OutOfMemoryError when opening lot of little pictures [duplicate] - android

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OutOfMemoryError: bitmap size exceeds VM budget :- Android
In my application I load some little Bitmap(between 2k and 300k) that I affect to ImageViews, during the first launch of my App it works fine but when I quit it and relaunch it, I always have the OutOfMemoryError during a Bitmap creation.
Could somebody tell me why?

The problem is because your bitmap's size is too large than the VM can handle. For example from your code I can see that you are trying to paste an Image into imageView which you are capturing using Camera. So normally the camera images will be too large in size which will rise this error obviously. So as others have suggested, you have to compress your image either by sampling it or convert your image into smaller resolution. For example if your imageView is 100x100 in width and height, you can create a scaled bitmap so that your imageView gets filled exactly. You can do this for that,
Bitmap newImage = Bitmap.createScaledBitmap(bm, 350, 300,true);
And you have to recycle your bitmap and null your bitmap like this,
Bitmap bmap.recycle();
Bitmap bmap=null;

You should use bitmap.recycle() manually when you leave your activity.
Please refer to http://developer.android.com/reference/android/graphics/Bitmap.html#recycle()

I really doubt you have to use bitmap.recycle() if you null your references, allowing GC (but please prove me wrong).
I'd say it's more likely your bitmaps are too large, possibly aggravated by long lived Context references or somesuch.

Related

Resizing and rotating an image file efficiently (with/without renderscript)

Whenever we need to rotate and resize a huge image file on Android (no bitmap allocated yet), the usual steps would be to first load the image into a resized bitmap, then do the rotation on another newly created bitmap.
If I do the rotation first I'll probably end with the dreaded OutOfMemoryError. This is quite logical and I'm OK with that.
Problem is, both approaches include having two bitmaps at once in memory at some point, and I'm on a tight memory budget here, even after implementing bitmap scaling as the official docs say (https://developer.android.com/topic/performance/graphics/load-bitmap). A typical implementation looks like this:
Bitmap bitmapResized = resizeBitmap(fSource, nTargetWidth, nTargetHeight);
Bitmap bitmapRotated = rotateBitmap(bitmapResized, nOrientation);
[recycle both bitmaps here]
Is there any way to do both steps at once in a memory lightweight fashion?
I have read about renderscript but I wasn't able to find code that does not take an already allocated bitmap.

What is the best way to load heavy bitmap in the imageview?

I as a new programmer, totally confused of the OutOfMemoryException whenever I use BitmapFactory.decodeStream(is,option) method which returns Bitmap object. As every application have its virtual machine budget, if it exceeds it throws OutOfMemoryException and application crashes as bitmap is heavy. So can anyone help me out for this. I have to set the image as on ImageView using setImageBitmap(bitmap) method. unless until m not able to make Bitmap reference how can i set it to ImageView?
I had the same problem so I used the following options
BitmapFactory.Options options=new BitmapFactory.Options();
options.inPreferQualityOverSpeed=false;
options.inSampleSize=10;
options.inScaled=false;
options.inTargetDensity=100;
I hope this will work for you as well
The android development reference includes lots of examples and guides for new Android devs.
Here you can find a dev guide explaining the bes practices in loading bitmaps in your application.
This solution is about scaling down the in-memory image to the size of your imageView to avoid OutOfMemoryException. Because for very large pictures you don't need to load every single pixel if your screen is only 720p wide for example.
If you testing the app on emulator, then try increasing the size of VM heap by editing the AVD. Hope this will help you.
try decoding your bitmap and then use it.
try this
Bitmap bitmap = Bitmap.createScaledBitmap(ImageResource,desired height , desired width ,false);

Android pre-honeycomb bitmap management

For my application I need to load a bitmap which sometimes can be really large. I'm getting OutOfMemory errors even on devices like galaxy S2. I searched around and found that I need to recycle the bitmap.
Previously I was loading the bitmap with BitmapFactory, creating a new scaled bitmap, and creating a bitmapdrawable all in one line. By doing this am I loading two bitmaps into memory? Should I create the initial bitmap and then recycle it after creating the scaled bitmap?
If the activity will be launched frequently should I load the bitmap once to a static field or should I recycle and recreate every time?
Thanks
Split the process into multiple steps. If you are measuring the bitmap against the available screen space and then loading a scaled bitmap, you can do the first step without loading the bitmap into memory using BitmapFactory.Options.inJustDecodeBounds. This will give you a Bitmap object without the pixel data but with the width and height properties. Then use that to decode your scaled bitmap using BitmapFactory.Options.inSampleSize.
Google these terms and you'll find tons of sample code doing just this. And yes, don't forget to recycle when you're done with a Bitmap.
https://www.google.com/#q=BitmapFactory+Options+inJustDecodeBounds+inSampleSize

Bitmap Image out of memory

I know there is a lot of discussion about android bitmap images out of memory but I was wondering if someone could explain it to me..
Currently in my app I have an activity which lists image thumbnail (low quality) and when I click an image it opens a new activity to view the image full screen. In my 2nd activity class I have:
BitmapFactory.Options options = new BitmapFactory.Options();
options.inSampleSize = 1;
bm = BitmapFactory.decodeFile(myImagePath, options);
I then put this into an ImageView to display it. This works and displays my image to its full quality. However if i click back and then click to see that image again (and repeat this 6 times) .. on the 6th time opening the image (activity2) I get an out of memory error saying Heap size=6919KB, Allocated=3125KB, Bitmap Size = 25848KB!
How is bitmap size that big? I assumed it may be creating new instances all the time so I then decided to put a method in my 2nd activity for when the back key is pressed..and in this method I set my bitmap=null and also did System.gc() to clear the garbage collector BUT this did not fix the problem. I still get an out of memory error on the 6th time of clicking on the thumbnail to view the image in full resolution
Can anyone explain why? Thanks
There is some great information from android that explains it all in detail, and how to overcome this problem here.
Each pixel is 4 Bytes. 6M Pixel = 24MBs
One photo can use up all the Memory.
Bitmaps take up a lot of memory, especially for rich images like photographs. For example, the camera on the Galaxy Nexus takes photos up to 2592x1936 pixels (5 megapixels). If the bitmap configuration used is ARGB_8888 (the default from the Android 2.3 onward) then loading this image into memory takes about 19MB of memory (2592*1936*4 bytes), immediately exhausting the per-app limit on some devices.
Again I point you to this great link I found from another SO Question that has tutorials of how to properly over come the problem.
inSample size should be set so that the image is scaled to the size of the display area (1 = full size) unless there is some reason you think you need all the bits of the image, so 2 would = 1/2 scale 4 1/4 scale etc.
Also try bm.recycle() when you are finished with the bitmap before using =null
Update
Look at the second answer what does recycle do unless you have already tried that and it didn't work. I have done similar things with loading images and never run out of memory, that's not proof that it will work for you, but it's a best practice as far as I can tell.

OutOfMemory error while joining large images

I am joining two images using the code below but it throws an OutOfMemory error my images are around 1MB each.
private Bitmap overlayMark(String first, String second)
{
Bitmap bmp1, bmp2;
bmp1 = BitmapFactory.decodeFile(first);
bmp2 = BitmapFactory.decodeFile(second);
if (bmp1 == null || bmp2 == null)
return bmp1;
int height = bmp1.getHeight();
if (height < bmp2.getHeight())
height = bmp2.getHeight();
Bitmap bmOverlay = Bitmap.createBitmap(bmp1.getWidth() + bmp2.getWidth(), height,
Bitmap.Config.ARGB_8888);// Out of memory
Canvas canvas = new Canvas(bmOverlay);
canvas.drawBitmap(bmp1, 0, 0, null);
canvas.drawBitmap(bmp2, bmp1.getWidth(), 0, null);
bmp1.recycle();
bmp2.recycle();
return bmOverlay;
}
Update: I tried below two answers but it still not allwoing me to create bitmap of such big size the problem is that the resultant bitmap is too large in size around 2400x3200 so its going out of memory.
How can I join large images without running out of memory?
Without loading the image into memory, you CAN get the size of the image, using inJustDecodeBounds. The Bitmap returns null, but all the parameters are set. You can scale down the image accordingly.
If your JPEG images are 1 MiB each, conversion to a BMP will take a lot of memory indeed. You can easily calculate its BMP equivalent by the dimensions of the image. Conversion of such a large image is expected to crash indeed. Android limits its apps to 16 MiB VM only.
Also use RGB_565 instead of ARGB_8888.
So your only solution is:
(a) To use BitmapFactory.Options.inSampleSize to scale down the image
or
(b) Use Android NDK where the 16 MiB limit isn't there.
I use this simple rule of the thumb:
the heavy lifting (both memory/CPU) is done on the server.
So write some servlet that takes the image, resizes it to a specified dimension (probably reduces the pixel depth too) and returns the result.
Piece of cake and it works on any mobile device you need.
Good luck!
I think a solution sort of like Sumon suggests might work.
Figure out the size of the final
image based on what will fit on the
screen.
Get the size of the first image using
the inJustDecodeBounds technique.
Figure out the size of the first
image in the final image. Calculate
re-sizing parameters.
Resize image, loading into memory.
Write resized image back to disk.
Recycle the bitmap. (This will help
when resizing the 2nd image)
Repeat for the second image, only you
can skip the writing to disk part.
Load first image.
If you only need to display, then just do that. If not then you can combine into a single bitmap at this point and write to disk. If this is the case, it may be difficult because you wil have essentially 2x the screen size in memory. In that case I would recommend resizing smaller. If you can't go smaller, then you will have to go the NDK route, thought I'm not sure how much that will help. Here's an amusing intro to the NDK and JNI. Finally, I would highly recommend developing this using a phone running Android 2.3+ since its use of heap-allocated bitmaps will make debugging much easier. More about those here.
It's not necessary that the space taken by in-memory representation of bitmaps correspond closely with file size. So even if you have 3mb memory available to jvm, you might still get OutOfMemoryException.
Your code is creating three in-memory images simultaneously. If you can find the size of both images without reading the complete files, you can modify the code in a way to have only one of the source images in memory at a time. If even that doesn't prove to be sufficient you might need some sort of streaming method of reading the images.
you may get some idea from here.
Are you trying to display this super large image or are you just trying to save it?
If your trying to display it. Cut the images into tiles. Then only display the tiles that are being viewed. If the user zooms out you need to reduce the size of the bitmap before showing the whole thing.
If your trying to save it, try saving it in sections to the same file by cutting the image up.
Loading 2 1m files in memory then creating a 2m file leaves you with 4M in memory for your images alone. Dynamically loading and unloading the memory solves this issue similar to tiles on Google maps or dynamic zooming in other map oriented solutions.
If you need to return that huge 2400x3200 bitmap as your result, there is no way to actually realize this goal. The reason is that 2400*3200*4 bytes ~ 30 Mb! How can you hope to implement this method, when even you can't even fit the return value into your limited heap space (ie 16Mb)?
And even if you used 16-bit color, it would still fail because you would end up using about 15MB, which would not leave you enough space for the language run time.

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