Android :: Total Memory Doesn't Grow To Make Room For Bitmap?
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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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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Sep 10, 2010
Currently I need to get the total memmory of the android phone as part of the summary displayed to the user. Is there anyone who could suggest a way out?
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Feb 13, 2010
Is there a way to get the internal memory widget to show available room on my sd partition?
I thought I saw in the screenshot thread that someone had, but I cannot figure out how.
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Jul 7, 2010
In my android app, is there any way to get the total amount of memory my application is taking up, in the code. I'm using lots of large bitmaps, so it must include external allocations as well. I must, however, be able to get the number in the code, so that I can dynamically adjust to fit the budget I have.
I also need a way to get the total amount I have available (16Mb or 24Mb) as well.
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Jul 6, 2009
Is there a way to retrieve the free memory, total memory and maximum memory of other applications/processes using my application? I use Runtime.getRuntime().freeMemory() but it can only retrieve your current application... If there's somehow a method where I can just input their PIDs or Package Names like "Runtime.getRuntime().freeMemory ().packageName" for example.. Here's my code...
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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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Aug 29, 2010
How can I make progress bar to measure time (pause/playing/total time) of different video which is streaming from website?
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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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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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May 2, 2010
I would like to be able to use OpenGL in the Android to render into a bitmap (or any other sort of buffer I can turn into one), without actually displaying a GLSurfaceView.
The purpose is to dynamically create very complex images using OpenGL, and then drawing those images on the canvas of a MapView.
I have tried overlaying a translucent GLSurfaceView over a MapView, my preferred approach, but it has some problems:
1) I have complex menus I need to display from either the MapView or the GLSurfaceView. I have been doing this using a ListView with its own activity. Unfortunately, that activity pushes the MapView down the stack. The result is a bit of flickering when the ListView activity finishes, popping the MapView back to the top. Even worse, if I use the ListView to overlay the GLSurfaceView (giving it the same complex menu capabilities), when it finishes, the GLSurfaceView reappears but the MapView doesn't display.
2)As soon as the GLSurfaceView is created, the MapView stops fetching and rendering tiles. There seems to be no way to know when the MapView is complete, so I have to delay an arbitrary interval before creating the surfaceview.
3) When the GLSurfaceView is present, the MapView's built-in user interface functions are obscured.
Anyone know if there is a way around any of these problems?
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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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May 31, 2010
I have some images that I loaded from a remote source stored in Bitmap variables and I want to display them. In addition to switching between these images the user should also be able to zoom and pan them. My first idea was to somehow pass them via an intent to the built-in gallery application but this doesn't seem to be possible.
A solution that is suggested in several places is using a WebView since it already supports zooming and panning.
My question is how does my Bitmap data get into the WebView? Do I have to write it to a file first, which I would have to remove again later, or is there an easier way?
Or are there even better ways to accomplish my main goal, which is displaying Bitmap data as zoomable and panable images?
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Oct 8, 2010
I have an android application to display an image on another. the second image's white color should be converted in to transparent. so i used two imageviews. the original image to be overlayed is bitmap1. image after making transparent is bitmap2. when i run this i got some exceptions atsetPixel method. the code ...
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May 26, 2009
I want to make a mirrored/reversal bitmap from the original bitmap source. But I know only a way of copying pixel by pixel.
Is there a easy/fast way to make a mirrored/reversal bitmap?
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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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Nov 2, 2009
I am trying to make ListView which should display data from db. But the db is filled slowly so want the entries in the ListView to grow dynamically according to the elements in db. For example on a desktop music player when you import a folder to the music library the list with songs is filling in real time with the newly added songs. So how can i get this working on android.
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Apr 19, 2010
I want my view to grow or shrink in one direction like curtains. What animation i can use for this? is this scalling or wht is it ?
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Jul 7, 2009
Is there a way to grow the progress bar from the middle and in both directions? Something like below:
CODE:.............................
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Sep 23, 2010
So I'm loading images from a web service, but the size of the images are sometimes smaller or bigger than other images and the visualization looks silly when I put them in a ListView in android. I'd like to fix the size of my ImageView so that it only shows a portion of the image if it's larger than a preset amount. I've tried everything I can think of setting the setMaxWidth/setMaxHeight, setting the scale type to centerCrop, using ClipableDrawable wrapping my BitmapDrawable, setting using Drawable.setBounds(). I've tried setting in the XML and programmatically, but neither worked. I'm very surprised setting max width/height didn't do anything. Below is the XML I'm using ImageView definition in my layout file
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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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Mar 15, 2010
I have a fairly complex activity the parent being a linearlayout with a table with some basic info and buttons. Then a couple listviews that the user can add items to. So these listviews grow more and more as the user uses the app. The problem I'm running into is the Linearlayout is bigger then the resolution of the screen and so it needs to scroll. So the scrolling doesn't work on the Listviews. I've tried playing with changing the layout_height of the listview and its child element with no success. Is there a way to make these couple listviews expand out to the amount of children? Or am I going about this all wrong? If so what other controls can I use?
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