android Low memory:no more background process ?? Need help - android

I am facing the problem of low memory. Low memory:no more background process And here is the scenario.
I am using a list which gets its data from a string array, it has a custom background, Clicking on item, the list gets another string array to display as second or third level. Information for three levels written in database.
After third level, there are two more levels for which data is going to be fetched from web services,
And that causes the low memory error.
How can I get rid of the solution?
Edit : After having some digging I found that the GC is trying to (kill or) restart in case of its already crashed com.android.inputmethod.latin/.latinIMEservice. One notable point is that the application is translated in french and italian, but this screen does not have any text for translation, does this information helps??
Edit 2: After a detailed study of traceview I found that all the text views have custom fonts applied in it. (There is a call of TypeFace.createFromAsset()) that IMO causes the crashes.
And the problem lies in the fact that I have to keep the fonts....
can It be possible to avoid crash and have the fonts?? (Because i think the answer is no: But still waiting for some opinions)
Edit 3 : After removing the custom fonts the performance of application is much better. Hence I can suspect the font is the only culprit here. And that's why I am editing question. The font I use is helvetica.
Can using external fonts cause application to crash or running out of memory? If yes can you describe the cause in more detail??
Thanks

If you are using code similar to:
Typeface font = Typeface.createFromAsset(getContext().getAssets(),
"fonts/Helvetica.ttf");
try making "font" a global variable so it only gets loaded once. Otherwise it can be loaded repeatedly, quickly consuming memory. See this message for a little more detail

Well, question is a bit unclear to have answered:
After each level - do you switch/start to another Activity? If so you shouldn't keep anywhere references to old activity. Otherwise it could trigger OOM problems
I suppose you're fetching data using some kind of Cursor alike object. Cursor's are very memory-consuming objects, so you'd better not only just close Cursor's, but you should also call Cursor.deactivate()

Related

Updating an UI upon changes

I am building an app that displays a bunch of information that the user can edit, and I am having trouble keeping the UI updating the data displaid so it is consistent with the new edits done at runtime.
I have implemented updateUI methods that basically look like:
void updateUI(){
((TextView) fieldDisplay).setText(fieldCurrentValue);
...
}
I know I can run this method in things like an AsyncTask or similar stuff that makes it execute continuously. But Im concerned about efficency since its not really necesary to update the UI all the time, but only when the user inputs a value wich is not that often.
What would be the best approach to this?
EDIT:
The question is how to make sure the an UI element shows the current value of a field, regardless of how or why that field is updated.
My case specifically is the with this. Im trying to make an RPG character sheet, and I have like a bazillion Skills, wich are affected by another lot of fields, such as Characteristics, Modifiers, Categories...
The application should behave so, whenever any of the many fields affects it changes, it should display the new value.
Now, since keeping track of what field affects what is part of the problem, if could update whenever any field whatsoever changes, but I dont know how to do that.

Memory Error whilst setting image following screen rotation on Mono for Android

Things were going well until I switched off the screen lock on my device, then things started going wrong intermittently.
I've managed to track the issue down and have some workarounds in mind BUT I would like to know if there is 'best practice' for avoiding or removing the issue.
The issue:
I have an application which changes images based on the application status.
The images are not huge but quite large (231k~) and are stored as resources.
After several screen rotations (I counted 27 with a project using a single ImageView), loading the images fails with Exception of type 'Java.Lang.OutOfMemoryError'
Stripped down to the barest project, the following demonstrates the problem:
protected override void OnCreate (Bundle bundle)
{
base.OnCreate (bundle);
// Set our view from the "main" layout resource
SetContentView (Resource.Layout.Main);
//get a reference to the ImageView
var imageView = FindViewById<ImageView>(Resource.Id.imageView1);
imageView.SetImageBitmap( Android.Graphics.BitmapFactory.DecodeResource( this.Resources, Resource.Drawable.Ready) );
}
The above code is the only method I used to reproduce the issue.
Whilst attempting to resolve, I extended the example so that imageView was released in OnDestry:
protected override void OnDestroy ()
{
base.OnDestroy ();
imageView.SetImageBitmap( null );
imageView.DestroyDrawingCache();
imageView.Dispose();
}
This made no difference unless I added GC.Collect() which I don't want to do.
The best workaround I've currently thought of so far would be to modify the code as follows:
static Bitmap _ready = null;
private Bitmap GetReadyImage {
get {
if (_ready == null) {
_ready = Android.Graphics.BitmapFactory.DecodeResource (this.Resources, Resource.Drawable.Ready);
}
return _ready;
}
}
protected override void OnCreate (Bundle bundle)
{
base.OnCreate (bundle);
// Set our view from the "main" layout resource
SetContentView (Resource.Layout.Main);
//get a reference to the ImageView
imageView = FindViewById<ImageView>(Resource.Id.imageView1);
imageView.SetImageBitmap( GetReadyImage );
}
This relies upon a static reference to each Bitmap and a property accessor for each.
I could even write a method which stores the images in a static List to save writing property accessors for each different property/variable.
I could perhaps add the flags ConfigurationChanges = ConfigChanges.Orientation | ConfigChanges.ScreenSize |ConfigChanges.KeyboardHidden) but this would break the normal Activity lifecycle which I've read isn't best practice?
I find it strange that having scoured the web, I've not yest encountered similar issues or examples. I'm left wondering how most others deal with this?
Any thoughts or comments are much appreciated.
I can only approach this problem from a truly native perspective, as I have not worked directly with the Mono framework.
The described symptoms are 100% indicative of a memory leak in the Activity, but the code shows no real evidence. If you can truly produce the issue with a project containing only one Activity and those four lines of code, it sounds to me like it is perhaps a framework bug that ought to be filed with Xamarin. Have you attempted to create the same simple project in pure Java to see how the results fare on the same device/emulator you are using? It would also be interesting to know if the issue is localized to a specific version of Android. I have never seen this particular behavior before in a native application project.
The awkward part is your statement that forcing a garbage collection makes the problem go away. You're right, you shouldn't have to do that, but a true memory leak (i.e. an unreleased reference) would still persist even if you hit the GC several times. The Android paradigm of destroying and re-creating the Activity on each rotation is such that even if the old Activity lived for awhile, when memory was tight it (and all its references) would quickly be collected to make room for a new instance. If this is not happening, and each Activity is living on past even the system triggered GC passes, perhaps there is a stuck reference in the native code generated by Mono.
Interestingly enough, technically your workaround actually does introduce a true leak, by attaching the Bitmap to a static field that is never cleared. However, I agree that in comparison it seems like a more efficient move. A simpler workaround might also be to code your Activity to manually handle configuration changes (I don't know if Mono is different, but this is accomplished by adding android:configChanges="orientation" to the manifest file). This will keep your Activity from being recreated on each rotation, but it may also require you to reload your view hierarchy if you have different layouts for landscape and portrait. However, even if you have to do this the Acitivity instance will be the same you can safely save the Bitmap without resorting to a static field.
However, if you cannot reproduce the problem with the same project in a native Java project, I would report a Mono bug.
Hard to see without the entire code but it obviously sounds like you have a memory leak. Screen rotation (due to the destroying/creation of the activity) is known to cause these. You might want to have a read at this article by Romain Guy as well as this talk from last year's IO.

Android Spinner - System view VS User view

I have been creating Spinner controls (Combo boxes/Drop downs) in one of my apps, and was surprised to find out how difficult it was to achieve all of the following features:
User facing Strings are externalized, taking advantage of strings.xml internationalisation (I18N) feature of Android.
Spinner selections operate using a System view, which facilitates not having to work with or map Strings to meaningful values (yuck).
User view to System view mapping should be easy, automated and minimal (i.e not hand rolled for every component).
Others have attempted solutions to this, but universally as far as I could see they suffer from one or many of the following problems:
UI code is creeping into their enum class which doesn’t belong there (messy), nearly all existing solutions suffered from this.
Hardcoded User facing Strings in their enum classes. Because these are not externalized you cannot do I18N using the stock Android features.
Authors typically make the Fragment or Activity an OnItemSelectedListener which perpetuates a common problem of inheritance for convenience, where composition is more appropriate.
I have developed my own solution which does this: http://www.androidanalyse.com/android-spinner-externalize-user-strings-mapped-to-system-enum/
My question is, have I missed something? This seems like something that should not have been this hard (which makes me feel like I'm possibly reinventing the wheel).
Below is some example code showing my solution in-use (which is available Apache 2 license from the link above).
String none = getString(R.string.none);
String light = getString(R.string.light);
String medium = getString(R.string.medium);
String strong = getString(R.string.strong);
SpinnerUtil.createNewSpinner(view, R.id.wind, Arrays.asList(none, light, medium, strong), WindLevel.values(),
new SpinnerItemSelectedListener<WindLevel>() {
public void onItemSelected(Spinner item, WindLevel value) {
// Take whatever action you wish to here.
}});
I would just use ArrayAdapter<WindLevel>. Yes, you created a custom typed listener, but the regular event listener gets the position and can call getItem() on the ArrayAdapter<WindLevel> to get a WindLevel properly typed.
IMHO, the vast majority of Spinner widgets will be populated with material read in from a database, the Internet, or some other dynamic data source, rather than populated by some sort of enum with display values coming from static strings that can be internationalized ahead of time.
This is not to say that your code is useless: if you find it useful, then it was worth writing. And I am sure that there are apps out there that contain your targeted pattern (i.e., a Spinner backed by an enum or equivalent where the display values are known in advance and can be internationalized) who might find your solution useful as well. Every developer who writes enough code cooks up these sorts of helper classes and the like that help map an OS or framework model into something that better fits the developer's own mental model. So long as you are not perceiving any performance issues, it's all good.
Also, note that OnItemSelectedListener is an interface; implementing that interface on an existing class is not inheritance.
I believe the reason nobody answered you is :
What problem are you trying to solve ? Spinners existed prior to your well designed attempt.
Why reinvent them in exactly the same way they exist in Android ?
http://developer.android.com/guide/topics/ui/controls/spinner.html
It is a beautiful wheel indeed you designed, but still, it is just a wheel :)
UPDATE :
I think I begin to understand what you did. This is interesting. I'm not sure why you did not go to the pattern implemented by the ListPreference with its entries and entryvalues.
In fact, I'm not sure I understand why the Android team did not go that route either.
In any case, it is worth proposing your idea to the Android framework. It is after all open source.

How to perform Redo Undo operation in EditText

I want to know is there any method or any link or tutorial to perform redo undo operation in Android edittext. If any one knows than please let me know.
Quick note on the Antti-Brax/Divers(Kidinov) solution. It works great, except if you try to use it with a TextView post-API 23, you'll run into problems, because guess-what, Google actually added a hidden UndoManager (android.content.UndoManager) and didn't document it or make it obvious it was there. But if you have a hard/bluetooth keyboard in Marshmallow or Nougat and hit ^Z or SHIFT-^Z, you'll get undo/redo.
The problem comes if you're already using Antti-Brax's class with an EditText, and you also hook it to ^Z and shift-^Z, you'll run into problems with anyone using a hard keyboard. Namely the ^Z will trigger BOTH the native and Antti-Brax's undo, leading to two undos simultaneously, which isn't good. And after a few of them, you'll probably get a Spannable out of bounds crash.
A possible solution I found is to subclass the TextView/TextEdit/whatever and intercept the undo/redo calls from the TextView so they don't run as follows:
#Override
public boolean onTextContextMenuItem(int id) {
int ID_UNDO, ID_REDO;
try {
ID_UNDO = android.R.id.undo;
ID_REDO = android.R.id.redo;
} catch (Resources.NotFoundException e) {
ID_UNDO = 16908338; // 0x1020032
ID_REDO = 16908339; // 0x1020033
}
return !((id == ID_UNDO) || (id == ID_REDO)) && super.onTextContextMenuItem(id);
}
Those magic id numbers were found here, and are used only as a backup if the android.R.id.undo values aren't found. (it also might be reasonable to assume that if the values aren't there the feature isn't there, but anyway...)
This is not the best solution because both undo trackers are still there and both are running in the background. But at least you won't trigger both of them simultaneously with ^Z. It's the best I could think to do until this gets officially documented and the getUndoManager() methods of TextView is no longer hidden...
Why they made a feature you can't turn off (or even know if it was there or not) "live" in released Android I can't say.
I just opened an issue on Android's issue tracker if anyone wants to follow this.
There is an implementation of undo/redo for Android EditText in
http://credentiality-android-scripting.googlecode.com/hg/android/ScriptingLayerForAndroid/src/com/googlecode/android_scripting/activity/ScriptEditor.java
The code works but does not handle configuration changes properly. I am working on a fix and will post here when it is complete.
My Google search was :-
android edittext onTextChanged undo
I know this is an old question, but as there is no accepted answer, and this is an issue I've tackled myself from many angles, I'd like to add my solution in case it helps anyone. My answer is probably most relevant to large (1,000words+) volumes of text editing apps that require this feature.
The simplest way to resolve this problem is to make periodic copies of all text on screen, save it to an array and call setText() every time the Undo method is called. This makes for a reliable system, but it isn't ideal for large (i.e. 1,000words+) text editing apps. This is because it:
Is wasteful. It could be that only one word changes in a two thousand word document, so that's one thousand, nine hundred and ninety nine words needlessly committed to memory.
Can lead to performance issues, as some low-tier hardware struggles with rendering large amounts of text. On some of my test devices, this method can lead to freezes of a few seconds whenever Undo is called.
The solution I currently use is comparatively complex, but I've published the results in a library here.
Essentially, this library saves a copy of text as soon as a user begins typing, and then another copy of text once they've stopped typing for a set amount of time (in my case, two seconds). The two text strings are then compared, and the altered section of text returned, the indexes where the alterations occured, and details on whether or not the change was an addition of new text, a deletion, or a replacement of old text with new text.
The net result is that only the necessary text is saved, and when Undo is called, there is only a local delete(), replace() or insert() call, which makes for much faster operations on large text fields.
Here is the undo/redo implementation that was linked to from Gary Phillips' answer extracted into a reusable and universal undo/redo plugin for any widget that descends from a TextView. I added some code for persisting the undo history.
http://code.google.com/p/android/issues/detail?id=6458#c123
Hope this helps.
To preserve EditText Styling with regards to undo:
You can create an ArrayList<EditText> or ArrayList<String> (String containing html text) to store your last 10 (for example) actions. So ArrayList [0] would contain html text from your first action and ArrayList [9] would contain html text from your very last action. Each time the user taps "undo" in your app, you would apply ArrayList [size()-1] to your EditText and then remove ArrayList [size()-1] from your Array.

Android -- Object Creation/Memory Allocation vs. Performance

This is probably an easy one. I have about 20 TextViews/ImageViews in my current project that I access like this:
((TextView)multiLayout.findViewById(R.id.GameBoard_Multi_Answer1_Text)).setText("");
//or
((ImageView)multiLayout.findViewById(R.id.GameBoard_Multi_Answer1_Right)).setVisibility(View.INVISIBLE);
My question is this, am I better off, from a performance standpoint, just assigning these object variables? Further, am I losing some performance to the constant "search" process that goes on as a part of the findViewById(...) method? (i.e. Does findsViewById(...) use some sort of hashtable/hashmap for look-ups or does it implement an iterative search over the view hierarchy?)
At present, my program never uses more than 2.5MB of RAM, so will assigning 20 or so more object variables drastically affect this? I don't think so, but I figured I'd ask.
Thanks.
Yes, this would be correct to cache references to the views. That's what the ListView's Tag/Holder is about which is there for performance reasons.

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