPSLONG, DBHelper.KEY_GPSLAT,
DBHelper.KEY_IMAGEFILENAME + ""};
int[] to = new int[] { R.id.businessname, R.id.address, R.id.city, R.id.gpslong,
R.id.gpslat, R.id.imagefilename };
notes = new SimpleCursorAdapter(this, R.layout.notes_row, c, from, to);
setListAdapter(notes);
Where R.id.imagefilename is a ButtonImage.
Here is my LogCat:
01-25 05:05:49.877: ERROR/dalvikvm-heap(3896): 6291456-byte external allocation too large for this process.
01-25 05:05:49.877: ERROR/(3896): VM wont let us allocate 6291456 bytes
01-25 05:05:49.877: ERROR/AndroidRuntime(3896): Uncaught handler: thread main exiting due to uncaught exception
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): java.lang.OutOfMemoryError: bitmap size exceeds VM budget
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.graphics.BitmapFactory.nativeDecodeStream(Native Method)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.graphics.BitmapFactory.decodeStream(BitmapFactory.java:304)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.graphics.BitmapFactory.decodeFile(BitmapFactory.java:149)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.graphics.BitmapFactory.decodeFile(BitmapFactory.java:174)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.graphics.drawable.Drawable.createFromPath(Drawable.java:729)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.ImageView.resolveUri(ImageView.java:484)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.ImageView.setImageURI(ImageView.java:281)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.SimpleCursorAdapter.setViewImage(SimpleCursorAdapter.java:183)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.SimpleCursorAdapter.bindView(SimpleCursorAdapter.java:129)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.CursorAdapter.getView(CursorAdapter.java:150)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.AbsListView.obtainView(AbsListView.java:1057)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.ListView.makeAndAddView(ListView.java:1616)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.ListView.fillSpecific(ListView.java:1177)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.ListView.layoutChildren(ListView.java:1454)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.AbsListView.onLayout(AbsListView.java:937)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.View.layout(View.java:5611)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.setChildFrame(LinearLayout.java:1119)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.layoutHorizontal(LinearLayout.java:1108)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.onLayout(LinearLayout.java:922)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.View.layout(View.java:5611)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.FrameLayout.onLayout(FrameLayout.java:294)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.View.layout(View.java:5611)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.setChildFrame(LinearLayout.java:1119)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.layoutVertical(LinearLayout.java:999)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.onLayout(LinearLayout.java:920)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.View.layout(View.java:5611)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.FrameLayout.onLayout(FrameLayout.java:294)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.View.layout(View.java:5611)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.ViewRoot.performTraversals(ViewRoot.java:771)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.ViewRoot.handleMessage(ViewRoot.java:1103)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.os.Handler.dispatchMessage(Handler.java:88)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.os.Looper.loop(Looper.java:123)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.app.ActivityThread.main(ActivityThread.java:3742)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at java.lang.reflect.Method.invokeNative(Native Method)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at java.lang.reflect.Method.invoke(Method.java:515)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:739)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:497)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at dalvik.system.NativeStart.main(Native Method)
01-25 05:10:01.127: ERROR/AndroidRuntime(3943): ERROR: thread attach failed
I also have a new error when displaying an image:
22:13:18.594: DEBUG/skia(4204): xxxxxxxxxxx jpeg error 20 Improper call to JPEG library in state %d
22:13:18.604: INFO/System.out(4204): resolveUri failed on bad bitmap uri:
22:13:18.694: ERROR/dalvikvm-heap(4204): 6291456-byte external allocation too large for this process.
22:13:18.694: ERROR/(4204): VM won't let us allocate 6291456 bytes
22:13:18.694: DEBUG/skia(4204): xxxxxxxxxxxxxxxxxxxx allocPixelRef failed
To fix the OutOfMemory error, you should do something like this:
BitmapFactory.Options options = new BitmapFactory.Options();
options.inSampleSize = 8;
Bitmap preview_bitmap = BitmapFactory.decodeStream(is, null, options);
This inSampleSize option reduces memory consumption.
Here's a complete method. First it reads image size without decoding the content itself. Then it finds the best inSampleSize value, it should be a power of 2, and finally the image is decoded.
// Decodes image and scales it to reduce memory consumption
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=70;
// 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;
}
The Android Training class, "Displaying Bitmaps Efficiently", offers some great information for understanding and dealing with the exception `java.lang.OutOfMemoryError: bitmap size exceeds VM budget when loading Bitmaps.
Read Bitmap Dimensions and Type
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 the construction (and memory allocation) of the bitmap.
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeResource(getResources(), R.id.myimage, options);
int imageHeight = options.outHeight;
int imageWidth = options.outWidth;
String imageType = options.outMimeType;
To avoid java.lang.OutOfMemory exceptions, check the dimensions of a bitmap before decoding it unless you absolutely trust the source to provide you with predictably sized image data that comfortably fits within the available memory.
Load a scaled-down version into Memory
Now that the image dimensions are known, they can be used to decide if the full image should be loaded into memory or if a subsampled version should be loaded instead. Here are some factors to consider:
Estimated memory usage of loading the full image in memory.
The amount of memory you are willing to commit to loading this image given any other memory requirements of your application.
Dimensions of the target ImageView or UI component that the image is to be loaded into.
Screen size and density of the current device.
For example, it’s not worth loading a 1024x768 pixel image into memory if it will eventually be displayed in a 128x96 pixel thumbnail in an ImageView.
To tell the decoder to subsample the image, loading a smaller version into memory, set inSampleSize to true in your BitmapFactory.Options object. For example, an image with resolution 2048x1536 that is decoded with an inSampleSize of 4 produces a bitmap of approximately 512x384. Loading this into memory uses 0.75MB rather than 12MB for the full image (assuming a bitmap configuration of ARGB_8888). Here’s a method to calculate a sample size value that is a power of two based on a target width and height:
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;
}
Note: A power of two value is calculated because the decoder uses a
final value by rounding down to the nearest power of two, as per the
inSampleSize documentation.
To use this method, first decode with inJustDecodeBounds set to true, pass the options through and then decode again using the new inSampleSizevalue andinJustDecodeBoundsset tofalse`:
public static Bitmap decodeSampledBitmapFromResource(Resources res, int resId,
int reqWidth, int reqHeight) {
// First decode with inJustDecodeBounds=true to check dimensions
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeResource(res, resId, options);
// Calculate inSampleSize
options.inSampleSize = calculateInSampleSize(options, reqWidth, reqHeight);
// Decode bitmap with inSampleSize set
options.inJustDecodeBounds = false;
return BitmapFactory.decodeResource(res, resId, options);
}
This method makes it easy to load a bitmap of arbitrarily large size into an ImageView that displays a 100x100 pixel thumbnail, as shown in the following example code:
mImageView.setImageBitmap(
decodeSampledBitmapFromResource(getResources(), R.id.myimage, 100, 100));
You can follow a similar process to decode bitmaps from other sources, by substituting the appropriate BitmapFactory.decode* method as needed.
I've made a small improvement to Fedor's code. It basically does the same, but without the (in my opinion) ugly while loop and it always results in a power of two. Kudos to Fedor for making the original solution, I was stuck until I found his, and then I was able to make this one :)
private Bitmap decodeFile(File f){
Bitmap b = null;
//Decode image size
BitmapFactory.Options o = new BitmapFactory.Options();
o.inJustDecodeBounds = true;
FileInputStream fis = new FileInputStream(f);
BitmapFactory.decodeStream(fis, null, o);
fis.close();
int scale = 1;
if (o.outHeight > IMAGE_MAX_SIZE || o.outWidth > IMAGE_MAX_SIZE) {
scale = (int)Math.pow(2, (int) Math.ceil(Math.log(IMAGE_MAX_SIZE /
(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;
}
I come from iOS experience and I was frustrated to discover an issue with something so basic as loading and showing an image. After all, everyone that is having this issue is trying to display reasonably sized images. Anyway, here are the two changes that fixed my problem (and made my app very responsive).
1) Every time you do BitmapFactory.decodeXYZ(), make sure to pass in a BitmapFactory.Options with inPurgeable set to true (and preferably with inInputShareable also set to true).
2) NEVER use Bitmap.createBitmap(width, height, Config.ARGB_8888). I mean NEVER! I've never had that thing not raise memory error after few passes. No amount of recycle(), System.gc(), whatever helped. It always raised exception. The one other way that actually works is to have a dummy image in your drawables (or another Bitmap that you decoded using step 1 above), rescale that to whatever you want, then manipulate the resulting Bitmap (such as passing it on to a Canvas for more fun). So, what you should use instead is: Bitmap.createScaledBitmap(srcBitmap, width, height, false). If for whatever reason you MUST use the brute force create method, then at least pass Config.ARGB_4444.
This is almost guaranteed to save you hours if not days. All that talk about scaling the image, etc. does not really work (unless you consider getting wrong size or degraded image a solution).
It's a known bug, it's not because of large files. Since Android Caches the Drawables, it's going out of memory after using few images. But I've found an alternate way for it, by skipping the android default cache system.
Solution:
Move the images to "assets" folder and use the following function to get BitmapDrawable:
public static Drawable 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 new BitmapDrawable(context.getResources(), bitmap);
}
I had this same issue and solved it by avoiding the BitmapFactory.decodeStream or decodeFile functions and instead used BitmapFactory.decodeFileDescriptor
decodeFileDescriptor looks like it calls different native methods than the decodeStream/decodeFile.
Anyways, what worked was this (note that I added some options as some had above, but that's not what made the difference. What is critical is the call to BitmapFactory.decodeFileDescriptor instead of decodeStream or decodeFile):
private void showImage(String path) {
Log.i("showImage","loading:"+path);
BitmapFactory.Options bfOptions=new BitmapFactory.Options();
bfOptions.inDither=false; //Disable Dithering mode
bfOptions.inPurgeable=true; //Tell to gc that whether it needs free memory, the Bitmap can be cleared
bfOptions.inInputShareable=true; //Which kind of reference will be used to recover the Bitmap data after being clear, when it will be used in the future
bfOptions.inTempStorage=new byte[32 * 1024];
File file=new File(path);
FileInputStream fs=null;
try {
fs = new FileInputStream(file);
} catch (FileNotFoundException e) {
//TODO do something intelligent
e.printStackTrace();
}
try {
if(fs!=null) bm=BitmapFactory.decodeFileDescriptor(fs.getFD(), null, bfOptions);
} catch (IOException e) {
//TODO do something intelligent
e.printStackTrace();
} finally{
if(fs!=null) {
try {
fs.close();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
//bm=BitmapFactory.decodeFile(path, bfOptions); This one causes error: java.lang.OutOfMemoryError: bitmap size exceeds VM budget
im.setImageBitmap(bm);
//bm.recycle();
bm=null;
}
I think there is a problem with the native function used in decodeStream/decodeFile. I have confirmed that a different native method is called when using decodeFileDescriptor. Also what I've read is "that Images (Bitmaps) are not allocated in a standard Java way but via native calls; the allocations are done outside of the virtual heap, but are
counted against it!"
I think best way to avoid the OutOfMemoryError is to face it and understand it.
I made an app to intentionally cause OutOfMemoryError, and monitor memory usage.
After I've done a lot of experiments with this App, I've got the following conclusions:
I'm gonna talk about SDK versions before Honey Comb first.
Bitmap is stored in native heap, but it will get garbage collected automatically, calling recycle() is needless.
If {VM heap size} + {allocated native heap memory} >= {VM heap size limit for the device}, and you are trying to create bitmap, OOM will be thrown.
NOTICE: VM HEAP SIZE is counted rather than VM ALLOCATED MEMORY.
VM Heap size will never shrink after grown, even if the allocated VM memory is shrinked.
So you have to keep the peak VM memory as low as possible to keep VM Heap Size from growing too big to save available memory for Bitmaps.
Manually call System.gc() is meaningless, the system will call it first before trying to grow the heap size.
Native Heap Size will never shrink too, but it's not counted for OOM, so no need to worry about it.
Then, let's talk about SDK Starts from Honey Comb.
Bitmap is stored in VM heap, Native memory is not counted for OOM.
The condition for OOM is much simpler: {VM heap size} >= {VM heap size limit for the device}.
So you have more available memory to create bitmap with the same heap size limit, OOM is less likely to be thrown.
Here is some of my observations about Garbage Collection and Memory Leak.
You can see it yourself in the App. If an Activity executed an AsyncTask that was still running after the Activity was destroyed, the Activity will not get garbage collected until the AsyncTask finish.
This is because AsyncTask is an instance of an anonymous inner class, it holds a reference of the Activity.
Calling AsyncTask.cancel(true) will not stop the execution if the task is blocked in an IO operation in background thread.
Callbacks are anonymous inner classes too, so if a static instance in your project holds them and do not release them, memory would be leaked.
If you scheduled a repeating or delayed task, for example a Timer, and you do not call cancel() and purge() in onPause(), memory would be leaked.
I have seen a lot of questions about OOM exceptions and caching lately. The developer guide has a really good article on this, but some tends to fail on implementing it in a suitable way.
Because of this I wrote an example application that demonstrates caching in an Android environment. This implementation has not yet gotten an OOM.
Look at the end of this answer for a link to the source code.
Requirements:
Android API 2.1 or higher (I simply could not manage to get the available memory for an application in API 1.6 - that is the only piece of code that doesn't work in API 1.6)
Android support package
Features:
Retains the cache if there is an orientation change, using a singleton
Use one eighth of the assigned application memory to the cache (modify if you want)
Large bitmaps gets scaled (you can define the maximum pixels that you want to allow)
Controls that there is an internet connection available before downloading the bitmaps
Makes sure that you are only instantiating one task per row
If you are flinging the ListView away, it simply won't download the bitmaps between
This does not include:
Disk caching. This should be easy to implement anyway - just point to a different task that grabs the bitmaps from the disk
Sample code:
The images that are being downloaded are images (75x75) from Flickr. However, put whatever image urls you want to be processed, and the application will scale it down if it exceeds the maximum. In this application the urls are simply in a String array.
The LruCache has a good way to deal with bitmaps. However, in this application I put an instance of an LruCache inside another cache class that I created in order to get the application more feasible.
Cache.java's critical stuff (the loadBitmap() method is the most important):
public Cache(int size, int maxWidth, int maxHeight) {
// Into the constructor you add the maximum pixels
// that you want to allow in order to not scale images.
mMaxWidth = maxWidth;
mMaxHeight = maxHeight;
mBitmapCache = new LruCache<String, Bitmap>(size) {
protected int sizeOf(String key, Bitmap b) {
// Assuming that one pixel contains four bytes.
return b.getHeight() * b.getWidth() * 4;
}
};
mCurrentTasks = new ArrayList<String>();
}
/**
* Gets a bitmap from cache.
* If it is not in cache, this method will:
*
* 1: check if the bitmap url is currently being processed in the
* BitmapLoaderTask and cancel if it is already in a task (a control to see
* if it's inside the currentTasks list).
*
* 2: check if an internet connection is available and continue if so.
*
* 3: download the bitmap, scale the bitmap if necessary and put it into
* the memory cache.
*
* 4: Remove the bitmap url from the currentTasks list.
*
* 5: Notify the ListAdapter.
*
* #param mainActivity - Reference to activity object, in order to
* call notifyDataSetChanged() on the ListAdapter.
* #param imageKey - The bitmap url (will be the key).
* #param imageView - The ImageView that should get an
* available bitmap or a placeholder image.
* #param isScrolling - If set to true, we skip executing more tasks since
* the user probably has flinged away the view.
*/
public void loadBitmap(MainActivity mainActivity,
String imageKey, ImageView imageView,
boolean isScrolling) {
final Bitmap bitmap = getBitmapFromCache(imageKey);
if (bitmap != null) {
imageView.setImageBitmap(bitmap);
} else {
imageView.setImageResource(R.drawable.ic_launcher);
if (!isScrolling && !mCurrentTasks.contains(imageKey) &&
mainActivity.internetIsAvailable()) {
BitmapLoaderTask task = new BitmapLoaderTask(imageKey,
mainActivity.getAdapter());
task.execute();
}
}
}
You shouldn't need to edit anything in the Cache.java file unless you want to implement disk caching.
MainActivity.java's critical stuff:
public void onScrollStateChanged(AbsListView view, int scrollState) {
if (view.getId() == android.R.id.list) {
// Set scrolling to true only if the user has flinged the
// ListView away, hence we skip downloading a series
// of unnecessary bitmaps that the user probably
// just want to skip anyways. If we scroll slowly it
// will still download bitmaps - that means
// that the application won't wait for the user
// to lift its finger off the screen in order to
// download.
if (scrollState == SCROLL_STATE_FLING) {
mIsScrolling = true;
} else {
mIsScrolling = false;
mListAdapter.notifyDataSetChanged();
}
}
}
// Inside ListAdapter...
#Override
public View getView(final int position, View convertView, ViewGroup parent) {
View row = convertView;
final ViewHolder holder;
if (row == null) {
LayoutInflater inflater = getLayoutInflater();
row = inflater.inflate(R.layout.main_listview_row, parent, false);
holder = new ViewHolder(row);
row.setTag(holder);
} else {
holder = (ViewHolder) row.getTag();
}
final Row rowObject = getItem(position);
// Look at the loadBitmap() method description...
holder.mTextView.setText(rowObject.mText);
mCache.loadBitmap(MainActivity.this,
rowObject.mBitmapUrl, holder.mImageView,
mIsScrolling);
return row;
}
getView() gets called very often. It's normally not a good idea to download images there if we haven't implemented a check that ensure us that we won't start an infinite amount of threads per row. Cache.java checks whether the rowObject.mBitmapUrl already is in a task and if it is, it won't start another. Therefore, we are most likely not exceeding the work queue restriction from the AsyncTask pool.
Download:
You can download the source code from https://www.dropbox.com/s/pvr9zyl811tfeem/ListViewImageCache.zip.
Last words:
I have tested this for a few weeks now, I haven't gotten a single OOM exception yet. I have tested this on the emulator, on my Nexus One and on my Nexus S. I have tested image urls that contain images that were in HD quality. The only bottleneck is that it takes more time to download.
There is only one possible scenario where I can imagine that the OOM will appear, and that is if we download many, really big images, and before they get scaled and put into cache, will simultaneously take up more memory and cause an OOM. But that isn't even an ideal situation anyway and it most likely won't be possible to solve in a more feasible way.
Report errors in the comments! :-)
I did the following to take the image and resize it on the fly. Hope this helps
Bitmap bm;
bm = Bitmap.createScaledBitmap(BitmapFactory.decodeFile(filepath), 100, 100, true);
mPicture = new ImageView(context);
mPicture.setImageBitmap(bm);
unfortunately if None of the Above works, then Add this to your Manifest file. Inside application tag
<application
android:largeHeap="true"
It seems that this is a very long running problem, with a lot of differing explanations. I took the advice of the two most common presented answers here, but neither one of these solved my problems of the VM claiming it couldn't afford the bytes to perform the decoding part of the process. After some digging I learned that the real problem here is the decoding process taking away from the NATIVE heap.
See here: BitmapFactory OOM driving me nuts
That lead me to another discussion thread where I found a couple more solutions to this problem. One is to callSystem.gc(); manually after your image is displayed. But that actually makes your app use MORE memory, in an effort to reduce the native heap. The better solution as of the release of 2.0 (Donut) is to use the BitmapFactory option "inPurgeable". So I simply added o2.inPurgeable=true; just after o2.inSampleSize=scale;.
More on that topic here: Is the limit of memory heap only 6M?
Now, having said all of this, I am a complete dunce with Java and Android too. So if you think this is a terrible way to solve this problem, you are probably right. ;-) But this has worked wonders for me, and I have found it impossible to run the VM out of heap cache now. The only drawback I can find is that you are trashing your cached drawn image. Which means if you go RIGHT back to that image, you are redrawing it each and every time. In the case of how my application works, that is not really a problem. Your mileage may vary.
Use this bitmap.recycle(); This helps without any image quality issue.
I have resolved the same issue in the following manner.
Bitmap b = null;
Drawable d;
ImageView i = new ImageView(mContext);
try {
b = Bitmap.createBitmap(320,424,Bitmap.Config.RGB_565);
b.eraseColor(0xFFFFFFFF);
Rect r = new Rect(0, 0,320 , 424);
Canvas c = new Canvas(b);
Paint p = new Paint();
p.setColor(0xFFC0C0C0);
c.drawRect(r, p);
d = mContext.getResources().getDrawable(mImageIds[position]);
d.setBounds(r);
d.draw(c);
/*
BitmapFactory.Options o2 = new BitmapFactory.Options();
o2.inTempStorage = new byte[128*1024];
b = BitmapFactory.decodeStream(mContext.getResources().openRawResource(mImageIds[position]), null, o2);
o2.inSampleSize=16;
o2.inPurgeable = true;
*/
} catch (Exception e) {
}
i.setImageBitmap(b);
I have a much more effective solution which does not need scaling of any sort. Simply decode your bitmap only once and then cache it in a map against its name. Then simply retrieve the bitmap against the name and set it in the ImageView. There is nothing more that needs to be done.
This will work because the actual binary data of the decoded bitmap is not stored within the dalvik VM heap. It is stored externally. So every time you decode a bitmap, it allocates memory outside of VM heap which is never reclaimed by GC
To help you better appreciate this, imagine you have kept ur image in the drawable folder. You just get the image by doing a getResources().getDrwable(R.drawable.). This will NOT decode your image everytime but re-use an already decoded instance everytime you call it. So in essence it is cached.
Now since your image is in a file somewhere (or may even be coming from an external server), it is YOUR responsibility to cache the decoded bitmap instance to be reused any where it is needed.
Hope this helps.
There are two issues here....
Bitmap memory isn't in the VM heap but rather in the native heap - see BitmapFactory OOM driving me nuts
Garbage collection for the native heap is lazier than the VM heap - so you need to be quite aggressive about doing bitmap.recycle and bitmap =null every time you go through an Activity's onPause or onDestroy
This worked for me!
public Bitmap readAssetsBitmap(String filename) throws IOException {
try {
BitmapFactory.Options options = new BitmapFactory.Options();
options.inPurgeable = true;
Bitmap bitmap = BitmapFactory.decodeStream(assets.open(filename), null, options);
if(bitmap == null) {
throw new IOException("File cannot be opened: It's value is null");
} else {
return bitmap;
}
} catch (IOException e) {
throw new IOException("File cannot be opened: " + e.getMessage());
}
}
Great answers here, but I wanted a fully usable class to address this problem.. so I did one.
Here is my BitmapHelper class that is OutOfMemoryError proof :-)
import java.io.File;
import java.io.FileInputStream;
import android.graphics.Bitmap;
import android.graphics.Bitmap.Config;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Matrix;
import android.graphics.drawable.BitmapDrawable;
import android.graphics.drawable.Drawable;
public class BitmapHelper
{
//decodes image and scales it to reduce memory consumption
public static Bitmap decodeFile(File bitmapFile, int requiredWidth, int requiredHeight, boolean quickAndDirty)
{
try
{
//Decode image size
BitmapFactory.Options bitmapSizeOptions = new BitmapFactory.Options();
bitmapSizeOptions.inJustDecodeBounds = true;
BitmapFactory.decodeStream(new FileInputStream(bitmapFile), null, bitmapSizeOptions);
// load image using inSampleSize adapted to required image size
BitmapFactory.Options bitmapDecodeOptions = new BitmapFactory.Options();
bitmapDecodeOptions.inTempStorage = new byte[16 * 1024];
bitmapDecodeOptions.inSampleSize = computeInSampleSize(bitmapSizeOptions, requiredWidth, requiredHeight, false);
bitmapDecodeOptions.inPurgeable = true;
bitmapDecodeOptions.inDither = !quickAndDirty;
bitmapDecodeOptions.inPreferredConfig = quickAndDirty ? Bitmap.Config.RGB_565 : Bitmap.Config.ARGB_8888;
Bitmap decodedBitmap = BitmapFactory.decodeStream(new FileInputStream(bitmapFile), null, bitmapDecodeOptions);
// scale bitmap to mathc required size (and keep aspect ratio)
float srcWidth = (float) bitmapDecodeOptions.outWidth;
float srcHeight = (float) bitmapDecodeOptions.outHeight;
float dstWidth = (float) requiredWidth;
float dstHeight = (float) requiredHeight;
float srcAspectRatio = srcWidth / srcHeight;
float dstAspectRatio = dstWidth / dstHeight;
// recycleDecodedBitmap is used to know if we must recycle intermediary 'decodedBitmap'
// (DO NOT recycle it right away: wait for end of bitmap manipulation process to avoid
// java.lang.RuntimeException: Canvas: trying to use a recycled bitmap android.graphics.Bitmap#416ee7d8
// I do not excatly understand why, but this way it's OK
boolean recycleDecodedBitmap = false;
Bitmap scaledBitmap = decodedBitmap;
if (srcAspectRatio < dstAspectRatio)
{
scaledBitmap = getScaledBitmap(decodedBitmap, (int) dstWidth, (int) (srcHeight * (dstWidth / srcWidth)));
// will recycle recycleDecodedBitmap
recycleDecodedBitmap = true;
}
else if (srcAspectRatio > dstAspectRatio)
{
scaledBitmap = getScaledBitmap(decodedBitmap, (int) (srcWidth * (dstHeight / srcHeight)), (int) dstHeight);
recycleDecodedBitmap = true;
}
// crop image to match required image size
int scaledBitmapWidth = scaledBitmap.getWidth();
int scaledBitmapHeight = scaledBitmap.getHeight();
Bitmap croppedBitmap = scaledBitmap;
if (scaledBitmapWidth > requiredWidth)
{
int xOffset = (scaledBitmapWidth - requiredWidth) / 2;
croppedBitmap = Bitmap.createBitmap(scaledBitmap, xOffset, 0, requiredWidth, requiredHeight);
scaledBitmap.recycle();
}
else if (scaledBitmapHeight > requiredHeight)
{
int yOffset = (scaledBitmapHeight - requiredHeight) / 2;
croppedBitmap = Bitmap.createBitmap(scaledBitmap, 0, yOffset, requiredWidth, requiredHeight);
scaledBitmap.recycle();
}
if (recycleDecodedBitmap)
{
decodedBitmap.recycle();
}
decodedBitmap = null;
scaledBitmap = null;
return croppedBitmap;
}
catch (Exception ex)
{
ex.printStackTrace();
}
return null;
}
/**
* compute powerOf2 or exact scale to be used as {#link BitmapFactory.Options#inSampleSize} value (for subSampling)
*
* #param requiredWidth
* #param requiredHeight
* #param powerOf2
* weither we want a power of 2 sclae or not
* #return
*/
public static int computeInSampleSize(BitmapFactory.Options options, int dstWidth, int dstHeight, boolean powerOf2)
{
int inSampleSize = 1;
// Raw height and width of image
final int srcHeight = options.outHeight;
final int srcWidth = options.outWidth;
if (powerOf2)
{
//Find the correct scale value. It should be the power of 2.
int tmpWidth = srcWidth, tmpHeight = srcHeight;
while (true)
{
if (tmpWidth / 2 < dstWidth || tmpHeight / 2 < dstHeight)
break;
tmpWidth /= 2;
tmpHeight /= 2;
inSampleSize *= 2;
}
}
else
{
// Calculate ratios of height and width to requested height and width
final int heightRatio = Math.round((float) srcHeight / (float) dstHeight);
final int widthRatio = Math.round((float) srcWidth / (float) dstWidth);
// 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;
}
public static Bitmap drawableToBitmap(Drawable drawable)
{
if (drawable instanceof BitmapDrawable)
{
return ((BitmapDrawable) drawable).getBitmap();
}
Bitmap bitmap = Bitmap.createBitmap(drawable.getIntrinsicWidth(), drawable.getIntrinsicHeight(), Config.ARGB_8888);
Canvas canvas = new Canvas(bitmap);
drawable.setBounds(0, 0, canvas.getWidth(), canvas.getHeight());
drawable.draw(canvas);
return bitmap;
}
public static Bitmap getScaledBitmap(Bitmap bitmap, int newWidth, int newHeight)
{
int width = bitmap.getWidth();
int height = bitmap.getHeight();
float scaleWidth = ((float) newWidth) / width;
float scaleHeight = ((float) newHeight) / height;
// CREATE A MATRIX FOR THE MANIPULATION
Matrix matrix = new Matrix();
// RESIZE THE BIT MAP
matrix.postScale(scaleWidth, scaleHeight);
// RECREATE THE NEW BITMAP
Bitmap resizedBitmap = Bitmap.createBitmap(bitmap, 0, 0, width, height, matrix, false);
return resizedBitmap;
}
}
None of the answers above worked for me, but I did come up with a horribly ugly workaround that solved the problem. I added a very small, 1x1 pixel image to my project as a resource, and loaded it into my ImageView before calling into garbage collection. I think it might be that the ImageView was not releasing the Bitmap, so GC never picked it up. It's ugly, but it seems to be working for now.
if (bitmap != null)
{
bitmap.recycle();
bitmap = null;
}
if (imageView != null)
{
imageView.setImageResource(R.drawable.tiny); // This is my 1x1 png.
}
System.gc();
imageView.setImageBitmap(...); // Do whatever you need to do to load the image you want.
This works for me.
Bitmap myBitmap;
BitmapFactory.Options options = new BitmapFactory.Options();
options.InPurgeable = true;
options.OutHeight = 50;
options.OutWidth = 50;
options.InSampleSize = 4;
File imgFile = new File(filepath);
myBitmap = BitmapFactory.DecodeFile(imgFile.AbsolutePath, options);
and this is on C# monodroid.
you can easily change the path of the image. what important here is the options to be set.
This seems like the appropriate place to share my utility class for loading and processing images with the community, you are welcome to use it and modify it freely.
package com.emil;
import java.io.IOException;
import java.io.InputStream;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
/**
* A class to load and process images of various sizes from input streams and file paths.
*
* #author Emil http://stackoverflow.com/users/220710/emil
*
*/
public class ImageProcessing {
public static Bitmap getBitmap(InputStream stream, int sampleSize, Bitmap.Config bitmapConfig) throws IOException{
BitmapFactory.Options options=ImageProcessing.getOptionsForSampling(sampleSize, bitmapConfig);
Bitmap bm = BitmapFactory.decodeStream(stream,null,options);
if(ImageProcessing.checkDecode(options)){
return bm;
}else{
throw new IOException("Image decoding failed, using stream.");
}
}
public static Bitmap getBitmap(String imgPath, int sampleSize, Bitmap.Config bitmapConfig) throws IOException{
BitmapFactory.Options options=ImageProcessing.getOptionsForSampling(sampleSize, bitmapConfig);
Bitmap bm = BitmapFactory.decodeFile(imgPath,options);
if(ImageProcessing.checkDecode(options)){
return bm;
}else{
throw new IOException("Image decoding failed, using file path.");
}
}
public static Dimensions getDimensions(InputStream stream) throws IOException{
BitmapFactory.Options options=ImageProcessing.getOptionsForDimensions();
BitmapFactory.decodeStream(stream,null,options);
if(ImageProcessing.checkDecode(options)){
return new ImageProcessing.Dimensions(options.outWidth,options.outHeight);
}else{
throw new IOException("Image decoding failed, using stream.");
}
}
public static Dimensions getDimensions(String imgPath) throws IOException{
BitmapFactory.Options options=ImageProcessing.getOptionsForDimensions();
BitmapFactory.decodeFile(imgPath,options);
if(ImageProcessing.checkDecode(options)){
return new ImageProcessing.Dimensions(options.outWidth,options.outHeight);
}else{
throw new IOException("Image decoding failed, using file path.");
}
}
private static boolean checkDecode(BitmapFactory.Options options){
// Did decode work?
if( options.outWidth<0 || options.outHeight<0 ){
return false;
}else{
return true;
}
}
/**
* Creates a Bitmap that is of the minimum dimensions necessary
* #param bm
* #param min
* #return
*/
public static Bitmap createMinimalBitmap(Bitmap bm, ImageProcessing.Minimize min){
int newWidth, newHeight;
switch(min.type){
case WIDTH:
if(bm.getWidth()>min.minWidth){
newWidth=min.minWidth;
newHeight=ImageProcessing.getScaledHeight(newWidth, bm);
}else{
// No resize
newWidth=bm.getWidth();
newHeight=bm.getHeight();
}
break;
case HEIGHT:
if(bm.getHeight()>min.minHeight){
newHeight=min.minHeight;
newWidth=ImageProcessing.getScaledWidth(newHeight, bm);
}else{
// No resize
newWidth=bm.getWidth();
newHeight=bm.getHeight();
}
break;
case BOTH: // minimize to the maximum dimension
case MAX:
if(bm.getHeight()>bm.getWidth()){
// Height needs to minimized
min.minDim=min.minDim!=null ? min.minDim : min.minHeight;
if(bm.getHeight()>min.minDim){
newHeight=min.minDim;
newWidth=ImageProcessing.getScaledWidth(newHeight, bm);
}else{
// No resize
newWidth=bm.getWidth();
newHeight=bm.getHeight();
}
}else{
// Width needs to be minimized
min.minDim=min.minDim!=null ? min.minDim : min.minWidth;
if(bm.getWidth()>min.minDim){
newWidth=min.minDim;
newHeight=ImageProcessing.getScaledHeight(newWidth, bm);
}else{
// No resize
newWidth=bm.getWidth();
newHeight=bm.getHeight();
}
}
break;
default:
// No resize
newWidth=bm.getWidth();
newHeight=bm.getHeight();
}
return Bitmap.createScaledBitmap(bm, newWidth, newHeight, true);
}
public static int getScaledWidth(int height, Bitmap bm){
return (int)(((double)bm.getWidth()/bm.getHeight())*height);
}
public static int getScaledHeight(int width, Bitmap bm){
return (int)(((double)bm.getHeight()/bm.getWidth())*width);
}
/**
* Get the proper sample size to meet minimization restraints
* #param dim
* #param min
* #param multipleOf2 for fastest processing it is recommended that the sample size be a multiple of 2
* #return
*/
public static int getSampleSize(ImageProcessing.Dimensions dim, ImageProcessing.Minimize min, boolean multipleOf2){
switch(min.type){
case WIDTH:
return ImageProcessing.getMaxSampleSize(dim.width, min.minWidth, multipleOf2);
case HEIGHT:
return ImageProcessing.getMaxSampleSize(dim.height, min.minHeight, multipleOf2);
case BOTH:
int widthMaxSampleSize=ImageProcessing.getMaxSampleSize(dim.width, min.minWidth, multipleOf2);
int heightMaxSampleSize=ImageProcessing.getMaxSampleSize(dim.height, min.minHeight, multipleOf2);
// Return the smaller of the two
if(widthMaxSampleSize<heightMaxSampleSize){
return widthMaxSampleSize;
}else{
return heightMaxSampleSize;
}
case MAX:
// Find the larger dimension and go bases on that
if(dim.width>dim.height){
return ImageProcessing.getMaxSampleSize(dim.width, min.minDim, multipleOf2);
}else{
return ImageProcessing.getMaxSampleSize(dim.height, min.minDim, multipleOf2);
}
}
return 1;
}
public static int getMaxSampleSize(int dim, int min, boolean multipleOf2){
int add=multipleOf2 ? 2 : 1;
int size=0;
while(min<(dim/(size+add))){
size+=add;
}
size = size==0 ? 1 : size;
return size;
}
public static class Dimensions {
int width;
int height;
public Dimensions(int width, int height) {
super();
this.width = width;
this.height = height;
}
#Override
public String toString() {
return width+" x "+height;
}
}
public static class Minimize {
public enum Type {
WIDTH,HEIGHT,BOTH,MAX
}
Integer minWidth;
Integer minHeight;
Integer minDim;
Type type;
public Minimize(int min, Type type) {
super();
this.type = type;
switch(type){
case WIDTH:
this.minWidth=min;
break;
case HEIGHT:
this.minHeight=min;
break;
case BOTH:
this.minWidth=min;
this.minHeight=min;
break;
case MAX:
this.minDim=min;
break;
}
}
public Minimize(int minWidth, int minHeight) {
super();
this.type=Type.BOTH;
this.minWidth = minWidth;
this.minHeight = minHeight;
}
}
/**
* Estimates size of Bitmap in bytes depending on dimensions and Bitmap.Config
* #param width
* #param height
* #param config
* #return
*/
public static long estimateBitmapBytes(int width, int height, Bitmap.Config config){
long pixels=width*height;
switch(config){
case ALPHA_8: // 1 byte per pixel
return pixels;
case ARGB_4444: // 2 bytes per pixel, but depreciated
return pixels*2;
case ARGB_8888: // 4 bytes per pixel
return pixels*4;
case RGB_565: // 2 bytes per pixel
return pixels*2;
default:
return pixels;
}
}
private static BitmapFactory.Options getOptionsForDimensions(){
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds=true;
return options;
}
private static BitmapFactory.Options getOptionsForSampling(int sampleSize, Bitmap.Config bitmapConfig){
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = false;
options.inDither = false;
options.inSampleSize = sampleSize;
options.inScaled = false;
options.inPreferredConfig = bitmapConfig;
return options;
}
}
In one of my application i need to take picture either from Camera/Gallery. If user click image from Camera(may be 2MP, 5MP or 8MP), image size varies from kBs to MBs. If image size is less(or up to 1-2MB) above code working fine but if i have image of size above 4MB or 5MB then OOM comes in frame :(
then i have worked to solve this issue & finally i've made the below improvement to Fedor's(All Credit to Fedor for making such a nice solution) code :)
private Bitmap decodeFile(String fPath) {
// Decode image size
BitmapFactory.Options opts = new BitmapFactory.Options();
/*
* 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.
*/
opts.inJustDecodeBounds = true;
opts.inDither = false; // Disable Dithering mode
opts.inPurgeable = true; // Tell to gc that whether it needs free
// memory, the Bitmap can be cleared
opts.inInputShareable = true; // Which kind of reference will be used to
// recover the Bitmap data after being
// clear, when it will be used in the
// future
BitmapFactory.decodeFile(fPath, opts);
// The new size we want to scale to
final int REQUIRED_SIZE = 70;
// Find the correct scale value.
int scale = 1;
if (opts.outHeight > REQUIRED_SIZE || opts.outWidth > REQUIRED_SIZE) {
// Calculate ratios of height and width to requested height and width
final int heightRatio = Math.round((float) opts.outHeight
/ (float) REQUIRED_SIZE);
final int widthRatio = Math.round((float) opts.outWidth
/ (float) REQUIRED_SIZE);
// 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.
scale = heightRatio < widthRatio ? heightRatio : widthRatio;//
}
// Decode bitmap with inSampleSize set
opts.inJustDecodeBounds = false;
opts.inSampleSize = scale;
Bitmap bm = BitmapFactory.decodeFile(fPath, opts).copy(
Bitmap.Config.RGB_565, false);
return bm;
}
I hope this will help the buddies facing the same problem!
for more please refer this
I just ran into this issue a couple minutes ago. I solved it by doing a better job at managing my listview adapter. I thought it was an issue with the hundreds of 50x50px images I was using, turns out I was trying to inflate my custom view each time the row was being shown. Simply by testing to see if the row had been inflated I eliminated this error, and I am using hundreds of bitmaps. This is actually for a Spinner, but the base adapter works all the same for a ListView. This simple fix also greatly improved the performance of the adapter.
#Override
public View getView(final int position, View convertView, final ViewGroup parent) {
if(convertView == null){
LayoutInflater inflater = (LayoutInflater) mContext.getSystemService(Context.LAYOUT_INFLATER_SERVICE);
convertView = inflater.inflate(R.layout.spinner_row, null);
}
...
This issue only happens in Android emulators. I also faced this issue in an emulator but when I checked in a device then it worked fine.
So please check in a device. It may be run in device.
I've spent the entire day testing these solutions and the only thing that worked for me is the above approaches for getting the image and manually calling the GC, which I know is not supposed to be necessary, but it is the only thing that worked when I put my app under heavy load testing switching between activities. My app has a list of thumbnail images in a listview in (lets say activity A) and when you click on one of those images it takes you to another activity (lets say activity B) that shows a main image for that item. When I would switch back and forth between the two activities, I would eventually get the OOM error and the app would force close.
When I would get half way down the listview it would crash.
Now when I implement the following in activity B, I can go through the entire listview with no issue and keep going and going and going...and its plenty fast.
#Override
public void onDestroy()
{
Cleanup();
super.onDestroy();
}
private void Cleanup()
{
bitmap.recycle();
System.gc();
Runtime.getRuntime().gc();
}
All the solutions here require setting a IMAGE_MAX_SIZE. This limits devices with more powerful hardware and if the image size is too low it looks ugly on the HD screen.
I came out with a solution that works with my Samsung Galaxy S3 and several other devices including less powerful ones, with better image quality when a more powerful device is used.
The gist of it is to calculate the maximum memory allocated for the app on a particular device, then set the scale to be lowest possible without exceeding this memory. Here's the code:
public static Bitmap decodeFile(File f)
{
Bitmap b = null;
try
{
// Decode image size
BitmapFactory.Options o = new BitmapFactory.Options();
o.inJustDecodeBounds = true;
FileInputStream fis = new FileInputStream(f);
try
{
BitmapFactory.decodeStream(fis, null, o);
}
finally
{
fis.close();
}
// In Samsung Galaxy S3, typically max memory is 64mb
// Camera max resolution is 3264 x 2448, times 4 to get Bitmap memory of 30.5mb for one bitmap
// If we use scale of 2, resolution will be halved, 1632 x 1224 and x 4 to get Bitmap memory of 7.62mb
// We try use 25% memory which equals to 16mb maximum for one bitmap
long maxMemory = Runtime.getRuntime().maxMemory();
int maxMemoryForImage = (int) (maxMemory / 100 * 25);
// Refer to
// http://developer.android.com/training/displaying-bitmaps/cache-bitmap.html
// A full screen GridView filled with images on a device with
// 800x480 resolution would use around 1.5MB (800*480*4 bytes)
// When bitmap option's inSampleSize doubled, pixel height and
// weight both reduce in half
int scale = 1;
while ((o.outWidth / scale) * (o.outHeight / scale) * 4 > maxMemoryForImage)
scale *= 2;
// Decode with inSampleSize
BitmapFactory.Options o2 = new BitmapFactory.Options();
o2.inSampleSize = scale;
fis = new FileInputStream(f);
try
{
b = BitmapFactory.decodeStream(fis, null, o2);
}
finally
{
fis.close();
}
}
catch (IOException e)
{
}
return b;
}
I set the maximum memory used by this bitmap to be 25% of maximum allocated memory, you may need to adjust this to your needs and make sure this bitmap is cleaned up and don't stay in memory when you've finished using it. Typically I use this code to perform image rotation (source and destination bitmap) so my app needs to load 2 bitmaps in memory at the same time, and 25% gives me a good buffer without running out of memory when performing image rotation.
Hope this helps someone out there..
use these code for every image in select from SdCard or drewable to convert bitmap object.
Resources res = getResources();
WindowManager window = (WindowManager) getSystemService(Context.WINDOW_SERVICE);
Display display = window.getDefaultDisplay();
#SuppressWarnings("deprecation")
int width = display.getWidth();
#SuppressWarnings("deprecation")
int height = display.getHeight();
try {
if (bitmap != null) {
bitmap.recycle();
bitmap = null;
System.gc();
}
bitmap = Bitmap.createScaledBitmap(BitmapFactory
.decodeFile(ImageData_Path.get(img_pos).getPath()),
width, height, true);
} catch (OutOfMemoryError e) {
if (bitmap != null) {
bitmap.recycle();
bitmap = null;
System.gc();
}
BitmapFactory.Options options = new BitmapFactory.Options();
options.inPreferredConfig = Config.RGB_565;
options.inSampleSize = 1;
options.inPurgeable = true;
bitmapBitmap.createScaledBitmap(BitmapFactory.decodeFile(ImageData_Path.get(img_pos)
.getPath().toString(), options), width, height,true);
}
return bitmap;
use your image path instend of ImageData_Path.get(img_pos).getPath() .
Generally android device heap size is only 16MB (varies from device/OS see post Heap Sizes), if you are loading the images and it crosses the size of 16MB , it will throw out of memory exception, instead of using the Bitmap for , loading images from SD card or from resources or even from network try to using getImageUri , loading bitmap require more memory , or you can set bitmap to null if your work done with that bitmap.
My 2 cents: i solved my OOM errors with bitmaps by:
a) scaling my images by a factor of 2
b) using Picasso library in my custom Adapter for a ListView, with a one-call in getView like this: Picasso.with(context).load(R.id.myImage).into(R.id.myImageView);
Such OutofMemoryException cannot be totally resolved by calling the System.gc() and so on .
By referring to the Activity Life Cycle
The Activity States are determined by the OS itself subject to the memory usage for each process and the priority of each process.
You may consider the size and the resolution for each of the bitmap pictures used. I recommend to reduce the size ,resample to lower resolution , refer to the design of galleries (one small picture PNG , and one original picture.)
This code will help to load large bitmap from drawable
public class BitmapUtilsTask extends AsyncTask<Object, Void, Bitmap> {
Context context;
public BitmapUtilsTask(Context context) {
this.context = context;
}
/**
* Loads a bitmap from the specified url.
*
* #param url The location of the bitmap asset
* #return The bitmap, or null if it could not be loaded
* #throws IOException
* #throws MalformedURLException
*/
public Bitmap getBitmap() throws MalformedURLException, IOException {
// Get the source image's dimensions
int desiredWidth = 1000;
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeResource(context.getResources(), R.drawable.green_background , options);
int srcWidth = options.outWidth;
int srcHeight = options.outHeight;
// Only scale if the source is big enough. This code is just trying
// to fit a image into a certain width.
if (desiredWidth > srcWidth)
desiredWidth = srcWidth;
// Calculate the correct inSampleSize/scale value. This helps reduce
// memory use. It should be a power of 2
int inSampleSize = 1;
while (srcWidth / 2 > desiredWidth) {
srcWidth /= 2;
srcHeight /= 2;
inSampleSize *= 2;
}
// Decode with inSampleSize
options.inJustDecodeBounds = false;
options.inDither = false;
options.inSampleSize = inSampleSize;
options.inScaled = false;
options.inPreferredConfig = Bitmap.Config.ARGB_8888;
options.inPurgeable = true;
Bitmap sampledSrcBitmap;
sampledSrcBitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.green_background , options);
return sampledSrcBitmap;
}
/**
* The system calls this to perform work in a worker thread and delivers
* it the parameters given to AsyncTask.execute()
*/
#Override
protected Bitmap doInBackground(Object... item) {
try {
return getBitmap();
} catch (MalformedURLException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
}
return null;
}
}

Dealing with large bitmap onPictureTaken android

My app is an OCR app base on Tesseract. It will do OCR task from camera picture. Users can take many pictures and put them into an OCR queue. To get more accuracy, I want to keep high quality image (I choose min size is 1024 x 768 (maybe larger in future), JPEG, 100% quality). When users take many pictures, there are three things to do:
Save the image data byte[] to file and correct EXIF.
Correct the image orientation base on device's orientation. I know there are some answers that said the image which comes out of the camera is not oriented automatically, have to correct it from file, like here and here. I'm not sure about it, I can setup the camera preview orientation correctly, but the image results aren't correct.
Load bitmap from taken picture, convert it to grayscale and save to another file for OCR task.
And here is my try:
public static boolean saveBitmap(byte[] bitmapData, int orientation, String imagePath, String grayScalePath) throws Exception {
Boolean rotationSuccess = false;
BitmapFactory.Options options = new BitmapFactory.Options();
options.inPreferredConfig = Bitmap.Config.ARGB_8888;
Bitmap originalBm = null;
Bitmap bitmapRotate = null;
Bitmap grayScale = null;
FileOutputStream outStream = null;
try {
// save directly from byte[] to file
saveBitmap(bitmapData, imagePath);
// down sample
options.inJustDecodeBounds = true;
BitmapFactory.decodeFile(imagePath, options);
int sampleSize = calculateInSampleSize(options, Config.CONFIG_IMAGE_WIDTH, Config.CONFIG_IMAGE_HEIGHT);
options.inJustDecodeBounds = false;
options.inSampleSize = sampleSize;
originalBm = BitmapFactory.decodeFile(imagePath, options);
Matrix mat = new Matrix();
mat.postRotate(orientation);
bitmapRotate = Bitmap.createBitmap(originalBm, 0, 0, originalBm.getWidth(), originalBm.getHeight(), mat, true);
originalBm.recycle();
originalBm = null;
outStream = new FileOutputStream(new File(imagePath));
bitmapRotate.compress(CompressFormat.JPEG, 100, outStream);
// convert to gray scale
grayScale = UIUtil.convertToGrayscale(bitmapRotate);
saveBitmap(grayScale, grayScalePath);
grayScale.recycle();
grayScale = null;
bitmapRotate.recycle();
bitmapRotate = null;
rotationSuccess = true;
} catch (OutOfMemoryError e) {
e.printStackTrace();
System.gc();
} finally {
if (originalBm != null) {
originalBm.recycle();
originalBm = null;
}
if (bitmapRotate != null) {
bitmapRotate.recycle();
bitmapRotate = null;
}
if (grayScale != null) {
grayScale.recycle();
grayScale = null;
}
if (outStream != null) {
try {
outStream.close();
} catch (IOException e) {
}
outStream = null;
}
}
Log.d(TAG,"save completed");
return rotationSuccess;
}
Save to file directly from byte[]
public static void saveBitmap(byte[] bitmapData, String fileName) throws Exception {
File file = new File(fileName);
FileOutputStream fos;
BufferedOutputStream bos = null;
try {
final int bufferSize = 1024 * 4;
fos = new FileOutputStream(file);
bos = new BufferedOutputStream(fos, bufferSize);
bos.write(bitmapData);
bos.flush();
} catch (Exception ex) {
throw ex;
} finally {
if (bos != null) {
bos.close();
}
}
}
Calculate scale size
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;
}
When save complete, this image is loaded into thumbnail image view by UIL. The problem is the save task is very slow (wait some second before save complete and load into view), and sometime I got OutOfMemory exception. Is there any ideas to reduce the save task and avoid OutOfMemory exception?
Any help would be appreciated!
P/S: the first time I try to convert byte[] to bitmap instead of save to file, and then rotate and convert to grayscale, but I still got above issues.
Update: here is the grayscale bitmap process:
public static Bitmap convertToGrayscale(Bitmap bmpOriginal) {
int width, height;
height = bmpOriginal.getHeight();
width = bmpOriginal.getWidth();
Bitmap bmpGrayscale = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888);
Canvas c = new Canvas(bmpGrayscale);
Paint paint = new Paint();
ColorMatrix cm = new ColorMatrix();
cm.setSaturation(0);
ColorMatrixColorFilter f = new ColorMatrixColorFilter(cm);
paint.setColorFilter(f);
c.drawBitmap(bmpOriginal, 0, 0, paint);
return bmpGrayscale;
}
The OutOfMemory exception seldom occurred (just a few times) and I can't reproduce it now.
Update:
Since you're still saying that the method takes too long time I would define a callback interface
interface BitmapCallback {
onBitmapSaveComplete(Bitmap bitmap, int orientation);
onBitmapRotateAndBWComlete(Bitmap bitmap);
}
Let your activity implement the above interface and convert the byte[] to bitmap in top of your saveBitmap method and fire the callback, before the first call to save. Rotate the imageView based on the orientation parameter and set a black/white filter on the imageView to fool the user into thinking that the bitmap is black and white (do this in your activity). See to that the calls are done on main thread (the calls to imageView). Keep your old method as you have it. (all steps need to be done anyway) Something like:
public static boolean saveBitmap(byte[] bitmapData, int orientation, String imagePath, String grayScalePath, BitmapCallback callback) throws Exception {
Boolean rotationSuccess = false;
BitmapFactory.Options options = new BitmapFactory.Options();
options.inPreferredConfig = Bitmap.Config.ARGB_8888;
Bitmap originalBm = null;
Bitmap bitmapRotate = null;
Bitmap grayScale = null;
FileOutputStream outStream = null;
try {
// TODO: convert byte to Bitmap, see to that the image is not larger than your wanted size (1024z768)
callback.onBitmapSaveComplete(bitmap, orientation);
// save directly from byte[] to file
saveBitmap(bitmapData, imagePath);
.
.
// same as old
.
.
saveBitmap(grayScale, grayScalePath);
// conversion done callback with the real fixed bitmap
callback.onBitmapRotateAndBWComlete(grayScale);
grayScale.recycle();
grayScale = null;
bitmapRotate.recycle();
bitmapRotate = null;
rotationSuccess = true;
How do you setup your camera? What might be causing the long execution time in the first saveBitmap call, could be that you are using the default camera picture size settings and not reading the supported camera picture size and choosing best fit for your 1024x768 image needs. You might be taking big mpixel images and saving such, but in the end need you need < 1 mpixles (1024x768). Something like this in code:
Camera camera = Camera.open();
Parameters params = camera.getParameters();
List sizes = params.getSupportedPictureSizes();
// Loop camera sizes and find best match, larger than 1024x768
This is probably where you will save most of the time if you are not doing this already. And do it only once, during some initialization phase.
Increase the buffer to 8k in saveBitmap, change the 1024*4 to 1024*8, this would increase the performance at least, not save any significant time perhaps.
To save/reuse bitmap memory consider using inBitmap field, if you have a post honeycomb version, of BitmapFactory.Options and set that field to point to bitmapRotate bitmap and send options down to your convertToGrayscale method to not need allocating yet another bitmap down in that method. Read about inBitmap here: inBitmap

Out of memory when processing multiple large bitmaps

In the app I'm working on, part of the user's input is a series of images. Some of these might be 4MB large in their raw form. I resize and rotate them, then save them in the app's portion of the device memory for later use. The problem I'm experiencing is that I seem to run out of memory even though I recycle each Bitmap after it's saved.
Here's the main processing
private class SaveImagesTask extends AsyncTask<Long, Void, Void>{
#Override
protected Void doInBackground(Long... ids){
long id = ids[0];
Iterator<ImageButton> itImg = arrBtnImage.iterator();
Iterator<TextView> itLbl = arrLblImage.iterator();
while(itImg.hasNext() && itLbl.hasNext()){
String imgPath = (String) itImg.next().getTag();
String imgLbl = itLbl.next().getText().toString().trim();
String imgName = imgLbl.replace(" ", "_").replace(",", "_");
imgName += ".jpg";
if(imgPath != null){
/* Save resized version of image */
File dir = getApplicationContext().getFilesDir();
dir = new File(dir, "temp/" + Long.toString(plantId));
boolean madeDir = dir.mkdirs();
File path = new File(dir, imgName);
Bitmap toSave = getScaledBitmap(imgPath, IMAGE_MAX_SIDE_LENGTH, IMAGE_MAX_SIDE_LENGTH);
try{
BufferedOutputStream outStream = new BufferedOutputStream(new FileOutputStream(path));
boolean insertSuccess = toSave.compress(Bitmap.CompressFormat.JPEG, 90, outStream);
outStream.close();
}
catch(FileNotFoundException e){
e.printStackTrace();
}
catch(IOException e){
e.printStackTrace();
}
toSave.recycle();
}//if
}//while(more images to process)
}// method: doInBackground(params)
}// inner class: saveImages extends AsyncTask
And here's where I resize the image
private Bitmap getScaledBitmap(String picturePath, int newWidth, int newHeight){
/* Size */
BitmapFactory.Options sizeOptions = new BitmapFactory.Options();
sizeOptions.inJustDecodeBounds = true;
BitmapFactory.decodeFile(picturePath, sizeOptions);
int sampleSize = 1;
int rawHeight = sizeOptions.outHeight;
int rawWidth = sizeOptions.outWidth;
if(rawHeight > newHeight || rawWidth > newWidth){
/* Find the dimension that needs to change the most */
int heightRatio = Math.round((float) rawHeight / (float) newHeight);
int widthRatio = Math.round((float) rawWidth / (float) newWidth);
sampleSize = (heightRatio > widthRatio ? heightRatio : widthRatio);
}//if(raw image is wider or taller than it should be){reduce size so neither is too large}
sizeOptions.inJustDecodeBounds = false;//Load pixels for display.
sizeOptions.inSampleSize = sampleSize;//Set shrink factor.
Bitmap scaledBitmap = BitmapFactory.decodeFile(picturePath, sizeOptions);
/* Rotation */
int rotation = 1;
try{
ExifInterface exif = new ExifInterface(picturePath);
rotation = exif.getAttributeInt(ExifInterface.TAG_ORIENTATION, ExifInterface.ORIENTATION_NORMAL);
}
catch(IOException e){
e.printStackTrace();
}
int rotationInDegrees = 0;
if(rotation == ExifInterface.ORIENTATION_ROTATE_90)
rotationInDegrees = 90;
else if(rotation == ExifInterface.ORIENTATION_ROTATE_180)
rotationInDegrees = 180;
else if(rotation == ExifInterface.ORIENTATION_ROTATE_270)
rotationInDegrees = 270;
Matrix matrix = new Matrix();
if(rotation != 0f)
matrix.preRotate(rotationInDegrees);
return Bitmap.createBitmap(scaledBitmap, 0, 0,
scaledBitmap.getWidth(), scaledBitmap.getHeight(), matrix, true);
}// method: getScaledBitmap(String, int, int)
Before I start getting comments about this being so common of a question, I'll point out that I'm not displaying these images, so it's not like I'm trying to keep all of these in memory. I need to keep large images because users will want to be able to zoom in on the pictures, but I'm resizing them because they don't need to be ridiculously huge. Pretty much any other solution I've seen on SO for images and OOM errors don't apply to my back-to-back access of multiple images.
So like I said, I'm recycling each Bitmap after it's saved, but they still seem to be using memory. Any idea what I'm missing?
You're not recycling scaledBitmap in getScaledBitmap. Fixing that should help. Change this line:
return Bitmap.createBitmap(scaledBitmap, 0, 0,
scaledBitmap.getWidth(), scaledBitmap.getHeight(), matrix, true);
to something like:
Bitmap newBitmap = Bitmap.createBitmap(scaledBitmap, 0, 0,
scaledBitmap.getWidth(), scaledBitmap.getHeight(), matrix, true);
scaledBitmap.recycle();
return newBitmap;
If you have multiple threads working on large bitmaps, you will use a lot of memory on some cases.
What you need is to find the best approach according to your needs. here are some things you can do and/or need to know:
use a single thread for the images handling.
always recycle old bitmaps that you don't need anymore, as soon as possible. it's true that the GC will help you, but that can help it too, and it will work even on pre-honeycomb devices.
do the image manipulations via NDK (so you won't need to have 2 bitmaps for each image manipulation), for example using this.
downsample the image to the minimal size that you need, and never assume that the memory is large enough for any given image (unless you are 100% sure that the images are small).
remember that the requirements for android devices are still very low in terms of RAM per app (heap size) - the bare minimal is still 16MB per app.
you can use android:largeHeap="true" in the manifest, but that doesn't mean anything about how much more you will get, if at all.

Strange OutOfMemory issue while loading an image to a Bitmap object

I have a ListView with a couple of image buttons on each row. When the user clicks the list row, it launches a new activity. I have had to build my own tabs because of an issue with the camera layout. The activity that gets launched for the result is a map. If I click on my button to launch the image preview (load an image off the SD card) the application returns from the activity back to the ListView activity to the result handler to relaunch my new activity which is nothing more than an image widget.
The image preview on the ListView is being done with the cursor and ListAdapter. This makes it pretty simple, but I am not sure how I can put a resized image (I.e. Smaller bit size not pixel as the src for the image button on the fly. So I just resized the image that came off the phone camera.
The issue is that I get an OutOfMemoryError when it tries to go back and re-launch the 2nd activity.
Is there a way I can build the list adapter easily row by row, where I can resize on the fly (bitwise)?
This would be preferable as I also need to make some changes to the properties of the widgets/elements in each row as I am unable to select a row with the touch screen because of the focus issue. (I can use rollerball.)
I know I can do an out of band resize and save my image, but that is not really what I want to do, but some sample code for that would be nice.
As soon as I disabled the image on the ListView it worked fine again.
FYI: This is how I was doing it:
String[] from = new String[] { DBHelper.KEY_BUSINESSNAME, DBHelper.KEY_ADDRESS,
DBHelper.KEY_CITY, DBHelper.KEY_GPSLONG, DBHelper.KEY_GPSLAT,
DBHelper.KEY_IMAGEFILENAME + ""};
int[] to = new int[] { R.id.businessname, R.id.address, R.id.city, R.id.gpslong,
R.id.gpslat, R.id.imagefilename };
notes = new SimpleCursorAdapter(this, R.layout.notes_row, c, from, to);
setListAdapter(notes);
Where R.id.imagefilename is a ButtonImage.
Here is my LogCat:
01-25 05:05:49.877: ERROR/dalvikvm-heap(3896): 6291456-byte external allocation too large for this process.
01-25 05:05:49.877: ERROR/(3896): VM wont let us allocate 6291456 bytes
01-25 05:05:49.877: ERROR/AndroidRuntime(3896): Uncaught handler: thread main exiting due to uncaught exception
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): java.lang.OutOfMemoryError: bitmap size exceeds VM budget
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.graphics.BitmapFactory.nativeDecodeStream(Native Method)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.graphics.BitmapFactory.decodeStream(BitmapFactory.java:304)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.graphics.BitmapFactory.decodeFile(BitmapFactory.java:149)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.graphics.BitmapFactory.decodeFile(BitmapFactory.java:174)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.graphics.drawable.Drawable.createFromPath(Drawable.java:729)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.ImageView.resolveUri(ImageView.java:484)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.ImageView.setImageURI(ImageView.java:281)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.SimpleCursorAdapter.setViewImage(SimpleCursorAdapter.java:183)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.SimpleCursorAdapter.bindView(SimpleCursorAdapter.java:129)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.CursorAdapter.getView(CursorAdapter.java:150)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.AbsListView.obtainView(AbsListView.java:1057)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.ListView.makeAndAddView(ListView.java:1616)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.ListView.fillSpecific(ListView.java:1177)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.ListView.layoutChildren(ListView.java:1454)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.AbsListView.onLayout(AbsListView.java:937)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.View.layout(View.java:5611)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.setChildFrame(LinearLayout.java:1119)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.layoutHorizontal(LinearLayout.java:1108)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.onLayout(LinearLayout.java:922)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.View.layout(View.java:5611)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.FrameLayout.onLayout(FrameLayout.java:294)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.View.layout(View.java:5611)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.setChildFrame(LinearLayout.java:1119)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.layoutVertical(LinearLayout.java:999)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.onLayout(LinearLayout.java:920)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.View.layout(View.java:5611)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.FrameLayout.onLayout(FrameLayout.java:294)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.View.layout(View.java:5611)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.ViewRoot.performTraversals(ViewRoot.java:771)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.ViewRoot.handleMessage(ViewRoot.java:1103)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.os.Handler.dispatchMessage(Handler.java:88)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.os.Looper.loop(Looper.java:123)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.app.ActivityThread.main(ActivityThread.java:3742)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at java.lang.reflect.Method.invokeNative(Native Method)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at java.lang.reflect.Method.invoke(Method.java:515)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:739)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:497)
01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at dalvik.system.NativeStart.main(Native Method)
01-25 05:10:01.127: ERROR/AndroidRuntime(3943): ERROR: thread attach failed
I also have a new error when displaying an image:
22:13:18.594: DEBUG/skia(4204): xxxxxxxxxxx jpeg error 20 Improper call to JPEG library in state %d
22:13:18.604: INFO/System.out(4204): resolveUri failed on bad bitmap uri:
22:13:18.694: ERROR/dalvikvm-heap(4204): 6291456-byte external allocation too large for this process.
22:13:18.694: ERROR/(4204): VM won't let us allocate 6291456 bytes
22:13:18.694: DEBUG/skia(4204): xxxxxxxxxxxxxxxxxxxx allocPixelRef failed
To fix the OutOfMemory error, you should do something like this:
BitmapFactory.Options options = new BitmapFactory.Options();
options.inSampleSize = 8;
Bitmap preview_bitmap = BitmapFactory.decodeStream(is, null, options);
This inSampleSize option reduces memory consumption.
Here's a complete method. First it reads image size without decoding the content itself. Then it finds the best inSampleSize value, it should be a power of 2, and finally the image is decoded.
// Decodes image and scales it to reduce memory consumption
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=70;
// 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;
}
The Android Training class, "Displaying Bitmaps Efficiently", offers some great information for understanding and dealing with the exception `java.lang.OutOfMemoryError: bitmap size exceeds VM budget when loading Bitmaps.
Read Bitmap Dimensions and Type
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 the construction (and memory allocation) of the bitmap.
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeResource(getResources(), R.id.myimage, options);
int imageHeight = options.outHeight;
int imageWidth = options.outWidth;
String imageType = options.outMimeType;
To avoid java.lang.OutOfMemory exceptions, check the dimensions of a bitmap before decoding it unless you absolutely trust the source to provide you with predictably sized image data that comfortably fits within the available memory.
Load a scaled-down version into Memory
Now that the image dimensions are known, they can be used to decide if the full image should be loaded into memory or if a subsampled version should be loaded instead. Here are some factors to consider:
Estimated memory usage of loading the full image in memory.
The amount of memory you are willing to commit to loading this image given any other memory requirements of your application.
Dimensions of the target ImageView or UI component that the image is to be loaded into.
Screen size and density of the current device.
For example, it’s not worth loading a 1024x768 pixel image into memory if it will eventually be displayed in a 128x96 pixel thumbnail in an ImageView.
To tell the decoder to subsample the image, loading a smaller version into memory, set inSampleSize to true in your BitmapFactory.Options object. For example, an image with resolution 2048x1536 that is decoded with an inSampleSize of 4 produces a bitmap of approximately 512x384. Loading this into memory uses 0.75MB rather than 12MB for the full image (assuming a bitmap configuration of ARGB_8888). Here’s a method to calculate a sample size value that is a power of two based on a target width and height:
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;
}
Note: A power of two value is calculated because the decoder uses a
final value by rounding down to the nearest power of two, as per the
inSampleSize documentation.
To use this method, first decode with inJustDecodeBounds set to true, pass the options through and then decode again using the new inSampleSizevalue andinJustDecodeBoundsset tofalse`:
public static Bitmap decodeSampledBitmapFromResource(Resources res, int resId,
int reqWidth, int reqHeight) {
// First decode with inJustDecodeBounds=true to check dimensions
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeResource(res, resId, options);
// Calculate inSampleSize
options.inSampleSize = calculateInSampleSize(options, reqWidth, reqHeight);
// Decode bitmap with inSampleSize set
options.inJustDecodeBounds = false;
return BitmapFactory.decodeResource(res, resId, options);
}
This method makes it easy to load a bitmap of arbitrarily large size into an ImageView that displays a 100x100 pixel thumbnail, as shown in the following example code:
mImageView.setImageBitmap(
decodeSampledBitmapFromResource(getResources(), R.id.myimage, 100, 100));
You can follow a similar process to decode bitmaps from other sources, by substituting the appropriate BitmapFactory.decode* method as needed.
I've made a small improvement to Fedor's code. It basically does the same, but without the (in my opinion) ugly while loop and it always results in a power of two. Kudos to Fedor for making the original solution, I was stuck until I found his, and then I was able to make this one :)
private Bitmap decodeFile(File f){
Bitmap b = null;
//Decode image size
BitmapFactory.Options o = new BitmapFactory.Options();
o.inJustDecodeBounds = true;
FileInputStream fis = new FileInputStream(f);
BitmapFactory.decodeStream(fis, null, o);
fis.close();
int scale = 1;
if (o.outHeight > IMAGE_MAX_SIZE || o.outWidth > IMAGE_MAX_SIZE) {
scale = (int)Math.pow(2, (int) Math.ceil(Math.log(IMAGE_MAX_SIZE /
(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;
}
I come from iOS experience and I was frustrated to discover an issue with something so basic as loading and showing an image. After all, everyone that is having this issue is trying to display reasonably sized images. Anyway, here are the two changes that fixed my problem (and made my app very responsive).
1) Every time you do BitmapFactory.decodeXYZ(), make sure to pass in a BitmapFactory.Options with inPurgeable set to true (and preferably with inInputShareable also set to true).
2) NEVER use Bitmap.createBitmap(width, height, Config.ARGB_8888). I mean NEVER! I've never had that thing not raise memory error after few passes. No amount of recycle(), System.gc(), whatever helped. It always raised exception. The one other way that actually works is to have a dummy image in your drawables (or another Bitmap that you decoded using step 1 above), rescale that to whatever you want, then manipulate the resulting Bitmap (such as passing it on to a Canvas for more fun). So, what you should use instead is: Bitmap.createScaledBitmap(srcBitmap, width, height, false). If for whatever reason you MUST use the brute force create method, then at least pass Config.ARGB_4444.
This is almost guaranteed to save you hours if not days. All that talk about scaling the image, etc. does not really work (unless you consider getting wrong size or degraded image a solution).
It's a known bug, it's not because of large files. Since Android Caches the Drawables, it's going out of memory after using few images. But I've found an alternate way for it, by skipping the android default cache system.
Solution:
Move the images to "assets" folder and use the following function to get BitmapDrawable:
public static Drawable 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 new BitmapDrawable(context.getResources(), bitmap);
}
I had this same issue and solved it by avoiding the BitmapFactory.decodeStream or decodeFile functions and instead used BitmapFactory.decodeFileDescriptor
decodeFileDescriptor looks like it calls different native methods than the decodeStream/decodeFile.
Anyways, what worked was this (note that I added some options as some had above, but that's not what made the difference. What is critical is the call to BitmapFactory.decodeFileDescriptor instead of decodeStream or decodeFile):
private void showImage(String path) {
Log.i("showImage","loading:"+path);
BitmapFactory.Options bfOptions=new BitmapFactory.Options();
bfOptions.inDither=false; //Disable Dithering mode
bfOptions.inPurgeable=true; //Tell to gc that whether it needs free memory, the Bitmap can be cleared
bfOptions.inInputShareable=true; //Which kind of reference will be used to recover the Bitmap data after being clear, when it will be used in the future
bfOptions.inTempStorage=new byte[32 * 1024];
File file=new File(path);
FileInputStream fs=null;
try {
fs = new FileInputStream(file);
} catch (FileNotFoundException e) {
//TODO do something intelligent
e.printStackTrace();
}
try {
if(fs!=null) bm=BitmapFactory.decodeFileDescriptor(fs.getFD(), null, bfOptions);
} catch (IOException e) {
//TODO do something intelligent
e.printStackTrace();
} finally{
if(fs!=null) {
try {
fs.close();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
//bm=BitmapFactory.decodeFile(path, bfOptions); This one causes error: java.lang.OutOfMemoryError: bitmap size exceeds VM budget
im.setImageBitmap(bm);
//bm.recycle();
bm=null;
}
I think there is a problem with the native function used in decodeStream/decodeFile. I have confirmed that a different native method is called when using decodeFileDescriptor. Also what I've read is "that Images (Bitmaps) are not allocated in a standard Java way but via native calls; the allocations are done outside of the virtual heap, but are
counted against it!"
I think best way to avoid the OutOfMemoryError is to face it and understand it.
I made an app to intentionally cause OutOfMemoryError, and monitor memory usage.
After I've done a lot of experiments with this App, I've got the following conclusions:
I'm gonna talk about SDK versions before Honey Comb first.
Bitmap is stored in native heap, but it will get garbage collected automatically, calling recycle() is needless.
If {VM heap size} + {allocated native heap memory} >= {VM heap size limit for the device}, and you are trying to create bitmap, OOM will be thrown.
NOTICE: VM HEAP SIZE is counted rather than VM ALLOCATED MEMORY.
VM Heap size will never shrink after grown, even if the allocated VM memory is shrinked.
So you have to keep the peak VM memory as low as possible to keep VM Heap Size from growing too big to save available memory for Bitmaps.
Manually call System.gc() is meaningless, the system will call it first before trying to grow the heap size.
Native Heap Size will never shrink too, but it's not counted for OOM, so no need to worry about it.
Then, let's talk about SDK Starts from Honey Comb.
Bitmap is stored in VM heap, Native memory is not counted for OOM.
The condition for OOM is much simpler: {VM heap size} >= {VM heap size limit for the device}.
So you have more available memory to create bitmap with the same heap size limit, OOM is less likely to be thrown.
Here is some of my observations about Garbage Collection and Memory Leak.
You can see it yourself in the App. If an Activity executed an AsyncTask that was still running after the Activity was destroyed, the Activity will not get garbage collected until the AsyncTask finish.
This is because AsyncTask is an instance of an anonymous inner class, it holds a reference of the Activity.
Calling AsyncTask.cancel(true) will not stop the execution if the task is blocked in an IO operation in background thread.
Callbacks are anonymous inner classes too, so if a static instance in your project holds them and do not release them, memory would be leaked.
If you scheduled a repeating or delayed task, for example a Timer, and you do not call cancel() and purge() in onPause(), memory would be leaked.
I have seen a lot of questions about OOM exceptions and caching lately. The developer guide has a really good article on this, but some tends to fail on implementing it in a suitable way.
Because of this I wrote an example application that demonstrates caching in an Android environment. This implementation has not yet gotten an OOM.
Look at the end of this answer for a link to the source code.
Requirements:
Android API 2.1 or higher (I simply could not manage to get the available memory for an application in API 1.6 - that is the only piece of code that doesn't work in API 1.6)
Android support package
Features:
Retains the cache if there is an orientation change, using a singleton
Use one eighth of the assigned application memory to the cache (modify if you want)
Large bitmaps gets scaled (you can define the maximum pixels that you want to allow)
Controls that there is an internet connection available before downloading the bitmaps
Makes sure that you are only instantiating one task per row
If you are flinging the ListView away, it simply won't download the bitmaps between
This does not include:
Disk caching. This should be easy to implement anyway - just point to a different task that grabs the bitmaps from the disk
Sample code:
The images that are being downloaded are images (75x75) from Flickr. However, put whatever image urls you want to be processed, and the application will scale it down if it exceeds the maximum. In this application the urls are simply in a String array.
The LruCache has a good way to deal with bitmaps. However, in this application I put an instance of an LruCache inside another cache class that I created in order to get the application more feasible.
Cache.java's critical stuff (the loadBitmap() method is the most important):
public Cache(int size, int maxWidth, int maxHeight) {
// Into the constructor you add the maximum pixels
// that you want to allow in order to not scale images.
mMaxWidth = maxWidth;
mMaxHeight = maxHeight;
mBitmapCache = new LruCache<String, Bitmap>(size) {
protected int sizeOf(String key, Bitmap b) {
// Assuming that one pixel contains four bytes.
return b.getHeight() * b.getWidth() * 4;
}
};
mCurrentTasks = new ArrayList<String>();
}
/**
* Gets a bitmap from cache.
* If it is not in cache, this method will:
*
* 1: check if the bitmap url is currently being processed in the
* BitmapLoaderTask and cancel if it is already in a task (a control to see
* if it's inside the currentTasks list).
*
* 2: check if an internet connection is available and continue if so.
*
* 3: download the bitmap, scale the bitmap if necessary and put it into
* the memory cache.
*
* 4: Remove the bitmap url from the currentTasks list.
*
* 5: Notify the ListAdapter.
*
* #param mainActivity - Reference to activity object, in order to
* call notifyDataSetChanged() on the ListAdapter.
* #param imageKey - The bitmap url (will be the key).
* #param imageView - The ImageView that should get an
* available bitmap or a placeholder image.
* #param isScrolling - If set to true, we skip executing more tasks since
* the user probably has flinged away the view.
*/
public void loadBitmap(MainActivity mainActivity,
String imageKey, ImageView imageView,
boolean isScrolling) {
final Bitmap bitmap = getBitmapFromCache(imageKey);
if (bitmap != null) {
imageView.setImageBitmap(bitmap);
} else {
imageView.setImageResource(R.drawable.ic_launcher);
if (!isScrolling && !mCurrentTasks.contains(imageKey) &&
mainActivity.internetIsAvailable()) {
BitmapLoaderTask task = new BitmapLoaderTask(imageKey,
mainActivity.getAdapter());
task.execute();
}
}
}
You shouldn't need to edit anything in the Cache.java file unless you want to implement disk caching.
MainActivity.java's critical stuff:
public void onScrollStateChanged(AbsListView view, int scrollState) {
if (view.getId() == android.R.id.list) {
// Set scrolling to true only if the user has flinged the
// ListView away, hence we skip downloading a series
// of unnecessary bitmaps that the user probably
// just want to skip anyways. If we scroll slowly it
// will still download bitmaps - that means
// that the application won't wait for the user
// to lift its finger off the screen in order to
// download.
if (scrollState == SCROLL_STATE_FLING) {
mIsScrolling = true;
} else {
mIsScrolling = false;
mListAdapter.notifyDataSetChanged();
}
}
}
// Inside ListAdapter...
#Override
public View getView(final int position, View convertView, ViewGroup parent) {
View row = convertView;
final ViewHolder holder;
if (row == null) {
LayoutInflater inflater = getLayoutInflater();
row = inflater.inflate(R.layout.main_listview_row, parent, false);
holder = new ViewHolder(row);
row.setTag(holder);
} else {
holder = (ViewHolder) row.getTag();
}
final Row rowObject = getItem(position);
// Look at the loadBitmap() method description...
holder.mTextView.setText(rowObject.mText);
mCache.loadBitmap(MainActivity.this,
rowObject.mBitmapUrl, holder.mImageView,
mIsScrolling);
return row;
}
getView() gets called very often. It's normally not a good idea to download images there if we haven't implemented a check that ensure us that we won't start an infinite amount of threads per row. Cache.java checks whether the rowObject.mBitmapUrl already is in a task and if it is, it won't start another. Therefore, we are most likely not exceeding the work queue restriction from the AsyncTask pool.
Download:
You can download the source code from https://www.dropbox.com/s/pvr9zyl811tfeem/ListViewImageCache.zip.
Last words:
I have tested this for a few weeks now, I haven't gotten a single OOM exception yet. I have tested this on the emulator, on my Nexus One and on my Nexus S. I have tested image urls that contain images that were in HD quality. The only bottleneck is that it takes more time to download.
There is only one possible scenario where I can imagine that the OOM will appear, and that is if we download many, really big images, and before they get scaled and put into cache, will simultaneously take up more memory and cause an OOM. But that isn't even an ideal situation anyway and it most likely won't be possible to solve in a more feasible way.
Report errors in the comments! :-)
I did the following to take the image and resize it on the fly. Hope this helps
Bitmap bm;
bm = Bitmap.createScaledBitmap(BitmapFactory.decodeFile(filepath), 100, 100, true);
mPicture = new ImageView(context);
mPicture.setImageBitmap(bm);
unfortunately if None of the Above works, then Add this to your Manifest file. Inside application tag
<application
android:largeHeap="true"
It seems that this is a very long running problem, with a lot of differing explanations. I took the advice of the two most common presented answers here, but neither one of these solved my problems of the VM claiming it couldn't afford the bytes to perform the decoding part of the process. After some digging I learned that the real problem here is the decoding process taking away from the NATIVE heap.
See here: BitmapFactory OOM driving me nuts
That lead me to another discussion thread where I found a couple more solutions to this problem. One is to callSystem.gc(); manually after your image is displayed. But that actually makes your app use MORE memory, in an effort to reduce the native heap. The better solution as of the release of 2.0 (Donut) is to use the BitmapFactory option "inPurgeable". So I simply added o2.inPurgeable=true; just after o2.inSampleSize=scale;.
More on that topic here: Is the limit of memory heap only 6M?
Now, having said all of this, I am a complete dunce with Java and Android too. So if you think this is a terrible way to solve this problem, you are probably right. ;-) But this has worked wonders for me, and I have found it impossible to run the VM out of heap cache now. The only drawback I can find is that you are trashing your cached drawn image. Which means if you go RIGHT back to that image, you are redrawing it each and every time. In the case of how my application works, that is not really a problem. Your mileage may vary.
Use this bitmap.recycle(); This helps without any image quality issue.
I have resolved the same issue in the following manner.
Bitmap b = null;
Drawable d;
ImageView i = new ImageView(mContext);
try {
b = Bitmap.createBitmap(320,424,Bitmap.Config.RGB_565);
b.eraseColor(0xFFFFFFFF);
Rect r = new Rect(0, 0,320 , 424);
Canvas c = new Canvas(b);
Paint p = new Paint();
p.setColor(0xFFC0C0C0);
c.drawRect(r, p);
d = mContext.getResources().getDrawable(mImageIds[position]);
d.setBounds(r);
d.draw(c);
/*
BitmapFactory.Options o2 = new BitmapFactory.Options();
o2.inTempStorage = new byte[128*1024];
b = BitmapFactory.decodeStream(mContext.getResources().openRawResource(mImageIds[position]), null, o2);
o2.inSampleSize=16;
o2.inPurgeable = true;
*/
} catch (Exception e) {
}
i.setImageBitmap(b);
I have a much more effective solution which does not need scaling of any sort. Simply decode your bitmap only once and then cache it in a map against its name. Then simply retrieve the bitmap against the name and set it in the ImageView. There is nothing more that needs to be done.
This will work because the actual binary data of the decoded bitmap is not stored within the dalvik VM heap. It is stored externally. So every time you decode a bitmap, it allocates memory outside of VM heap which is never reclaimed by GC
To help you better appreciate this, imagine you have kept ur image in the drawable folder. You just get the image by doing a getResources().getDrwable(R.drawable.). This will NOT decode your image everytime but re-use an already decoded instance everytime you call it. So in essence it is cached.
Now since your image is in a file somewhere (or may even be coming from an external server), it is YOUR responsibility to cache the decoded bitmap instance to be reused any where it is needed.
Hope this helps.
There are two issues here....
Bitmap memory isn't in the VM heap but rather in the native heap - see BitmapFactory OOM driving me nuts
Garbage collection for the native heap is lazier than the VM heap - so you need to be quite aggressive about doing bitmap.recycle and bitmap =null every time you go through an Activity's onPause or onDestroy
This worked for me!
public Bitmap readAssetsBitmap(String filename) throws IOException {
try {
BitmapFactory.Options options = new BitmapFactory.Options();
options.inPurgeable = true;
Bitmap bitmap = BitmapFactory.decodeStream(assets.open(filename), null, options);
if(bitmap == null) {
throw new IOException("File cannot be opened: It's value is null");
} else {
return bitmap;
}
} catch (IOException e) {
throw new IOException("File cannot be opened: " + e.getMessage());
}
}
Great answers here, but I wanted a fully usable class to address this problem.. so I did one.
Here is my BitmapHelper class that is OutOfMemoryError proof :-)
import java.io.File;
import java.io.FileInputStream;
import android.graphics.Bitmap;
import android.graphics.Bitmap.Config;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Matrix;
import android.graphics.drawable.BitmapDrawable;
import android.graphics.drawable.Drawable;
public class BitmapHelper
{
//decodes image and scales it to reduce memory consumption
public static Bitmap decodeFile(File bitmapFile, int requiredWidth, int requiredHeight, boolean quickAndDirty)
{
try
{
//Decode image size
BitmapFactory.Options bitmapSizeOptions = new BitmapFactory.Options();
bitmapSizeOptions.inJustDecodeBounds = true;
BitmapFactory.decodeStream(new FileInputStream(bitmapFile), null, bitmapSizeOptions);
// load image using inSampleSize adapted to required image size
BitmapFactory.Options bitmapDecodeOptions = new BitmapFactory.Options();
bitmapDecodeOptions.inTempStorage = new byte[16 * 1024];
bitmapDecodeOptions.inSampleSize = computeInSampleSize(bitmapSizeOptions, requiredWidth, requiredHeight, false);
bitmapDecodeOptions.inPurgeable = true;
bitmapDecodeOptions.inDither = !quickAndDirty;
bitmapDecodeOptions.inPreferredConfig = quickAndDirty ? Bitmap.Config.RGB_565 : Bitmap.Config.ARGB_8888;
Bitmap decodedBitmap = BitmapFactory.decodeStream(new FileInputStream(bitmapFile), null, bitmapDecodeOptions);
// scale bitmap to mathc required size (and keep aspect ratio)
float srcWidth = (float) bitmapDecodeOptions.outWidth;
float srcHeight = (float) bitmapDecodeOptions.outHeight;
float dstWidth = (float) requiredWidth;
float dstHeight = (float) requiredHeight;
float srcAspectRatio = srcWidth / srcHeight;
float dstAspectRatio = dstWidth / dstHeight;
// recycleDecodedBitmap is used to know if we must recycle intermediary 'decodedBitmap'
// (DO NOT recycle it right away: wait for end of bitmap manipulation process to avoid
// java.lang.RuntimeException: Canvas: trying to use a recycled bitmap android.graphics.Bitmap#416ee7d8
// I do not excatly understand why, but this way it's OK
boolean recycleDecodedBitmap = false;
Bitmap scaledBitmap = decodedBitmap;
if (srcAspectRatio < dstAspectRatio)
{
scaledBitmap = getScaledBitmap(decodedBitmap, (int) dstWidth, (int) (srcHeight * (dstWidth / srcWidth)));
// will recycle recycleDecodedBitmap
recycleDecodedBitmap = true;
}
else if (srcAspectRatio > dstAspectRatio)
{
scaledBitmap = getScaledBitmap(decodedBitmap, (int) (srcWidth * (dstHeight / srcHeight)), (int) dstHeight);
recycleDecodedBitmap = true;
}
// crop image to match required image size
int scaledBitmapWidth = scaledBitmap.getWidth();
int scaledBitmapHeight = scaledBitmap.getHeight();
Bitmap croppedBitmap = scaledBitmap;
if (scaledBitmapWidth > requiredWidth)
{
int xOffset = (scaledBitmapWidth - requiredWidth) / 2;
croppedBitmap = Bitmap.createBitmap(scaledBitmap, xOffset, 0, requiredWidth, requiredHeight);
scaledBitmap.recycle();
}
else if (scaledBitmapHeight > requiredHeight)
{
int yOffset = (scaledBitmapHeight - requiredHeight) / 2;
croppedBitmap = Bitmap.createBitmap(scaledBitmap, 0, yOffset, requiredWidth, requiredHeight);
scaledBitmap.recycle();
}
if (recycleDecodedBitmap)
{
decodedBitmap.recycle();
}
decodedBitmap = null;
scaledBitmap = null;
return croppedBitmap;
}
catch (Exception ex)
{
ex.printStackTrace();
}
return null;
}
/**
* compute powerOf2 or exact scale to be used as {#link BitmapFactory.Options#inSampleSize} value (for subSampling)
*
* #param requiredWidth
* #param requiredHeight
* #param powerOf2
* weither we want a power of 2 sclae or not
* #return
*/
public static int computeInSampleSize(BitmapFactory.Options options, int dstWidth, int dstHeight, boolean powerOf2)
{
int inSampleSize = 1;
// Raw height and width of image
final int srcHeight = options.outHeight;
final int srcWidth = options.outWidth;
if (powerOf2)
{
//Find the correct scale value. It should be the power of 2.
int tmpWidth = srcWidth, tmpHeight = srcHeight;
while (true)
{
if (tmpWidth / 2 < dstWidth || tmpHeight / 2 < dstHeight)
break;
tmpWidth /= 2;
tmpHeight /= 2;
inSampleSize *= 2;
}
}
else
{
// Calculate ratios of height and width to requested height and width
final int heightRatio = Math.round((float) srcHeight / (float) dstHeight);
final int widthRatio = Math.round((float) srcWidth / (float) dstWidth);
// 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;
}
public static Bitmap drawableToBitmap(Drawable drawable)
{
if (drawable instanceof BitmapDrawable)
{
return ((BitmapDrawable) drawable).getBitmap();
}
Bitmap bitmap = Bitmap.createBitmap(drawable.getIntrinsicWidth(), drawable.getIntrinsicHeight(), Config.ARGB_8888);
Canvas canvas = new Canvas(bitmap);
drawable.setBounds(0, 0, canvas.getWidth(), canvas.getHeight());
drawable.draw(canvas);
return bitmap;
}
public static Bitmap getScaledBitmap(Bitmap bitmap, int newWidth, int newHeight)
{
int width = bitmap.getWidth();
int height = bitmap.getHeight();
float scaleWidth = ((float) newWidth) / width;
float scaleHeight = ((float) newHeight) / height;
// CREATE A MATRIX FOR THE MANIPULATION
Matrix matrix = new Matrix();
// RESIZE THE BIT MAP
matrix.postScale(scaleWidth, scaleHeight);
// RECREATE THE NEW BITMAP
Bitmap resizedBitmap = Bitmap.createBitmap(bitmap, 0, 0, width, height, matrix, false);
return resizedBitmap;
}
}
None of the answers above worked for me, but I did come up with a horribly ugly workaround that solved the problem. I added a very small, 1x1 pixel image to my project as a resource, and loaded it into my ImageView before calling into garbage collection. I think it might be that the ImageView was not releasing the Bitmap, so GC never picked it up. It's ugly, but it seems to be working for now.
if (bitmap != null)
{
bitmap.recycle();
bitmap = null;
}
if (imageView != null)
{
imageView.setImageResource(R.drawable.tiny); // This is my 1x1 png.
}
System.gc();
imageView.setImageBitmap(...); // Do whatever you need to do to load the image you want.
This works for me.
Bitmap myBitmap;
BitmapFactory.Options options = new BitmapFactory.Options();
options.InPurgeable = true;
options.OutHeight = 50;
options.OutWidth = 50;
options.InSampleSize = 4;
File imgFile = new File(filepath);
myBitmap = BitmapFactory.DecodeFile(imgFile.AbsolutePath, options);
and this is on C# monodroid.
you can easily change the path of the image. what important here is the options to be set.
This seems like the appropriate place to share my utility class for loading and processing images with the community, you are welcome to use it and modify it freely.
package com.emil;
import java.io.IOException;
import java.io.InputStream;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
/**
* A class to load and process images of various sizes from input streams and file paths.
*
* #author Emil http://stackoverflow.com/users/220710/emil
*
*/
public class ImageProcessing {
public static Bitmap getBitmap(InputStream stream, int sampleSize, Bitmap.Config bitmapConfig) throws IOException{
BitmapFactory.Options options=ImageProcessing.getOptionsForSampling(sampleSize, bitmapConfig);
Bitmap bm = BitmapFactory.decodeStream(stream,null,options);
if(ImageProcessing.checkDecode(options)){
return bm;
}else{
throw new IOException("Image decoding failed, using stream.");
}
}
public static Bitmap getBitmap(String imgPath, int sampleSize, Bitmap.Config bitmapConfig) throws IOException{
BitmapFactory.Options options=ImageProcessing.getOptionsForSampling(sampleSize, bitmapConfig);
Bitmap bm = BitmapFactory.decodeFile(imgPath,options);
if(ImageProcessing.checkDecode(options)){
return bm;
}else{
throw new IOException("Image decoding failed, using file path.");
}
}
public static Dimensions getDimensions(InputStream stream) throws IOException{
BitmapFactory.Options options=ImageProcessing.getOptionsForDimensions();
BitmapFactory.decodeStream(stream,null,options);
if(ImageProcessing.checkDecode(options)){
return new ImageProcessing.Dimensions(options.outWidth,options.outHeight);
}else{
throw new IOException("Image decoding failed, using stream.");
}
}
public static Dimensions getDimensions(String imgPath) throws IOException{
BitmapFactory.Options options=ImageProcessing.getOptionsForDimensions();
BitmapFactory.decodeFile(imgPath,options);
if(ImageProcessing.checkDecode(options)){
return new ImageProcessing.Dimensions(options.outWidth,options.outHeight);
}else{
throw new IOException("Image decoding failed, using file path.");
}
}
private static boolean checkDecode(BitmapFactory.Options options){
// Did decode work?
if( options.outWidth<0 || options.outHeight<0 ){
return false;
}else{
return true;
}
}
/**
* Creates a Bitmap that is of the minimum dimensions necessary
* #param bm
* #param min
* #return
*/
public static Bitmap createMinimalBitmap(Bitmap bm, ImageProcessing.Minimize min){
int newWidth, newHeight;
switch(min.type){
case WIDTH:
if(bm.getWidth()>min.minWidth){
newWidth=min.minWidth;
newHeight=ImageProcessing.getScaledHeight(newWidth, bm);
}else{
// No resize
newWidth=bm.getWidth();
newHeight=bm.getHeight();
}
break;
case HEIGHT:
if(bm.getHeight()>min.minHeight){
newHeight=min.minHeight;
newWidth=ImageProcessing.getScaledWidth(newHeight, bm);
}else{
// No resize
newWidth=bm.getWidth();
newHeight=bm.getHeight();
}
break;
case BOTH: // minimize to the maximum dimension
case MAX:
if(bm.getHeight()>bm.getWidth()){
// Height needs to minimized
min.minDim=min.minDim!=null ? min.minDim : min.minHeight;
if(bm.getHeight()>min.minDim){
newHeight=min.minDim;
newWidth=ImageProcessing.getScaledWidth(newHeight, bm);
}else{
// No resize
newWidth=bm.getWidth();
newHeight=bm.getHeight();
}
}else{
// Width needs to be minimized
min.minDim=min.minDim!=null ? min.minDim : min.minWidth;
if(bm.getWidth()>min.minDim){
newWidth=min.minDim;
newHeight=ImageProcessing.getScaledHeight(newWidth, bm);
}else{
// No resize
newWidth=bm.getWidth();
newHeight=bm.getHeight();
}
}
break;
default:
// No resize
newWidth=bm.getWidth();
newHeight=bm.getHeight();
}
return Bitmap.createScaledBitmap(bm, newWidth, newHeight, true);
}
public static int getScaledWidth(int height, Bitmap bm){
return (int)(((double)bm.getWidth()/bm.getHeight())*height);
}
public static int getScaledHeight(int width, Bitmap bm){
return (int)(((double)bm.getHeight()/bm.getWidth())*width);
}
/**
* Get the proper sample size to meet minimization restraints
* #param dim
* #param min
* #param multipleOf2 for fastest processing it is recommended that the sample size be a multiple of 2
* #return
*/
public static int getSampleSize(ImageProcessing.Dimensions dim, ImageProcessing.Minimize min, boolean multipleOf2){
switch(min.type){
case WIDTH:
return ImageProcessing.getMaxSampleSize(dim.width, min.minWidth, multipleOf2);
case HEIGHT:
return ImageProcessing.getMaxSampleSize(dim.height, min.minHeight, multipleOf2);
case BOTH:
int widthMaxSampleSize=ImageProcessing.getMaxSampleSize(dim.width, min.minWidth, multipleOf2);
int heightMaxSampleSize=ImageProcessing.getMaxSampleSize(dim.height, min.minHeight, multipleOf2);
// Return the smaller of the two
if(widthMaxSampleSize<heightMaxSampleSize){
return widthMaxSampleSize;
}else{
return heightMaxSampleSize;
}
case MAX:
// Find the larger dimension and go bases on that
if(dim.width>dim.height){
return ImageProcessing.getMaxSampleSize(dim.width, min.minDim, multipleOf2);
}else{
return ImageProcessing.getMaxSampleSize(dim.height, min.minDim, multipleOf2);
}
}
return 1;
}
public static int getMaxSampleSize(int dim, int min, boolean multipleOf2){
int add=multipleOf2 ? 2 : 1;
int size=0;
while(min<(dim/(size+add))){
size+=add;
}
size = size==0 ? 1 : size;
return size;
}
public static class Dimensions {
int width;
int height;
public Dimensions(int width, int height) {
super();
this.width = width;
this.height = height;
}
#Override
public String toString() {
return width+" x "+height;
}
}
public static class Minimize {
public enum Type {
WIDTH,HEIGHT,BOTH,MAX
}
Integer minWidth;
Integer minHeight;
Integer minDim;
Type type;
public Minimize(int min, Type type) {
super();
this.type = type;
switch(type){
case WIDTH:
this.minWidth=min;
break;
case HEIGHT:
this.minHeight=min;
break;
case BOTH:
this.minWidth=min;
this.minHeight=min;
break;
case MAX:
this.minDim=min;
break;
}
}
public Minimize(int minWidth, int minHeight) {
super();
this.type=Type.BOTH;
this.minWidth = minWidth;
this.minHeight = minHeight;
}
}
/**
* Estimates size of Bitmap in bytes depending on dimensions and Bitmap.Config
* #param width
* #param height
* #param config
* #return
*/
public static long estimateBitmapBytes(int width, int height, Bitmap.Config config){
long pixels=width*height;
switch(config){
case ALPHA_8: // 1 byte per pixel
return pixels;
case ARGB_4444: // 2 bytes per pixel, but depreciated
return pixels*2;
case ARGB_8888: // 4 bytes per pixel
return pixels*4;
case RGB_565: // 2 bytes per pixel
return pixels*2;
default:
return pixels;
}
}
private static BitmapFactory.Options getOptionsForDimensions(){
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds=true;
return options;
}
private static BitmapFactory.Options getOptionsForSampling(int sampleSize, Bitmap.Config bitmapConfig){
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = false;
options.inDither = false;
options.inSampleSize = sampleSize;
options.inScaled = false;
options.inPreferredConfig = bitmapConfig;
return options;
}
}
In one of my application i need to take picture either from Camera/Gallery. If user click image from Camera(may be 2MP, 5MP or 8MP), image size varies from kBs to MBs. If image size is less(or up to 1-2MB) above code working fine but if i have image of size above 4MB or 5MB then OOM comes in frame :(
then i have worked to solve this issue & finally i've made the below improvement to Fedor's(All Credit to Fedor for making such a nice solution) code :)
private Bitmap decodeFile(String fPath) {
// Decode image size
BitmapFactory.Options opts = new BitmapFactory.Options();
/*
* 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.
*/
opts.inJustDecodeBounds = true;
opts.inDither = false; // Disable Dithering mode
opts.inPurgeable = true; // Tell to gc that whether it needs free
// memory, the Bitmap can be cleared
opts.inInputShareable = true; // Which kind of reference will be used to
// recover the Bitmap data after being
// clear, when it will be used in the
// future
BitmapFactory.decodeFile(fPath, opts);
// The new size we want to scale to
final int REQUIRED_SIZE = 70;
// Find the correct scale value.
int scale = 1;
if (opts.outHeight > REQUIRED_SIZE || opts.outWidth > REQUIRED_SIZE) {
// Calculate ratios of height and width to requested height and width
final int heightRatio = Math.round((float) opts.outHeight
/ (float) REQUIRED_SIZE);
final int widthRatio = Math.round((float) opts.outWidth
/ (float) REQUIRED_SIZE);
// 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.
scale = heightRatio < widthRatio ? heightRatio : widthRatio;//
}
// Decode bitmap with inSampleSize set
opts.inJustDecodeBounds = false;
opts.inSampleSize = scale;
Bitmap bm = BitmapFactory.decodeFile(fPath, opts).copy(
Bitmap.Config.RGB_565, false);
return bm;
}
I hope this will help the buddies facing the same problem!
for more please refer this
I just ran into this issue a couple minutes ago. I solved it by doing a better job at managing my listview adapter. I thought it was an issue with the hundreds of 50x50px images I was using, turns out I was trying to inflate my custom view each time the row was being shown. Simply by testing to see if the row had been inflated I eliminated this error, and I am using hundreds of bitmaps. This is actually for a Spinner, but the base adapter works all the same for a ListView. This simple fix also greatly improved the performance of the adapter.
#Override
public View getView(final int position, View convertView, final ViewGroup parent) {
if(convertView == null){
LayoutInflater inflater = (LayoutInflater) mContext.getSystemService(Context.LAYOUT_INFLATER_SERVICE);
convertView = inflater.inflate(R.layout.spinner_row, null);
}
...
This issue only happens in Android emulators. I also faced this issue in an emulator but when I checked in a device then it worked fine.
So please check in a device. It may be run in device.
I've spent the entire day testing these solutions and the only thing that worked for me is the above approaches for getting the image and manually calling the GC, which I know is not supposed to be necessary, but it is the only thing that worked when I put my app under heavy load testing switching between activities. My app has a list of thumbnail images in a listview in (lets say activity A) and when you click on one of those images it takes you to another activity (lets say activity B) that shows a main image for that item. When I would switch back and forth between the two activities, I would eventually get the OOM error and the app would force close.
When I would get half way down the listview it would crash.
Now when I implement the following in activity B, I can go through the entire listview with no issue and keep going and going and going...and its plenty fast.
#Override
public void onDestroy()
{
Cleanup();
super.onDestroy();
}
private void Cleanup()
{
bitmap.recycle();
System.gc();
Runtime.getRuntime().gc();
}
All the solutions here require setting a IMAGE_MAX_SIZE. This limits devices with more powerful hardware and if the image size is too low it looks ugly on the HD screen.
I came out with a solution that works with my Samsung Galaxy S3 and several other devices including less powerful ones, with better image quality when a more powerful device is used.
The gist of it is to calculate the maximum memory allocated for the app on a particular device, then set the scale to be lowest possible without exceeding this memory. Here's the code:
public static Bitmap decodeFile(File f)
{
Bitmap b = null;
try
{
// Decode image size
BitmapFactory.Options o = new BitmapFactory.Options();
o.inJustDecodeBounds = true;
FileInputStream fis = new FileInputStream(f);
try
{
BitmapFactory.decodeStream(fis, null, o);
}
finally
{
fis.close();
}
// In Samsung Galaxy S3, typically max memory is 64mb
// Camera max resolution is 3264 x 2448, times 4 to get Bitmap memory of 30.5mb for one bitmap
// If we use scale of 2, resolution will be halved, 1632 x 1224 and x 4 to get Bitmap memory of 7.62mb
// We try use 25% memory which equals to 16mb maximum for one bitmap
long maxMemory = Runtime.getRuntime().maxMemory();
int maxMemoryForImage = (int) (maxMemory / 100 * 25);
// Refer to
// http://developer.android.com/training/displaying-bitmaps/cache-bitmap.html
// A full screen GridView filled with images on a device with
// 800x480 resolution would use around 1.5MB (800*480*4 bytes)
// When bitmap option's inSampleSize doubled, pixel height and
// weight both reduce in half
int scale = 1;
while ((o.outWidth / scale) * (o.outHeight / scale) * 4 > maxMemoryForImage)
scale *= 2;
// Decode with inSampleSize
BitmapFactory.Options o2 = new BitmapFactory.Options();
o2.inSampleSize = scale;
fis = new FileInputStream(f);
try
{
b = BitmapFactory.decodeStream(fis, null, o2);
}
finally
{
fis.close();
}
}
catch (IOException e)
{
}
return b;
}
I set the maximum memory used by this bitmap to be 25% of maximum allocated memory, you may need to adjust this to your needs and make sure this bitmap is cleaned up and don't stay in memory when you've finished using it. Typically I use this code to perform image rotation (source and destination bitmap) so my app needs to load 2 bitmaps in memory at the same time, and 25% gives me a good buffer without running out of memory when performing image rotation.
Hope this helps someone out there..
use these code for every image in select from SdCard or drewable to convert bitmap object.
Resources res = getResources();
WindowManager window = (WindowManager) getSystemService(Context.WINDOW_SERVICE);
Display display = window.getDefaultDisplay();
#SuppressWarnings("deprecation")
int width = display.getWidth();
#SuppressWarnings("deprecation")
int height = display.getHeight();
try {
if (bitmap != null) {
bitmap.recycle();
bitmap = null;
System.gc();
}
bitmap = Bitmap.createScaledBitmap(BitmapFactory
.decodeFile(ImageData_Path.get(img_pos).getPath()),
width, height, true);
} catch (OutOfMemoryError e) {
if (bitmap != null) {
bitmap.recycle();
bitmap = null;
System.gc();
}
BitmapFactory.Options options = new BitmapFactory.Options();
options.inPreferredConfig = Config.RGB_565;
options.inSampleSize = 1;
options.inPurgeable = true;
bitmapBitmap.createScaledBitmap(BitmapFactory.decodeFile(ImageData_Path.get(img_pos)
.getPath().toString(), options), width, height,true);
}
return bitmap;
use your image path instend of ImageData_Path.get(img_pos).getPath() .
Generally android device heap size is only 16MB (varies from device/OS see post Heap Sizes), if you are loading the images and it crosses the size of 16MB , it will throw out of memory exception, instead of using the Bitmap for , loading images from SD card or from resources or even from network try to using getImageUri , loading bitmap require more memory , or you can set bitmap to null if your work done with that bitmap.
My 2 cents: i solved my OOM errors with bitmaps by:
a) scaling my images by a factor of 2
b) using Picasso library in my custom Adapter for a ListView, with a one-call in getView like this: Picasso.with(context).load(R.id.myImage).into(R.id.myImageView);
Such OutofMemoryException cannot be totally resolved by calling the System.gc() and so on .
By referring to the Activity Life Cycle
The Activity States are determined by the OS itself subject to the memory usage for each process and the priority of each process.
You may consider the size and the resolution for each of the bitmap pictures used. I recommend to reduce the size ,resample to lower resolution , refer to the design of galleries (one small picture PNG , and one original picture.)
This code will help to load large bitmap from drawable
public class BitmapUtilsTask extends AsyncTask<Object, Void, Bitmap> {
Context context;
public BitmapUtilsTask(Context context) {
this.context = context;
}
/**
* Loads a bitmap from the specified url.
*
* #param url The location of the bitmap asset
* #return The bitmap, or null if it could not be loaded
* #throws IOException
* #throws MalformedURLException
*/
public Bitmap getBitmap() throws MalformedURLException, IOException {
// Get the source image's dimensions
int desiredWidth = 1000;
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeResource(context.getResources(), R.drawable.green_background , options);
int srcWidth = options.outWidth;
int srcHeight = options.outHeight;
// Only scale if the source is big enough. This code is just trying
// to fit a image into a certain width.
if (desiredWidth > srcWidth)
desiredWidth = srcWidth;
// Calculate the correct inSampleSize/scale value. This helps reduce
// memory use. It should be a power of 2
int inSampleSize = 1;
while (srcWidth / 2 > desiredWidth) {
srcWidth /= 2;
srcHeight /= 2;
inSampleSize *= 2;
}
// Decode with inSampleSize
options.inJustDecodeBounds = false;
options.inDither = false;
options.inSampleSize = inSampleSize;
options.inScaled = false;
options.inPreferredConfig = Bitmap.Config.ARGB_8888;
options.inPurgeable = true;
Bitmap sampledSrcBitmap;
sampledSrcBitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.green_background , options);
return sampledSrcBitmap;
}
/**
* The system calls this to perform work in a worker thread and delivers
* it the parameters given to AsyncTask.execute()
*/
#Override
protected Bitmap doInBackground(Object... item) {
try {
return getBitmap();
} catch (MalformedURLException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
}
return null;
}
}

Categories

Resources