Reputation: 1434
Fellow developer, i seek your help.
I have a problem which is memory related. I don't really know how to tackle this so i will just present my code snippets. Bear in mind that, although it is on Xamarin.Android, it will also apply to normal Android.
I use a library which just starts a camera intent. The library (or component) i am using is : http://components.xamarin.com/view/xamarin.mobile. That is not really relevant, but maybe you can point me to other insights why i should or shouldn't be using this library.
Anyway, to start the camera and capture the input. I use the following code :
private void StartCamera() {
var picker = new MediaPicker (this);
if (! picker.IsCameraAvailable) {
Toast.MakeText (this, "No available camera found!", ToastLength.Short).Show ();
} else {
var intent = picker.GetTakePhotoUI (new StoreCameraMediaOptions{
Name = "photo.jpg",
Directory = "photos"
});
StartActivityForResult (intent, 1);
}
}
The onActivityForResult() method is called when i return from this camera intent. In this method, i do the following :
protected override async void OnActivityResult (int requestCode, Result resultCode, Intent data)
{
// User canceled
if (resultCode == Result.Canceled)
return;
System.GC.Collect ();
dialog = new ProgressDialog (this);
dialog.SetProgressStyle (ProgressDialogStyle.Spinner);
dialog.SetIconAttribute (Android.Resource.Attribute.DialogIcon);
dialog.SetTitle (Resources.GetString(Resource.String.dialog_picture_sending_title));
dialog.SetMessage (Resources.GetString(Resource.String.dialog_picture_sending_text));
dialog.SetCanceledOnTouchOutside (false);
dialog.SetCancelable (false);
dialog.Show ();
MediaFile file = await data.GetMediaFileExtraAsync (this);
await ConvertingAndSendingTask ( file );
dialog.Hide();
await SetupView ();
}
Then, in my ConvertingAndSendingTask() i convert the picture into the desired dimensions with a scaled bitmap. The code is as follows :
public async Task ConvertingAndSendingTask(MediaFile file) {
try{
System.GC.Collect();
int targetW = 1600;
int targetH = 1200;
BitmapFactory.Options options = new BitmapFactory.Options();
options.InJustDecodeBounds = true;
Bitmap b = BitmapFactory.DecodeFile (file.Path, options);
int photoW = options.OutWidth;
int photoH = options.OutHeight;
int scaleFactor = Math.Min(photoW/targetW, photoH/targetH);
options.InJustDecodeBounds = false;
options.InSampleSize = scaleFactor;
options.InPurgeable = true;
Bitmap bitmap = BitmapFactory.DecodeFile(file.Path, options);
float resizeFactor = CalculateInSampleSize (options, 1600, 1200);
Bitmap bit = Bitmap.CreateScaledBitmap(bitmap, (int)(bitmap.Width/resizeFactor),(int)(bitmap.Height/resizeFactor), false);
bitmap.Recycle();
System.GC.Collect();
byte[] data = BitmapToBytes(bit);
bit.Recycle();
System.GC.Collect();
await app.api.SendPhoto (data, app.ChosenAlbum.foreign_id);
bitmap.Recycle();
System.GC.Collect();
} catch(Exception e) {
System.Diagnostics.Debug.WriteLine (e.StackTrace);
}
}
Well, this method sends it good on newer devices with more memory but on lower end devices it ends up in a Out of memory error. Or anyway a nearly OOM. When Somethimes i goes well but when i want to take the second or third picture, it always ends up in OOM errors.
I realize that what i am doing is memory intensive. For example :
Then as a final step, the byte[] needs to be released from memory aswell. I already do that on my BitmapToBytes() method as shown below, but i wanted to include it for maybe other insights.
static byte[] BitmapToBytes(Bitmap bitmap) {
byte[] data = new byte[0];
using (MemoryStream stream = new MemoryStream ())
{
bitmap.Compress (Bitmap.CompressFormat.Jpeg, 90, stream);
stream.Close ();
data = stream.ToArray ();
}
return data;
}
Does somebody sees any good parts where i can optimize this process? I know i am loading to much into memory but i can't think of another way.
It should be mentioned that i always want my images to be 1600x1200(Landscape) or 1200x1600(Portrait). I calculate that value in the following way :
public static float CalculateInSampleSize(BitmapFactory.Options options,
int reqWidth, int reqHeight) {
// Raw height and width of image
int height = options.OutHeight;
int width = options.OutWidth;
float inSampleSize = 1;
if (height > reqHeight || width > reqWidth) {
// Calculate ratios of height and width to requested height and
// width
float heightRatio = ((float) height / (float) reqHeight);
float widthRatio = ((float) width / (float) reqWidth);
// Choose the smallest ratio as inSampleSize value, this will
// guarantee
// a final image with both dimensions larger than or equal to the
// requested height and width.
inSampleSize = heightRatio < widthRatio ? heightRatio : widthRatio;
}
if(height < reqHeight || width < reqWidth) {
// Calculate ratios of height and width to requested height and
// width
float heightRatio = ((float) reqHeight / (float) height);
float widthRatio = ((float) reqWidth / (float) width);
// Choose the smallest ratio as inSampleSize value, this will
// guarantee
// a final image with both dimensions larger than or equal to the
// requested height and width.
inSampleSize = heightRatio < widthRatio ? heightRatio : widthRatio;
}
return inSampleSize;
}
Does anybody has any recommendations or an alternative workflow?
I would be so much helped with this!
Upvotes: 0
Views: 2517
Reputation: 1527
This might be a very delayed reply but may helpful to somebody who got the same issue.
For more detail follow this http://appliedcodelog.blogspot.in/2015/07/avoiding-imagebitmap.html
Upvotes: 2