Reputation: 5154
I have a published app that is crashing at startup on Android N when the newly introduced Display size
OS setting is set to too large a value.
When I look in logcat, I see the following message:
java.lang.RuntimeException: Canvas: trying to draw too large(106,975,232 bytes) bitmap.
I've traced the issue to an ImageView in my first Activity that shows a nice big background image. The image in question is 2048x1066 and is in my generic drawables
directory, so no matter the density, this image will be used.
Everything works okay when the Display size
setting is Small
. But when I go up to Default
, it stops working. If I then swap the image out with a smaller one, it works at Default
, but if I go up to Large
, it stops working again.
My guess is that adjusting Display size
up causes your device to behave like a physically smaller device with a higher pixel density. But I don't understand what I'm supposed to do here. If I put in progressively smaller images for progressively higher resolutions, it won't look good on actually large displays. Or am I not understanding something?
Any pointers would be greatly appreciated.
Upvotes: 103
Views: 131141
Reputation: 1382
The problem:
So lets say you have a 2000x2000 image, so the image when loaded in Ram should be: 2000 * 2000 * 4 (considering that image is RGBA so multiplying by 4) = 16,000,000 bytes. Divide the total bytes by 1000*1000 to convert it into megabytes we get 16 MB. So the image will take 16 mb of ram which isn't the problem and the image should load even if the storage taken by image is 5mb or more. The problem is that the default drawable folder is a density folder which has some default medium density, so when loading any image from this folder android scales up the size leading to "drawing too large exception" .
The solution:
Right click res folder -> select "Android Resource Directory" -> Select resource type as drawable -> select "Density" from available qualifiers -> click ">>" then select "No density" from list of density -> click ok. Now move the large images in this folder, no changing in code required.
Similarly, you can use the BitmapFactory options and set inScaled attribute to false when loading bitmap to get a non-scaled bitmap.
Upvotes: 0
Reputation: 11
i solved the problem by simply changing the image extension to .png extension, and it worked just fine with me.
Upvotes: 0
Reputation: 906
Just an addition to the Johan Franzén's answer, maybe it's a good idea to not only add drawable-xxhdpi
density folder, but also add another density folder.
So whatever the android version and size, your app can prepare the image source with the right size :
drawable-hdpi
, drawable-ldpi
, drawable-mdpi
, drawable-xhdpi
, drawable-xxhdpi
, drawable-xxxhdpi
Upvotes: 0
Reputation: 1062
Need to add Manifest file's application tag in between android: add below lines.
android:hardwareAccelerated="false"
Upvotes: 0
Reputation: 733
There are some scenarios where Original Bitmap needs be Drawn into ImageViews, Photo Editing apps etc...,
as bay mentioned above setting
android:hardwareAccelerated="false"
will Cause bad UI experince, You can set hardwareAccelerated Only one selected Activity where high res image to be drawn
<application android:hardwareAccelerated="true">
<activity ... />
<activity android:hardwareAccelerated="false" />
</application>
Upvotes: 6
Reputation: 779
I solved the problem after adding the below code into the Manifest file's application tag in between android: lines.
android:hardwareAccelerated="false"
Upvotes: 57
Reputation: 325
if you use Picasso change to Glide like this.
Remove picasso
Picasso.get().load(Uri.parse("url")).into(imageView)
Change Glide
Glide.with(context).load("url").into(imageView)
More efficient
Upvotes: 1
Reputation: 1
In my case, I just changed the canvas of image which is used in the background using Paint3d(or you can use any other). Here I am sharing a screenshot just go through it.
Upvotes: 0
Reputation: 761
if you are using glide and you are loading 1k of images at a time or some images then it is issue of glide or whatever you are doing to use to set the image view. you can resolve it just by applying scale type in glide.
Upvotes: 0
Reputation: 954
I don't know would it help some one, but I'll just leave it here. In my case - problem was only on Sumsung devices with Android 7, and problem was in splash screen proportions. after changing height to 1024 px - everything works fine
Upvotes: 15
Reputation: 849
The icon files are too large for Android to efficiently and smoothly load. Android recognizes this with its smart algorithms.
You can resize the icon files using Final Android Resizer by asystat. Resize them to "xhdpi" or lower.
Place the resized photos in drawable or overwrite over the existing large icon files.
Then, you're done.
Upvotes: 0
Reputation: 263
Move your image in the drawable to mipmap-xxhdpi.Your image is in bitmap format so you should put your image in mipmap folder,then it will work
Upvotes: 9
Reputation: 373
Try to use Bitmap.Factory class, this link will help you Loading Large Bitmaps Efficiently
Upvotes: 3
Reputation: 2424
I my case, moving the (hi-res) splash bitmap from drawable to drawable-xxhdpi was the solution.
I had the same problem. I didn't suspect my splash screen to be the problem, since it is displayed when the app is started, but it turned out the splash screen is the problem.
The splash screen in my case has xxhdpi resolution, and it was mistakenly placed in the drawable folder, instead of drawable-xxhdpi. This made Android assume the splash screen had mdpi resolution and scale the image to 3*3 times it's required size and trying to create a bitmap.
Upvotes: 192