In my android app i have set the image on ImageView capture by camera. its working fine. but when i capture image and back to the screen with setting that image on imageview and if i do this 3 to 4 time i got This ERROR BITMAP SIZE EXCEEDS VM BUDGETS ...................please need any solution for it.
this is my code below :
BitmapFactory.Options options = new BitmapFactory.Options();
options.inSampleSize = 4;
options.inTempStorage = new byte[16 * 1024];
image_from_camera.setImageBitmap(BitmapFactory.decodeFile(
"/sdcard/"+chore_string+".jpg", options));
i have done using bitmap.recycle(); or System.gc();
but this is not working . i need to have free the memory from bitmap when again camera button click to take second picture in app. PLEASE NEED ANY HELP........
THANKS. ...
increasing the value of the inSampleSize will decrease the memory overhead required to load the image. Change it to 8,12 or 16... and the image should eventually load but it might not look very good.
However, it seems like you might be using a good bit of memory prior to the load.
Use System.getRuntime() to get the runtime and then see what your max memory, total memory and free memory are to better understand how much space you have.
It's possible you are leaking memory prior to this allocation.
http://developer.android.com/reference/java/lang/Runtime.html
also (annoyingly) if you are using a device that can't run android 3.0 not all of the memory used will show up in the runtime calls. consider using a 3.0 device to more fully understand the memory usage.
Related
This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
Android: Strange out of memory issue while loading an image to a Bitmap object
i am downloading images from Url and displaying them. At download time it is giving
out of memory error : bitmap size exceeds VM budget.
I am using drawable. Code is below:
HttpClient httpclient= new DefaultHttpClient();
HttpResponse response=(HttpResponse)httpclient.execute(httpRequest);
HttpEntity entity= response.getEntity();
BufferedHttpEntity bufHttpEntity=new BufferedHttpEntity(entity);
InputStream instream = bufHttpEntity.getContent();
Bitmap bm = BitmapFactory.decodeStream(instream);
Bitmap useThisBitmap =
Bitmap.createScaledBitmap(bm,bm.getWidth(),bm.getHeight(), true);
bm.recycle();
BitmapDrawable bt= new BitmapDrawable(useThisBitmap);
System.gc();
Here is the error:
`05-28 14:55:47.251: ERROR/AndroidRuntime(4188):
java.lang.OutOfMemoryError: bitmap size exceeds VM budget`
Use decodeStream(is, outPadding, opts) with
BitmapFactory.Options opts=new BitmapFactory.Options();
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
opts.inTempStorage=new byte[32 * 1024];
You could check the image size and then downsample it by appropriate factor.
See this question: Handling large Bitmaps
This issue seems to have been reported several times, here and here for instance...
sorry Shalini but if it's the same issue, it seems that there is no solution at all...
The only advice of Romain Guy is to use less memory...
So, good luck to think your stuff differently...
Finally, after resample the image as suggested above, you may call bitmap_file.recycle().
The FACT is that there is a BUG on some Android versions, particularly version 2.1 fails all the time with issues like this one.
I released an app in which I have took a lot of care on resource use. I have even deleted a lot of bitmaps that I were using and now they are created on the fly using graphic primitives. I also recycle bitmaps when no using them. And of course I have checked that I have no memory leaks in my app: the used memory does NOT grow without control, it keeps all the time within reasonable values.
Although I have invest a lot of effort on trying to avoid this problem, I continue getting lots of annoying exceptions like that from 2.1 and 2.1-update1 devices. I am using critercism now to report crashes, and I have seen that It occurs even when the app is using just 4 megabytes of RAM, four times less than the 16M of heap size that every Android device must have for an app -and the fact is that most of devices these days have heap sizes bigger than 16M-.
All my bitmaps have a size of 800x480 pixels, that on the worst case as ARGB_8888 may not occupy more than 1.5MB each one, but it crashes trying to load one when having just 4 megabytes occupied, so there should be at least another 12 MB free. And most of my Bitmaps are loaded as ARGB_4444 that occupies a half of memory, I only use ARGB_8888 when the bitmaps looks really poor with 4444.
So for me it is pretty clear that there is something on these Android versions that is not working fine. 99'9% of this crashes comes from 2.1 and 2.1-update, and the rest may be explained by other punctual reasons.
I've tried many things this is what works.
BitmapFactory.Options opts=new BitmapFactory.Options();
opts.inDither=false; //Disable Dithering mode
opts.inPurgeable=true;
opts.inScale=8;
///after you use your images
System.gc();
This is a practical answer, what I tried to avoid this problem at Run-time. And it also solved my problem.
Runtime.getRuntime().gc();
Calling Garbage Collector is a good Idea.
I am trying to implement the code below converting a image path into a bitmap to display on my activity. I am getting the below error. I have tried a bunch of different solutions but none are working
Strange out of memory issue while loading an image to a Bitmap object
Android: Resize a large bitmap file to scaled output file
OutOfMemoryError: bitmap size exceeds VM budget :- Android
Error:
E/dalvikvm-heap(19252): 12742656-byte external allocation too large for this process.
for(int i = 0; i < numItems; i++) {
File imgFile = new File(photoPaths.get(i));
if(imgFile.exists())
{
images[i] = BitmapFactory.decodeFile(imgFile.getAbsolutePath());
}
You may consider loading them in a more just-in-time kind of approach, or using the inSampleSize option of the bitmap factory (i.e., you'd pass a BitmapFactory.Options in to the factory with inSampleSize set to, ideally, a power of 2). Also make sure you set inPurgeable true.
In the event that you are pulling these images from the MediaStore's ContentProvider, you can also use thumbnails.
Perhaps you can tell us more about your use case so we can better help.
You're trying to load multiple large bitmaps, at least one of which is ~12MB. They're too large. The solutions you posted DO work. Resize your bitmaps to something much smaller, especially as you're just displaying the bitmaps on the screen.
This question already has answers here:
Strange OutOfMemory issue while loading an image to a Bitmap object
(44 answers)
Closed yesterday.
I am getting the following error after creating bitmap second time around:
04-17 18:28:09.310: ERROR/AndroidRuntime(3458): java.lang.OutOfMemoryError: bitmap size exceeds VM budget
this._profileBitmap = Bitmap.createBitmap(_profileBitmap, xCoor, yCoor, width, height);
From log:
04-17 18:27:57.500: INFO/CameraCropView(3458): Original Photo Size: W 1536 x H 2048
04-17 18:28:06.170: INFO/CameraCropView(3458): xCoor: 291
04-17 18:28:06.170: INFO/CameraCropView(3458): yCoor: 430
04-17 18:28:06.170: INFO/CameraCropView(3458): Width: 952
04-17 18:28:06.170: INFO/CameraCropView(3458): Height: 952
Since the image is huge I get the error. But the interesting thing is the error does not happen the first time, only when I take the picture the second time, which makes me believe this profileBitmap is NOT destroyed. How do I clean this up?
I had the same problem and fix it this way:
My app was ~18MB size, and when I see how much memory left free I was shocked - 654KB (on 1GB RAM!). So I just deleted almost all images from project and downloaded them from the internet on first start, and use pics from SD card when needed.
To check total/free memory for your app use:
Runtime.getRuntime().totalMemory();
Runtime.getRuntime().freeMemory();
EDIT: I forgot the main thing - add in your manifest, between application tag, this line:
android:largeHeap="true"
There are many problems with memory exceptions with bitmaps on Android, many of which are discussed on stackoverflow. It would probably be best if you went through the existing questions to see if yours matches one of the existing ones, then if not, write up what makes your situation different.
Some examples:
Out of memory exception due to large bitmap size
Android: out of memory exception in Gallery
Android handling out of memory exception on image processing
etc:
https://stackoverflow.com/search?q=android+out+of+memory+exception+bitmap
I have explained it in this blog post: android bitmap processing tips
Now here are tips which you can follow and can avoid out of memory exception in your Android Application.
Always use Activity context instead of Application context. because Application context cannot be garbage collected. And release resources as your activity finishes. (life cycle of object should be
same as of activity).
2 . When Activity finishes. Check HEAP DUMP (memory analysis tool in Android studio).
If there are objects in HEAP DUMP from finished activity there is memory leak. review your
code and identify what is causing memory leak.
Always use inSampleSize
Now what is inSampleSize ?
with the help of inSampleSize you are actually telling the decoder not to grab every pixel in memory, instead sub sample image.
This will cause less number of pixels to be loaded in memory than the original image. you can tell decoder to grab every 4th pixel or every second pixel from original image.
if inSampleSize is 4. decoder will return an Image that is 1/16 the number of pixels in original image.
so how much memory you have saved ? calculate :)
Read Bitmap Dimensions before loading into memory.
How reading bitmap dimensions before loading image into memory can help you avoid out of
memory error ? Let's Learn
use inJustBounds = true
here is technique with the help of which you can get image dimension beore loading it in memory
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
Bitmap bitmap = BitmapFactory.decodeResource(getResources(), R.id.myimage, options);
int imageHeight = options.outHeight;
int imageWidth = options.outWidth;
String imageType = options.outMimeType;
Above code snippet will not give us any image/bitmap. it will return null for bitmap Object.
but it will definitely return width and height of that image. which is R.id.myimage.
Now you have width and height of Image. you can scale up or scale down image based on these factors:
ImageView size which will be used to display Image.
Available amount of memory. you can check available amount of memory using ActivityManager and getMemoryClass.
Screen size and density of device.
Use appropriate Bitmap Configuration
Bitmap configurations is color space/color depth of an Image. Default bitmap Configuration in Android is RGB_8888 which is 4 bytes per pixel.
If you use RGB_565 color channel which use 2 Bytes per pixel. half the memory allocation for same resolution :)
Use inBitmap property for recycling purpose.
Do not make static Drawable Object as it cannot be garbage collected.
Request large heap in in manifest file.
Use multiple processes if you are doing lot of image processing(memory intensive task) or use NDK (Native Development using c, c++)
You can try calling recycle() on the bitmap when you are done with it. This will clear all the image data and free up the memory. If anything tries to draw the bitmap after this then your app will crash. If you do get a crash it may help you find out what is still holding onto your bitmap.
This happens because you are loading the bitmap directly,which consumes a lot of memory.
Instead use a scaled down version of the picture in _profileBitmap.
This guy explains it pretty well.
http://androidcocktail.blogspot.in/2012/05/solving-bitmap-size-exceeds-vm-budget.html
With Larger images it can be avoided by sampling them into smaller size.
Use below example -
File f = new File(selectedImagePath);
// First decode with inJustDecodeBounds=true to check dimensions
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeStream(new FileInputStream(f), null, options);
// Calculate inSampleSize
options.inSampleSize = calculateInSampleSize(options, 720, 1280); //My device pixel resolution
// Decode bitmap with inSampleSize set
options.inJustDecodeBounds = false;
Bitmap bmpPic = BitmapFactory.decodeStream(new FileInputStream(f), null, options);
Bitmap bmpPic1 = Bitmap.createBitmap(bmpPic, 0, 0, bmpPic.getWidth(), bmpPic.getHeight(), mat, true);
img.setImageBitmap(bmpPic1); //img is your ImageView
Reference-
http://developer.android.com/training/displaying-bitmaps/load-bitmap.html
You could use a vector Drawable . It uses an xml file to describe your image , so it consumes less memory.
To do that you should use the SVG format for your images and then generate the xml file using one of these 2 solutions :
Solution 1 : Use the vector asset studio in Android Studio : right click on Drawable file in your project -> new -> vector asset
Solution 2 : Use the svg2android website : https://inloop.github.io/svg2android
Check out this link for further information:
https://developer.android.com/studio/write/vector-asset-studio.html
I had the same issue when the phone was powered off and back on. Simply setting the bitmaps to null and calling System.gc(); fixed all the problems.
I had this issue because I was modifying a bitmap once, and then modifying the modified version a second time, resulting in three versions of the same bitmap (original, plus the two modified versions) being in memory at the same time.
I fixed it by changing my image-editing code to apply both modifications to the same bitmap as a kind of batch process, halving the number of modified versions that my app had to hold in memory.
I have an Activity which takes photos (with full possible resolution, so quite large), the application have then the chance to analyze them. Only one photo is handled at a time. The problem is that I run in to a "Out of memory" after 4 - 5 photos. I see
dalvikvm-heap Out of memory on a 5070745-byte allocation
(the byte size varies) followed by
Camera-JNI Couldn't allocate byte array for JPEG data
My application does not crash but as it appears to me the Camera simply becomes unable to deliver the images from this point on. I pay attention to memory usage in my application but here it seems that there is a memory leak somewhere outside and I'm asking me how can I cope with this. Any solution approaches existing for this?
This may not be exactly what you are trying to do, but in order to display multiple large pictures (4-6 MB) on a grid view, I found this code to create a smaller bitmap with lower quality, to avoid out-of-memory situations:
BitmapFactory.Options options = new BitmapFactory.Options();
options.inSampleSize = 5;
options.inPurgeable = true;
options.inInputShareable = true;
Bitmap bm = BitmapFactory.decodeFile("/sdcard/myapp/" + filesFound.get(position), options);
The options are the important part, and by varying the settings, I managed to take memory down from where it would crash, to around 28MB when I started using the inSampleSize. It further went down with the inPurgeable and inInputShareable settings set to true. My activity is still sluggish, but it's much better.
For your application, if it can analyze a bitmap, the above code may shrink down the memory usage enough to make it work. I'm still new to Android, so it's possible this may not work at all.. ;-).
Regards,
Kevin
Since you run out of memory after 4-5 pictures you probably arent calling yourBitmap.recycle(); after it has been saved to the SD-card?
Also in the onPictureTaken() method you could save the tempData from the picture into a bitmap using the Bitmap.Config.RGB_565 instead of ARGB(default) if you don't need the alpha channel.
// Create options to help use less memory
Options opt = new Options();
opt.inPreferredConfig = Bitmap.Config.RGB_565;
// Decode the tempdata into a bitmap, with the options as the last argument
bitmapFromRawCameraTempData = BitmapFactory.decodeByteArray(rawCameraTempData, 0, rawCameraTempData.length, opt);
This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
Android: Strange out of memory issue while loading an image to a Bitmap object
i am downloading images from Url and displaying them. At download time it is giving
out of memory error : bitmap size exceeds VM budget.
I am using drawable. Code is below:
HttpClient httpclient= new DefaultHttpClient();
HttpResponse response=(HttpResponse)httpclient.execute(httpRequest);
HttpEntity entity= response.getEntity();
BufferedHttpEntity bufHttpEntity=new BufferedHttpEntity(entity);
InputStream instream = bufHttpEntity.getContent();
Bitmap bm = BitmapFactory.decodeStream(instream);
Bitmap useThisBitmap =
Bitmap.createScaledBitmap(bm,bm.getWidth(),bm.getHeight(), true);
bm.recycle();
BitmapDrawable bt= new BitmapDrawable(useThisBitmap);
System.gc();
Here is the error:
`05-28 14:55:47.251: ERROR/AndroidRuntime(4188):
java.lang.OutOfMemoryError: bitmap size exceeds VM budget`
Use decodeStream(is, outPadding, opts) with
BitmapFactory.Options opts=new BitmapFactory.Options();
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
opts.inTempStorage=new byte[32 * 1024];
You could check the image size and then downsample it by appropriate factor.
See this question: Handling large Bitmaps
This issue seems to have been reported several times, here and here for instance...
sorry Shalini but if it's the same issue, it seems that there is no solution at all...
The only advice of Romain Guy is to use less memory...
So, good luck to think your stuff differently...
Finally, after resample the image as suggested above, you may call bitmap_file.recycle().
The FACT is that there is a BUG on some Android versions, particularly version 2.1 fails all the time with issues like this one.
I released an app in which I have took a lot of care on resource use. I have even deleted a lot of bitmaps that I were using and now they are created on the fly using graphic primitives. I also recycle bitmaps when no using them. And of course I have checked that I have no memory leaks in my app: the used memory does NOT grow without control, it keeps all the time within reasonable values.
Although I have invest a lot of effort on trying to avoid this problem, I continue getting lots of annoying exceptions like that from 2.1 and 2.1-update1 devices. I am using critercism now to report crashes, and I have seen that It occurs even when the app is using just 4 megabytes of RAM, four times less than the 16M of heap size that every Android device must have for an app -and the fact is that most of devices these days have heap sizes bigger than 16M-.
All my bitmaps have a size of 800x480 pixels, that on the worst case as ARGB_8888 may not occupy more than 1.5MB each one, but it crashes trying to load one when having just 4 megabytes occupied, so there should be at least another 12 MB free. And most of my Bitmaps are loaded as ARGB_4444 that occupies a half of memory, I only use ARGB_8888 when the bitmaps looks really poor with 4444.
So for me it is pretty clear that there is something on these Android versions that is not working fine. 99'9% of this crashes comes from 2.1 and 2.1-update, and the rest may be explained by other punctual reasons.
I've tried many things this is what works.
BitmapFactory.Options opts=new BitmapFactory.Options();
opts.inDither=false; //Disable Dithering mode
opts.inPurgeable=true;
opts.inScale=8;
///after you use your images
System.gc();
This is a practical answer, what I tried to avoid this problem at Run-time. And it also solved my problem.
Runtime.getRuntime().gc();
Calling Garbage Collector is a good Idea.