hello friends
i have develop one application in which i have lots of images and sound,
i can release sound easily by release() method but i can't able to release image.
can you tell me how can i release image ?
earlier i have use system.gc() function but it is not working for image i thing it is garbage collector.
second thing is that can you give me precaution step against memory management (regarding of image,sound & codeing part also)
Thanks
nik
Invocations of System.gc() are only suggestions to run the garbage collector. The GC need not run immediately.
I believe such complex applications would benefit from using an MVC model. The Model (or logic) class can save the required images and sounds to a cache folder, and just pass the list of file paths to the view (Activity) which can read and display on-demand, de-referencing any assets that are no longer required.
Also, it would help to reduce the asset sizes (images and sounds) by lowering resolutions (image) or downsampling (audio), wherever possible.
Update:
- For downsampling images, check this link: http://developer.android.com/reference/android/graphics/BitmapFactory.Options.html#inSampleSize
MVC is slightly tougher to implement in Android due to the fact that Activities are the entry points. So, what can be done is that a singleton "Model" object can be created, which can be accessed from anywhere. Similarly, a singleton "Controller" object can also be created. The activity can notify the controller when it requires an asset, and the controller will forward the request to the model.
Related
I have an LRUCache that I use to cache thumbnails and other such small bitmaps. Currently, I'm using it in my main activity, however, I'd like to use it my other activities too. This makes me wonder if it's a good idea to simply store this LRUCache object in my custom application singleton (which extends Application) and solve the problem of accessing the cache in other activities. The reason why I'm concerned is because, as I understand it, if the application process is killed - which is very likely to happen when the app is left running for too long in background - the application object and therefore the cache will get garbage collected. Correct me if I'm wrong on that and help me understand this issue better/provide a solution to this problem.
My usual rule of thumb is, for persisted data use disk cache & for quick, dirty & light data, use memory cache (or your lru cache). Be careful with storing bitmaps in memory cache, at least for android devices < 2.3.3, I believe. The pixel data of the bitmap is actually stored in native memory so developers have less control to encourage garbage collections for it. For example, even setting your bitmap to null or invoking the recycle() method may not fully convince the garbage collector to free the bitmap in the dalvik heap (vm heap) since its a small object on the dalvik heap (vm heap), even though it's native counterpart in native memory is large cause OutOfMemoryException.
Sorry for straying off a bit but thought you should know. As for your the answer, your assumption is right. When android is running low on memory it retains the last user activity instance in it's system memory but may kill your process, where your process hosts your application object. So in your case, if you stored 5 bitmap objects in your application object, and users left for sometime, they may come back to an activity requesting a bitmap from a newly created application object by the system, which would then produce a null bitmap.
Given these circumstances the solution is typically clear. If you want to persist data, you can't trust object memory (in-memory, RAM), at least on Android, so disk memory might be your best option.
Hope this helps.
I think this is a perfectly fine idea. Here's a video from Google I/O 2012 with some relevant information: http://www.youtube.com/watch?v=gbQb1PVjfqM
Loading images onto ImageView in xml takes more memory?
I Have an Activity with around 7 imageviews(just like the app tray in any android phone.)
I am loading the images for each of the imageviews in the xml. Does this cause OutOfMemoryError?
Is there a way to recycle these?
Yes it is possible to attach drawable images to ImageView and you can remove them when you need.
imageview.setBackgroundResource(R.drawable.image);
or
imageview.setImageDrawable(drawable);
It does not cause any out of memory issue. Link to Doc
I have had this problem when i was loading Images. Sometimes this error can only be seen in Android emulator, sometimes this crashes the app in the mobile device too.
I solved this problem by following two steps:
Re-size the image if the resolution is too high.
Not having too many image objects open at the same time.
You can help the garbage collector out too, by assigning the image object to NULL when it is no longer necessary.
Unless necessary i would prevent opening too many images at the same time.
The factor by which you have to re-size, will depend on the actual size of the image.
Few Tips to address memory issues in Android:
1). Never use local variables to store large data / bitmaps specially in loops, As it will create un-necessary objects. I prefer class/instance variables in such situations. Try not to persist data unless it is required.
2). Avoid making calls to View.findViewById(..) wherever you can. Romain Guy has clearly stated in Google I/O 2010 that this method is costly (takes some KBs of memory to run), so call this method smartly like using ViewHolder which will consume less memory.
3) Use String pool effectively and use StringBuilder/StringBuffer when you are doing heavy operations with strings. Make sure that you are aware when you have to use StringBuffer as it is synchronized and again costly in comparison to StringBuilder.
I'm developing an android app that takes photos from camera or from library and does some stuff on them. The point is that after some use the application crashes. I have tried to make every possible optimization I could think of, ex call gc when possible, null the images when I leave an activity and even remove activities from the cache. But I still get out of memory errors and the app crashes.
Any suggestions on how to avoid such errors? Or even how to efficiently load images from drawables folder . Or any efficient way to throw all not needed objects when the activity changes so as to only use the needed memory for the active activity??
i had similar problems and ended up tracking them down to particular images. out of my 400 images there where three that where huge (file size wise). so i would check that all of your images have similar file size (usually it is directly correlated with image size)
also aren't bitmaps pretty big? how big is your average picture?
Did you manage Bitmap objects? If so, you have to call Bitmap.recycle() method.
Bitmap.recycle() API documentation
We have an Android application that throws out of memory error on Android 1.6. It is working fine on 2.0 onwards. We are trying to cut down on the runtime memory usage at this point.
We were thinking of reusing images – such as the background image of each screen. Is it possible to load the background image once in the memory at the time of app launch and reuse this cached copy in each screen rather than each screen loading the same background image increasing the overall footprint in the RAM?
We understand that there many other ways and best practices around runtime memory usage. But at this point, we just wanted to know whether this “image reuse” approach is really feasible?
If yes, how can we do this? Will it at all save any memory or the Android OS will still create multiple copies of the same asset for each screen not giving any benefit from the memory perspective?
Thank you very much for your time in reading my post.
If that background image is loaded as a Drawable from a Resource, it's bitmap data is already shared between all Drawables created that way. So no, it probably wouldn't benefit you in your particular case.
Yes you can reuse images.
It is usually done for ListViews where each row contains the same image.
In this case, you can get the Bitmap once in the constructor of your adapter, and reuse it in the getView() method, so you don't have to load it for each row. This trick is presented here
In your case, you could load your background bitmap in the onCreate() method of your main activity, save it as a public static attribute and then re-use it in all your activities.
But I think it won't make that much of a difference and surcharge the code for nothing.
As you are working on tweaking your UI, I suggest you watch the 2009 Google I/O Presentation by Romain Guy, if you did not see it yet. It shows a lot of useful tricks for boosting an UI's performances, especially when it comes to Bitmap manipulation.
I had a question related to whether or not (and how) I should store images loaded from the web. Let's say I am calling a web service from my Android app. In this web service I get a URL for an image on the web. I download and show this image on the left side of a list item in a ListView. My question is, what method should I use for possibly storing the image? Should I:
Save it to the SDCard, checking if it exists when the ListView is created (on subsequent requests) and re-downloading as necessary (while updating the image occasionally, in case it changes).
Store it in the cache using Context.getCacheDir(), but possibly being forced to re-download it more often since I cannot rely on the image staying in the cache.
Always download it and never store the image.
The image files themselves are fairly small, but I expect some users could have dozens of these small images downloaded/stored. Which would work best, and/or what is the preferred method?
As a side question, should I load all of the images in my ListView first (and possibly lock the UI for some time) or load them asynchronously but show a placeholder graphic in the meantime (which might be a bit more "ugly")? What's the standard here?
About where to store:
The answer depends on what is being downloaded and how much. Then you make a choice.
For instance: If you are downloading something that is temporary, less in number(less remote fetches) and size(less memory) and is local to an Activity then you should consider holding the images in memory using SoftReferences. SoftReferences can lead to refetches but since the number of items is small it should be affordable.
However, if the number of items to be downloaded exceeds a certain threshold(meaning more fetches and memory) you should consider reducing the fetches and also the Runtime memory consumption by caching them. Here you can either choose to save them on Sdcard or on temporary storage(cache directories local to app). For items that are small and hold meaning only in the context of Application(e.g thumbnails), the user will mostly not use it outside of your application. So, you can store such things in the cache directory. The best part of using them is that you don't have to clean the mess. It is handled automatically. It might lead to re-fetches though.
However, if the downloaded items are large in size and can stand alone outside the context of the application such as pictures, video, audio clips then SDcard should be your option.
You should also read: Handling large Bitmaps to avoid OOM error during BitmapFactory.decodeStream(..)
Note that you can also check to see if using a database can help here.See this
Some considerations while lazy loading items in a ListView:
You should do the loading in the background and not block the UI thread.You should consider showing a temporary image while the item is being downloaded. This is apparent in many native applications. For an example implementation of lazy loading see this.
Additionally, for large lists, you can implement the SlowAdapter pattern(check API demos).
It basically stalls download while the list is scrolling.
Example Projects that can help you here:
Romain Guy's Shelves project uses two level of caching wherein he employs an in-memory cache(HashMap containing SoftReferences) and storage on Sdcard.Browse Source code here
There are also some open source libraries that Mark Murphy wrote(CWAC) and DroidFu that can help here.
Good Luck!
In regards to your "side question" -- I think that loading them asynchronously would be the preferred behavior, especially since you need to consider that with network transactions, it might not just be "lock the UI for some time", but "lock the UI permanently" in case it never loads.
If you consider this behavior ugly, though, you could set a timer (1 or 2 seconds) that gives a few of the images a chance to load, and if they have all loaded or the timer has expired, go ahead and show the UI anyway with placeholder images and let the rest load asynchronously. This would be the way to go to prevent permanent locks anyway.
As for the first part of your question, I think it is somewhat dependent on the context and type of images you are displaying. With most web assets, though, I think #2 would be the preferred approach, since you certainly don't want to download multiple times in the same session, but you probably don't want to eat up permanent storage either.
In regards to your "side question" -- I think that loading them asynchronously would be the preferred behavior, especially since you need to consider that with network transactions, it might not just be "lock the UI for some time", but "lock the UI permanently" in case it never loads.
To avoid this , If we are talking about WebImageView by droid-fu you can change the ImageLoader.java initialize() function to this
static int alive=-1;
public static synchronized void initialize(Context context) {
if (executor == null) {
executor = (ThreadPoolExecutor) Executors.newFixedThreadPool(DEFAULT_POOL_SIZE);
}
else if(alive==executor.getActiveCount()){
executor = (ThreadPoolExecutor) Executors.newFixedThreadPool(DEFAULT_POOL_SIZE);
}
alive=executor.getActiveCount();
if (imageCache == null) {
imageCache = new ImageCacheHope(context, 25, 5);
}
}
I wrote an Android Image Manager that handles caching transparently (memory and disk). The code is on Github https://github.com/felipecsl/Android-ImageManager