Android :: Bitmap OutOfMemory On Multiple Screen Changes
Aug 10, 2010
I have a bitmap that I load from the SD card by allowing the user to choose a picture to display. Once the bitmap is created, I set the Bitmap in an ImageView:
CODE:.........................
This works fine. But, if I change the screen orientation from portrait to landscape, and back again a few times, I always get an OutOfMemory exception.
In onPause, I call mBitmap.recycle(), and then on onResume, I call the above code again to create the bitmap and set the ImageView. Since I'm recycling the image each time, how can I get an OutOfMemory error?
In any case, since that failed, I found a post that said to try using onRetainNonConfigurationInstance() and getLastNonConfigurationInstance(). See post http://stackoverflow.com/questions/3250987/save-cache-when-rotate-device/3252547#3252547. I changed my code to work this way, and I still get an error. Changing the code, I had the call to getLastNonConfigurationInstance() in onCreate(), and removed all code in onPause and onResume. provide some way to simply load an image, and then be able to pause and resume the Activity without running out of memory?
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Jul 23, 2010
I am trying to set a different wallpaper for every home screen, but I get OutOfMemory issues. I have 5 Bitmaps which I am trying to overlay on a wallpaper Bitmap which is 5 times the display width. Using the code below I get OOM. The problem seems to be the first line of code which creates the large wallpaper Bitmap. My question is whether there is a way to do this (i.e. some way that takes up less memory, or someway to allocate more memory?).
CODE:.......................
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Nov 5, 2010
In my application I load a couple of images from JPEG and PNG files. When I place all those files into assets directory and load it in this way, everything is ok:
CODE:..................
But when I try to load the exact same images from sd card, I get an OutOfMemory exception!
CODE:..............
This is what I get in the log:
CODE:...........
UPDATE: Tried both of these on real device - it seems that I can't load more than 12MB of bitmaps into whatever is called "external memory" (this is not an sd card).
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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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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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Feb 22, 2010
To any normal android Widgets based on View( Button ,TextView ...), I wanna manipulate the bitmap data before it is drawn on screen. I have tried the onDraw(Canvas canvas) method, But when the programe hit the onDraw(Canvas canvas) method, I think the bitmap has already been drawn to screen.
If there is any way that I can get the bitmap data before it's drawn to screen, so I can prevent it from being displayed , but grab the data, put it on the intent for some further use?
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May 14, 2010
I'm working on an Android application that needs to download an image and display it inside an image view. The Bitmap is passed to the main java file and added to the image view like this:
CODE:.......
This works, except that the left side of the image disappears off the screen. The ImageView is in a ScrollView and the scroll view maintains the correct size. This means that there is black space to the right in the ScrollView and the image is cut off to the left.
The XML for the ImageView is this:
CODE:.......
Any idea why my image is being cut off?
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Oct 29, 2010
I'm trying to create a MapView in a service (live wallpaper), but have it hidden so that I can render it to a Bitmap, and then map it to a texture to render in opengl. I have a Canvas and a Bitmap, and I intended to call myMap.draw(myCanvas) in order to get it into the correct bitmap so that I could then bind it as a texture.
When I Initialize I do the following:
myMap = new MapView(ctx, APPSTATICS.MAP_API_KEY);
I get an error:
java.lang.RuntimeException: stub at com.google.android.maps.MapView.<init> (Unknown Source)
Why I can't create a new mapview which I can use to draw to a offscreen bitmap?
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Oct 28, 2010
I have a large image on the screen and I want to display a small image on that image where I touch the screen. but I do not know how to change the position of the image when I touch on the screen and the small image must display where ever I touch on screen.
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Jun 3, 2010
Is there way to dump the current screen to a bitmap in Android?
And what about dump screen of other applications? For example, running a service background, the foreground app could send an intent to start the service, and capture the current screen and save as a bitmap.
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Oct 4, 2010
With imageview and network-thread,i am making live cam-view ,bitmap size is "360 240", after parsing network-data to bitmap. Code...
All thing is good ,i can see live-cam but, to fit image in screen like " Bitmap.createScaledBitmap(orgBitmap, width, height / 2 , true)" Seeing bitmap is getting slow , the bigger bitmap is , the more speed down finally, shut-downed.
how to fit image in screen without pain?
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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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Jan 25, 2010
I am facing an Out Of Memory Exception while playing with the application for sometime. I looked in to HeapDump using MAT, and also monitored the heap through DDMS. But HeapDump looks good to me and DDMS heap size is well in limit. Still I am getting this Exception.
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Apr 18, 2010
I really don't know why it's giving me this error... I load an ImageView with an image of 692kb .jpg, using scroll options, so you can scroll it around... the strange it's that when the mobile it's connected to the VM it's less possible to happen. So...how can I prevent this? is there anyway that I can free memory when starting the app? can I tell the system to free memory before loading the image?
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May 21, 2010
I have a really long collection with 10k items, and when running a toString() on the object it crashes. I need to use this output somehow.
CODE:..........
Guide how to increase the heap for and Android application. I don't run the command line.
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Oct 2, 2010
I'm having a hard time resolving a crash report. It's an OutOfMemory exception that occurs during the setContentView in the onCreate of my main activity.
I just want to be sure I understood Android LifeCycle well :
1) The onCreate of my main activity is called once and only once during the life time of my application ? Is that correct ?
2) Just like for the big bang, before the oncreate of my activity, nothing exists for that activity, so memory consumption is zero, no objects exists right ?
So what can cause that sometimes, with random framework and devices, I get an OOM exception ? I mean if say my background image is causing this, it should blow up everytime, on every device, shouldn't it ? I mean the result should be reliable.
The background image is a standard jpg : 360*480 weighing 37kb, nothing fancy really :s
The crash report below :
CODE:.....................
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Nov 5, 2010
In my app, I am creating a bitmap from its colors code like this :
CODE:................
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Sep 17, 2010
I create Android applications for my job. Eclipse is open all day and I am frequently editing XML files for layouts, etc. I find that creating/editing these XML files pushes up the memory use of Eclipse. Eclipse never seems to release any of the memory and eventually Eclipse tells me that there has been some sort of workbench out of memory error and I have to exit. It will not let me save or do much of anything after this point.
Is there a workaround for this? I don't want to have to exit Eclipse and start it up because of this memory issue. Why won't Eclipse free up its memory use? It just keeps going up. I am still having issues with running out of memory, the eclipse.ini suggestions did not fix it.
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Jun 10, 2010
memory - after only 2-3 minutes I get Force Close and outOfMemory Error. I have only onCreate (I know, stupid, but I didn't knew for anything else as I started only few weeks ago) and inside I have...
@Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main);
many lines of code...manipulating with SQLite databases...
}
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Aug 24, 2010
I have an Android app that in the onCreate() method, preloads a lot of graphics.
When I test my app on my HTC Aria and launch it, it runs fine. However, if I press the back button to exit my app, and then launch the app again, it crashes with an OutOfMemoryError: bitmap size exceeds VM budget. If I then launch the app for the third time (right after it has crashed) it launches fine. Then if I close and re-launch it, it crashes again with out of memory. It continues this every-other-time-crashing pattern forever if I keep trying.
I checked to see what life cycle methods were being called and onStop() and onDestroy() are both being called when I exit the app, yet I have a feeling that something is not yet being cleaned up and that by "crashing" the app when I try to launch it the second time, it somehow free's the memory.
Any thoughts on what could be happening or how to remedy this? Please let me know if you need me to post more info.
Info: My app is fairly simple and only has 1 activity that plays some frame animations.
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Mar 3, 2010
Our app has some memory peaks, which let the heap grow to 13M. After the peak, there's 9M of free heap. Everything's fine until Bitmap objects come into play. Despite having 9M of free heap creating Bitmaps, which have only some 100k, now fail with a OutOfMemoryException!
My theory: Allocation fails if (Java) heap *size* plus external allocations (e.g. Bitmaps) exceed 16M, no matter that there is lots of free memory in the heap. The VM could shrink the heap, but actually does not. Would be quite a flaw in the VM.
Does anyone share this theory?
On the downside of this theory: I do not see anything appropriate (killing the process is probably not) an app developer could do to prevent those OutOfMemoryExceptions given that those memory peaks are legitimate and unavoidable.
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Mar 22, 2010
I have an application which fetches data from server and shows it in different lists in my application. I used the adb shell procrank command to find out the memory usage of my application It takes 10 mb for the UI (I have a single Activity ,but many layout files), And the data which comes from the server is stored in memory arrays for logical representation on UI (As well as database)and it takes 6 mb of the memory .So application's runtime size reaches to 16 mb and then many a times its crashing after that with OutOfMemoryException. Another major problem is that later for the next client release , the data comming from the server will be around 12 mb.. :( :( So i need to do a major restructuring in the App.I beleive that i cannot increase my App size from 16 mb to more So my question here is , can i have two seperate applications , one of which will fetch the data from the server and keep it in memory as well as database and another App will be used for showing the UI and it will do an inter Application communication to fetch the data and display it on the UI in this App. So the 1st App wil be a backgrond App which will handle Server communication as well as data storage , the second App will start this 1st App .
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Aug 6, 2009
I wonder why I sometimes get an OutOfMemory Exception in mapView when scrolling around on map and zooming in to the max Zoomlevel? Is this a bug in the Zoomcontrols or MapView Lib?
Here the stacktrace:
CODE:.........................
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Aug 25, 2010
I've been trying to make a simple live wallpaper out of a boot animation. So basically i have about 50 .pngs in my drawable folder. I'm able to set the animation to about 10-20 frames and it works great. But once i set it to about 30 frames...I get an OutOfMemory Error. I was hoping maybe someone could take a look at my code and maybe give an example of how I could achieve more frames? That would help so much i've been looking at this for hours > <
Here's my code:..................
And here's a logcat if that'll help at all:
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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Apr 21, 2009
I sometimes get bug reports that are caused by an OutOfMemory error. It happens when creating a bitmap, but I am pretty sure that it is not the bitmap size that is the real problem, because the instantiation of those images happens > 100.000 times a day without an error report. Those png images are of 4K size (on disk) anyway.
Those bug reports are very infrequent, but still I would love to get rid of them. I can't reproduce the memory growing over 10 MBs (actually way less) when using the app myself and monitoring the memory consumption in DDMS. I also, at no point in time, cache something or hold on to more than one item (article in my case) at a time, except in one list. There the list caches the visible components, which cannot amount to much too and is default functionality from the Android framework.
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Jan 15, 2010
I have a list of 70 text items with image icons(which are stored in drawables folder).
If I launch application the first time and scroll the list slowly - the exception doesn't occur.
When the application is launched the first time and I scroll the list with 'fling' action the following exception occurs:
COD:.....................
After that, if I kill the application with DDMS, start it again and scroll it with 'fling' action, exception doesn't occur. So the exception arises only if application is installed and launched the first time.
Here is the adapter I use for the list:
CODE:................
Is there a way to avoid the exception? Should I catch the exception and escape the memory somehow?
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Nov 17, 2010
I have to manage several Bitmap in a ListView where each row is composed by one thumbnail and one textview. This ListView can be very long, over 500 rows...
There are two problems I have to solve:
1) it is better if I cache all the bitmaps, maybe using SoftReferences in a HashMap. I've tried this way, but I noticed a strange behavior with the SoftReferences. It seems that the GC clean them too fast. Why?
2) In order to implement the cache correctly I'd also like to understand which is the best practice you suggest me to realize a "image lazy loading". For example... I'm thinking to load all the data for first and then to load only the thumbnails, but only those really visible on the device screen at the and of the scroll action.
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Oct 19, 2009
So I'm trying to make sure my apps are compatible with the 1.6 SDK emulator skins WVGA800 and WVGA854. The Android Developers Blog post regarding this seems strange to me. The post talks about upgrading your app using the 1.6 SDK, then says this:
"Note that not all devices will be upgraded to Android 1.6 at the same time. There will be significant number of users still with Android 1.5 devices. To use the same apk to target Android 1.5 devices and Android 1.6 devices, build your apps using Android 1.5 SDK and test your apps on both Android 1.5 and 1.6 system images to make sure they continue to work well on both types of devices."
Now resource directory qualifiers (e.g. "res/drawable-mdpi/" or "res/ layout-large") don't work with the 1.5 SDK. So right now as a dev I have the choice to either:
1) Update my apps with the 1.6 SDK so that they are compatible with the various 1.6 emulator skins and the various hardware configurations coming out. If I do this, the updates will not be available to those users that still have 1.5, which is a "significant number of users."
2) Continue using the 1.5 SDK, without the available tools in 1.6, but try to somehow get my app to render properly in the various 1.6 emulator skins.
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