Android :: Out Of Memory Error In Frame Animation / Solve This?
Mar 23, 2009
I am using frame animation in multiple page where in each page i am using set of png files. First animation is working fine but when i am trying to call second animation it showing
java.lang.OutOfMemoryError: bitmap size exceeds VM budget
Is there any way to solve this issue.
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Apr 14, 2010
I am using a simple frame animation and when I exit and reenter my activity the activity is still referenced in memory.
//This is a sample activity I created to simulate the problem public class MemoryLeakActivity extends Activity {
@Override public void onCreate(final Bundle savedInstanceState) super.onCreate(savedInstanceState);
} @Override public boolean onKeyDown(final int keyCode, final KeyEvent event) {
final Intent i = new Intent(MemoryLeakActivity.this, LeakyActivy.class);
startActivity(i); return super.onKeyDown(keyCode, event);
} }
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Feb 18, 2010
I've created an application that show around 250 images in ImageView. Images are loaded one after another, 15-30 images per second. Basically the whole thing gives an illusion of a rotating 3D object, at least it should.
The problem is next, app hangs when loading certain images(i.e. I see a few seconds of fluid animation and then animation hangs, jump 10-15 frames(images) ahead and continues. It always happens at the same places in animation cycle.
I though that Android might not have enough resources to handle something like this, so I've resized images to half their size, but it did't help. I've tried buffering images but that did't help either(actually, maybe a little, I think that animation looks a little bit smoother).
And now the weirdest thing. I use the touch screen to allow users to "rotate" the 3D object on those images, and while rotating I again experience those hangs at exactly the same places as with the animation.
All images are in .png format and their size vary from 15kB to 40kB.
I use the following code for the animation:
CODE:.....................
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Nov 17, 2010
I'm fading out an imageview with alpha animation. I'd like the image to stay transparent after the animation. Tried with different combinations of fillAfter and fillEnabled, no luck. How can this be achieved?
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Jul 29, 2010
Is it possible in Android to get a callback when a Frame Animation (AnimationDrawable) has completed playing its frame sequence? I know when a Tween Animation has completed, it calls onAnimationEnd(), but is there something similar for frame by frame animations?
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Dec 29, 2009
I'm trying to animate object. I use keyframe animation: I have two vertex buffers (two frames) with vertices of my object - first buffer is for object start state and second for end state. To transform the object I simply use linear interpolation. To make it more clear, please take a look at the code snippet:
CODE:..................
As you can see I actually use one more buffer. vertexBuffer_motion is the one I use to draw my object in intermediate state.
Time for my question. What is the best approach for such keyframe animation on android? Can I somehow avoid (quite time consuming) operations of calculating and copying new state of all vertices to vertexBuffer_motion?
I know I could use VBO but still, I would have to prepare this vertexBuffer_motion and use glBufferData to set data to this VBO (or not?). provide me with some code example showing the best approach for keyframe animation on android?
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May 19, 2010
How do i pause frame animation using AnimationDrawable?
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Aug 6, 2010
Does anyone know if it is possible to apply a frame animation (using an AnimationDrawable) onto a custom button or a toast view? I have posted these questions on Stackoverflow but have received no responses and very few views so I thought perhaps posting to this forum would be a better route. Let me know if this "double posting" is bad form.
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Aug 6, 2010
Is it possible to create a custom button in Android, where the button is idly animating using a frame animation (AnimationDrawable)?
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Jul 22, 2010
In a nut shell, when the app is loaded, it will play a short movie (maybe a few seconds at most @ 12-24fps). I will then have 2 buttons displayed on the screen, and depending on what button is pressed, it I will play another short movie (5-10 seconds). While waiting for the user to make a decision, the movie will be looping.
The movie source is stop-motion photography so it's already chopped up into frames. My question here is if I should use a Frame Animation technique, or if I should use a Movie player for this. All in all perhaps there's less than 100 still frames that make up the stop-motion. I was going to go the Frame Animation route, but I wasn't sure if having so many individual frames would kill the app so I thought I'd post here to see if anyone had any insight.
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Nov 5, 2009
This is the error that eclipse gives with the latest Android SDK code...
Linux myubuntu 2.6.28-16-generic #55-Ubuntu SMP Tue Oct 20 19:48:24 UTC 2009 i686 GNU/Linux
java version "1.6.0_13" Java(TM) SE Runtime Environment (build 1.6.0_13-b03) Java HotSpot(TM) Server VM (build 11.3-b02, mixed mode)
Any clues on how to solve this error?
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Sep 26, 2010
I am following the android licensing documentation (http://developer.android.com/guide/publishing/licensing.html) and when i get to the step that I add the reference of the licensing project (in eclipse) to my project, I get an error in the console (see below) and my project doesn't build. Any ideas on how i can around this? I tried a couple searches on Google, but I didn't come up with anything.
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Sep 10, 2009
I have just recently setup my android environment on eclipse. I am having the following error when I try to run my helloworld program. Here is the error...
Unable to connect to activity manager; is the system running? solve this?
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Feb 3, 2010
I have a code for GLSurfaceView which runs fine with sdk 1.5. I am trying to use it in the sdk 2.0 I am getting following error - > "*Application called a GL11 Pointer method with an Indirect Buffer*"
This is the line at which the error is coming, *gl.glVertexPointer(3, GL10.GL_FLOAT, 0, slicesBuffers[i]);
*Please anybody explains me why this error comes & how to solve it?
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Nov 12, 2010
A fatal error occured while making build of Android 2.2 source code.
The error occured can be found in this link: http://pastie.org/1292955
How to solve this problem ?
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Dec 18, 2009
I would prefer to not have to purchase a Flip Video Recorder to provide me the frame by frame playback needed (coaching girls softball) for instant instruction at practice. Is there an app that provides playback of video at a frame by frame rate?
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Jan 8, 2010
The HTC Hero isn't compatible with Wireless N/N+. I figured this out when my Hero couldn't detect my home wireless, so I went to my router home page and changed the wireless setting to 802.11g only instead of 802.11n & 802.11g & 802.11b. This allowed my Hero to 'see' my network. Hope this helps some people.
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May 21, 2010
Every time I try to go to something on the sense facebook app I get this error message.
"An error had occurred while fetching data. [102/Session key invalid or no longer valid]"
I deleted the sync account and added it back 3 times, and I still get the same thing.
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Sep 28, 2010
While playing some videos, especially while using the G4TV app, I get an error message stating "Cannot play video". The strange thing is the video is playing in the background. Is anybody having this problem? I would greatly appreciate a solution. I love G4 and AOTS and would love full use of this app.
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May 19, 2012
I'm trying to build a live wallpaper using frames. I can't find any good tutorials on how to even build a live wallpaper. When I run app from eclipse i get these errors.
[2012-05-19 22:26:32 - LiveWallpaper] No Launcher activity found!
[2012-05-19 22:26:32 - LiveWallpaper] The launch will only sync the application package on the device!
It does install to the emulator. It all seems to work. I go in to the live wallpaper menu, find my live wallpaper in there open it, it loads. but its not moving through the frames. It only shows the last frame. I set it as wallpaper. It also doesn't do anything. Also would like to center the images.
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.service.wallpaper.WallpaperService;
import android.view.SurfaceHolder;
[code]...
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Apr 15, 2010
I have created a custom component in my program by extending a ViewGroup. This component listens to touch events and are supposed to start animations when the user has move their finger past some certain points.I'm able to start animations while the user is touching the screen. But I'm not able to start animations if the user doesn't move their finger. It's probably that the phone thinks it doesn't have to update the screen if the user isn't moving their finger.I added some logs and according to them the animation starts and ends but it doesn't draw on the screen. I have the same problems when starting an animation with a timer.I use AlphaAnimations and Translate Animations on ImageViews. I have tried to use invalidate() both on the component and the ImageView but it doesn't help.Anyone who has an idea how to solve this?
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Jun 16, 2010
i have a aplication on the android market, in wich exceptions and errors are catched and sent to me by acra. But i receive quite a lot out of memory errors.. In different kind of classes...some my app, some general java.. Does this always mean there is a problem in my app, or can it also be the phone ran out of memory due to a other process? Will users also get a fc dialog?.....................
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Jun 11, 2010
I have a very small activity that must show an image.
If picture is not very small (for example 1.12 Mb 2560x1920) it produces out of memory on change screen orientation. I tried getDrawable.setCallback(null) but no luck.
CODE:...................
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Sep 1, 2010
In my application I change layouts very frequently with most of the user interactions. Each time when a new layout is drawn, the applications memory size is increasing. I can see this in DDMS. This is absolutely fine. I have analyzed my application with memory analyze tool and it shows that there around 42 Table layouts at some point of time and this number increase as user does more interactions with the app. Now my question is why doesn't the GC collect the stale layout objects. Does GC collect on UI widgets also??? I feel it does but can any one tell me what may be the reason for GC not collecting my UI elements.
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Mar 4, 2010
I have a couple of worker threads in my app which I stop and restart during onPause() and onResume(). I use a method that clears all the reference to and from the threads when stopping. However ThreadGroup is still retaining a reference to my threads and causing a small memory leak. After pausing and resuming my app about 40 to 50 times I will then get OutOfMemory Errors when loading bitmaps. Allthough this doesn't effect most of my users I do get occasional reports of crashes. How can I remove the references to my threads from ThreadGroup so that GC can do it's job.
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Jun 14, 2010
I am using following code to display bitmap in my imageview.
when i try to load image of size for example bigger than 1.5MB it give me error
any one suggest me solution? code...
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Sep 29, 2010
I have an application here that has a feature of showing a POI on the map. It's only one POI and it is only drawn when it's actually within the visible screen area. It works perfectly for a while but if I play around zooming in and out and dragging, it will eventually crash. According to Logcat, the reason is always an OutOfMemory error.
At first, I thought it was a bug on the Google Maps API. After some researching and seeing some Romain Guy posts, I was kind of convinced that I had done something stupid on my app that kept me running out of memory from time to time. Then I ran some more detailed tests with Heap Analyzer (Eclipse) on and I saw that even though I had 2+, sometimes 3+ megabytes left of free memory, I was still getting those annoyings Force Close messages caused by OutOfMemoryError. Most of the times it crashes when trying to alocate some 614kb chunk of memory regardless of how much I have left.
This problem happens a lot on Nexus One 2.2.1 and on HTC Evo 2.1. After some little testing, I got no crash neither on G1 1.6 nor Samsung Galaxy S i9000 2.1. But I cannot say for sure the G1 and Galaxy will not show this problem after more testing. I can only think of a memory fragmentation problem. I hope this problem has a solution. I will also be glad if I can just catch this error and prevent the app from crashing.................
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May 22, 2009
I was reading in some other posts that some developers have the same Problem, but till now, no solution. its about the gallery: I have a string array with photos, but when the gallery does show the 2nd Picture it crash with:...............
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Jun 16, 2010
I'm running into OutOfMemoryErrors when allocating bitmaps. This is not something I can reproduce with emulators, and has been reported by a few beta testers with the HTC Incredible. I'm not sure I can solve this directly, and my best hope is to follow best practices for bitmaps and memory thereof. But looking for those best practices based on groups archives left me with more questions than answers. If anyone has a chapter about this in their book, I will buy the book. Here are the things I've mulled over so far:
1. I have a bitmap for a drawing buffer. It is about 3-4 megabytes on some devices. This is the biggest bitmap I have, and without it, I wouldn't be able to much of anything useful in my app. I am assuming that it would not be useful to use inPurgeable if this is a bitmap that is drawn into. Is this true?
2. Next biggest in the hierarchy are some bitmaps that are about 22K bytes and 256K unpacked. Since I believe about 25 of these might be used at one time, I have a cache with a size of 25. I am careful to use BitmapFactory.Options.InPurgeable, so I believe that could make them take only 22K each, but I don't see that as guaranteed. Maybe they are taking 256K each, which would put me in the danger zone. As they are cycled out of the cache, I call bitmap.recycle(). I think this a good practice. Is it?
3. Next are some resources with icon size 32x32 pixels. There are about 50 that could be used or reused. If I use code like this:
Drawable s = mCtx.getResources().getDrawable(R.drawable.symbol_icon);
Where s is a local variable to rendering. Suppose I call this 37 times. Am I to assume that Android will do something smart like create only one bitmap for this resource even if it is used 37 times? Or am I to assume that Android will do something stupid like create 37 bitmaps and keep references in an obscure location that will prevent garbage collection? Do I need to get more access to these bitmaps and do something smart myself?
4. Finally are some other icons used for menus and ImageButtons. Most are declared in layout files - so I don't touch the bitmaps directly.
I'd like to make my memory usage more efficient, but don't want to spend time on things that will amount to shuffling chairs on the Titanic. And how do I best measure this usage? Interestingly enough, I've tried using the Allocation Tracker and it says I haven't allocated a single bitmap. In light of the above, I don't think that's right.
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Aug 27, 2009
I was using ADT for debugging and then I get this Internal error: out of memory error
Is there any way to avoid this?
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