Android : Anyway To Pre Allocate Memory For A Bitmap?
Sep 27, 2010
Is there any way to pre allocate the memory required for a bitmap. Android's memory model is making it very difficult for me to cache images I need to cache.
It would seem the problem is because the VM heap rarely shrinks itself, so I would like to just allocate memory for bitmaps ahead of time? but I can not figure out how to do this?
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Oct 12, 2010
Below is my code to make bitmap from network-jpeg-stream whose size is 360*288 i don't know how to handle it
CODE:.............
logcat - error:
CODE:................
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Jan 25, 2010
I am getting a "bitmap size exceeds VM budget" error. I have read that there is a 16MB memory limit. In this thread Romain Guy says that "you can only allocate 16 MB of memory for your entire application".
However, my app must be running out of memory long before it reaches that limit. So my question is: how do I allocate memory to my application ... how can I get the allocation to my app increased (within the 16MB maximum)?
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May 27, 2009
I have an app that displays a camera picture as part of it, but if the picture is in memory I get an out of memory exception when an allocation of any size happens no matter what. If the app uses a seekbar in addition to my PictureView the ~900 bytes it allocates are too much. I even tried to load a 16x16 monochrome image on top of the camera pic, but the 256 bytes were too much. I find it extremely unlikely that the object containing the image is precisely the size so that using it alone never causes a crash, but allocating even 256 more bytes exceeds the memory budget. Does anybody know what the problem is?
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Jul 21, 2010
I have a very large image and I only want to display a section the size of the display (no scaling), and the section should just be the center of the image. Because the image is very large I cannot read the entire image into memory and then crop it. This is what I have so far but it will give OutOfMemory for large images. Also I don't think inSampleSize applies because I want to crop the image, not lower the resolution.
Uri data = getIntent().getData();
Input Stream is = getContentResolver().openInputStream(data);
Bitmap bitmap = BitmapFactory.decodeStream(is, null, null);
Any help would be great?
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Feb 26, 2009
Ok I am at the end of my rope. I am doing some image processing. I have a large image file which I open and create a smaller bitmap from. At the end of processing I call recycle on everything. I null everything. I run GC manually.
I then try edit another image and I get an out of VM memory error. Bitmap exceeds etc etc.
I am looking at the heap and the secone edit doesn't seem to cause it to increase at all.
What else can I do. Surely google cannot possibly be suggesting that we can open one large bitmap per session and thats it?
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May 13, 2009
Part of my application allows the user to color-correct images. When i open an image for editing, i'd like to know what, more or less, the available bitmap memory is for the device that the app is running on.
For the G1, the limit is use is about 6MByte (about a full-size image that can be taken by the phone (3MPixels) with 16 bit color ==> 6MByte). If i try to open anything larger, i often get an out-of- memory exception. Limiting it to 6MByte reduces these OOM exceptions by a great deal. However, i can see future devices having more memory available because (as one of the reasons) they can take larger pics (e.g. 5MPixel or something).
Right now, my app just uses a hard-coded limit of 6*1024*1024. Is there a way to make this variable, to future-proof this by examine the device my app is running on. If so, how?
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Aug 10, 2010
I have a list view that display about 25 images with size 60x60 pixels. I dowload this images from internet and I store in an arraylist as Bitmap. I need to save it in a arraylist because a listview will recycle views and so I need, wenn the user scroll, to display the image in the new view WITHOUT downloading again from internet
But after some time I got
java.lang.OutOfMemoryError: bitmap size exceeds VM budget
It seams that I got this exception about after loading 20 images ...
Reading in forum I have read about memory heap.
I try to check the memory heap usage with: Debug.getNativeHeapAllocatedSize and Debug.getNativeHeapSize()
When the exception occours both are about 4M.
But android has more than 4M?
When the application start the values are a little less to 4M so it seams is not a big memory usage or memory leak.
To be sure I want to call : ActivityManager.getMemoryClass() but this method is and instance method and I can't find the object to invoke!
But this method say, that al min should an application have 16M!
Any help? I have seen many topics in google ... but all speak about recycle. But if I recycle a bitmat ... then should I download again from internet?
Should I store the image on flash memory or sd card instead an arraylist in memory?
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Jan 15, 2010
My game - Tower Raiders - is continually floating fairly close to running out of bitmap memory. Unfortunately, I haven't found good information on profiling bitmap memory usage so that I can optimize / make informed decisions / add new content if it allows / etc.
I'm aware that bitmap memory is not heap memory, as it's allocated natively. But that it is accounted for somehow in the VM and influences garbage collection. Maybe it's an oversimplification of how bitmap memory works - but I'd like to find a tool etc or some way of determining I as the game is running right now, there are no more than X bytes of usable bitmap memory remaining.
So, if anyone has any advice etc that would help me in these respects I would greatly like to hear about a workflow for this.
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Jun 4, 2010
I've read a lot of previous messages on this topic but couldn't find universal agreement on the whole. I can't reproduce this in house, but a customer got an OutOfMemoryError when using an icon chooser dialog.
This dialog is much like the Grid1 example - only it's in a dialog.
The bitmap memory seems to run out after running the dialog a few times for a customer, resulting in java.lang.OutOfMemoryError: bitmap size exceeds VM budget. Should I try to call recycle on the bitmap from an ImageView when I reuse the view? Or would the ImageView do that anyway?
But even if I do that, that's only a small portion of the bitmaps because most of them are seen without scrolling. The Adapter and the GridView are both local variables and therefore shouldn't be referenced after the dialog is dismissed.
I do believe that it should be possible to use many bitmaps in an app - Google Maps does it, Picture Gallery does it. But maybe I need to learn more rules. Some say you should call bitmap.recycle, some say you shouldn't have to. Many say calling gc.collect will make it worse, etc.
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Jul 24, 2010
I have a large bitmap that i would like to keep in memory when the qwerty keyboard is visible. My app is always in landscape, so this is the only configuration change that will cause a reDraw. I heard this is what onRetainNonConfigurationinstance() is for...but cant figure it out. Can someone point me in the right direction?
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May 26, 2009
When I pass a Bitmap using the Binder Remote service mechanism, does the internal implementation of writeToParcel/createFromParcel of the Bitmap class use shared memory?
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Jul 22, 2010
I'm developing an image editor for Android. When I do some operations with small pictures (600x600 - 1024x768), the program work well. But when I do some operations with big pictures, I always obtain an OutOfMemory Error. I read read many post trying to have the image in memory. Also I looked at the Android's Gallery, trying to simulate the effect of loading the image with lower quality and get the complete quality after a while. But I doesn't get to work with large images.
I thought of using the parameter inSampleSize but I raised the problem of having to perform operations on the image and save it with the original size, so it no longer serves me. The only thing I've done is use the parameter inJustDecodeBounds and display an error to the user if the image exceeds the available memory.
Is there any possibility of working with large images with no memory problems? I need urgent help.
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Dec 23, 2009
I've been doing a lot of searching and I know a lot of other people are experiencing the same OOM memory problems with BitmapFactory. My app only shows a total memory available of 4MB using Runtime. getRuntime ().totalMemory(). If the limit is 16MB, then why doesn't the total memory grow to make room for the bitmap? Instead it throws an error.............
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Apr 8, 2010
I'm writing game with a large amount of .png pictures. All worked fine. Than I added new activity with WebView and got memory shortage. After that I made some experiment - replace game .png images with ones that just fully filled with some color. As result memory shortage had gone.
But I suppose that Bitmap internally hold each pixel separately so such changes should have no effect. Maybe this because of initial images have alpha channel and my test images have not it?
But actually question is: Will decreasing .png images files sizes make some effect on decreasing usage of VM application heap or not?
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Aug 19, 2010
In my application am displaying a list of names and respective pictures ? I am picking picture from gallery through Durable.getFromPath(). ? am displaying list , some i encountered with out of memory error ? please help me to sort out this error?
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Jul 24, 2010
I am facing a problem of Out Of Memory Error that is bitmap size exceeds vm budget while changing the orientation of the Droid mobile (but not in any of other mobiles like Android normal and Android small).I am displaying 10 images in grid view, each one size is less than 20kb. If i insert 6 images then it doesn't arise that error.
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Nov 16, 2010
I've got a custom view in which I need to draw two bitmaps, one is a background, representing the image of a map and one is a pin which will be drawn on top/left position in canvas.
The both images are drawn onDraw and remain the same during the live of the activity that contains the view. After a while I get a OutOfMemoryError: bitmap size exceeds
VM budget
This means that I have a leak and the bitmaps don't get garbage collected. I asked this question before, but now the situation changed a little. I made a init method where I set the bitmaps I want to use but this still isn't a good approach, the error appears later, but still there.
Here is the code:
public class MyMapView extends View
private int xPos = 0;
private int yPos = 0;
private int space = 0;
private Bitmap resizedBitmap;
private Bitmap position;
private Bitmap mapBitmap;
public void destroy()
resizedBitmap.recycle();
resizedBitmap=null;
position.recycle();
position=null;
mapBitmap.recycle();
mapBitmap=null;
I call the setMapBitmap() and init() on onCreate of the activity that contains the view. In there I know what bitmap will be used as map. onPause of the activity I call the destroy() of the view. I still get errors.
I've read this this but I don't know how to adapt it on my case
I AM OPEN TO ANY OTHER SOLUTION. Please note that I need to resize the map bitmap (based on the height of the layout that contains it in mai activity) and still be able to draw the position on correct place.
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Apr 23, 2009
I captured an image by android G1, now trying to display it as ImageView but it gives me memory allocation exception.
CODE:.............
The default image resolution of G1 camera is 2048 * 1536
I also tried to compress image on selection but still same exception.
CODE:.............
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Mar 1, 2010
Some of you may met the same problem, I was using BitmapFactory.decodeStream, and got this exception: Code...
I know the reason is because the BitmapFactory is trying to decode an uncompressed version of a big image(in my situation, jpg). I can use BitmapFactory.Options.inSampleSize to fix it. but my question is what's the maximum size that VM would like to allocate for loading a image with BitmapFactory? so I can do some scale before it loads.
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Apr 2, 2009
I am 1) taking a picture and 2) then draw another Bitmap on top of it 3) then I store it
I am doing it as follows and it works on the emulator.
On the device I get a OutOfMemoryError: bitmap size exceeds VM budget android.graphics.Bitmap.nativeCopy(Native Method) android.graphics.Bitmap.copy(Bitmap.java:199) in the line copy the Bitmap to get a mutable Bitmap.
CODE:...........
What I am asking:
a) Is there a better way to do what I am doing? 1) take a picture 2) draw another Bitmap on top of it 3) then I store it
b) What is the best way to create a mutable Bitmap from the picture I just took with the camera?
In my app, resolution is not an issue. If it works better for small photos that would be fine.
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Oct 8, 2009
I have two questions actually:
Is it better to draw an image on a bitmap or create a bitmap as resource and then draw it over a bitmap? Performance wise... which one is better?
If I want to draw something transparent over a bitmap, how would I go about doing it?
If I want to overlay one transparent bitmap over another, how would I do it?
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Mar 22, 2009
My goal is the draw a bitmap onto another bitmap but rotated 90 degress. whats the most efficient way to do that. My current method is as follows which is horribly bad because it creates a new bitmap every time.
CODE:.....................
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Jun 22, 2010
I want to draw a shape(many circles particularly) into a Specific Bitmap. I have never used canvas / 2D graphs etc. As i see it i create a Drawable put the bitmap in it then "canvas-it" to the shapes i want etc.
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Dec 2, 2009
How to tell the installer intent to install on memory card or on phone memory ?
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Jan 21, 2010
My application is designed to support both portrait and landscape orientations. Using my HTC IO device, it survives 12 orientation changes before throwing an out of memory exception while inflating my activity.When I follow the recommended procedure of using DDMS to first force a GC and then write a heap dump, and then load it into the Eclipse Memory Analyzer, there is only one retained instance of my application, as there should be. None of the other retained objects are obvious offenders. Just for yuks, I reran the test, and did everything the same way except I didn't force a GC. In this case I see 13 instances of my application, which is more consistent with throwing an OOM exception. Is this telling me something useful? If forcing a GC with DDMS reclaims the memory used by now-defunct instances of my activity, I would have thought the VM would have garbage collected some, if not all of these defunct activities automatically. Do I need to request GC at the very beginning of my activity lifecycle to make sure?
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Jul 10, 2010
iv got a x10i how do i transfer photos from phone memory to my memory card as i can't find an option do do this.
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Jun 24, 2010
My phone is low on memory, when I open my app manager it shows my mail app is using 59mb of memory. I have erased all mail and cleared the cache with no change. I am running android 2.1
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Jun 25, 2010
I have a 4GB SD card and it thinks that it has a total of 200MB on there (Its empty). I have tried formatting it using my Mac & via the phone itself but it continues to believe that its a 200MB MiniSD card.
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Sep 18, 2010
Is there anyway I can install apps onto the memory card rather then the phones memory as I keep getting the 'memory low' message on my phone esp when I install games/apps that are around 15mb in size.
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