Reputation: 350
I'm trying to setImageBitmap but I keep getting the following OutOfMemoryError even after I have implemented the guidelines here https://developer.android.com/topic/performance/graphics/load-bitmap.html:
java.lang.OutOfMemoryError: Failed to allocate a 11345668 byte allocation with 1206384 free bytes and 1178KB until OOM
at dalvik.system.VMRuntime.newNonMovableArray(Native Method)
at android.graphics.BitmapFactory.nativeDecodeAsset(Native Method)
at android.graphics.BitmapFactory.decodeStream(BitmapFactory.java:620)
at android.graphics.BitmapFactory.decodeResourceStream(BitmapFactory.java:455)
at android.graphics.BitmapFactory.decodeResource(BitmapFactory.java:478)
at com.example.myapp.ImageOptimized.decodeSampledBitmapFromResource(ImagenOptimizada.java:50)
at com.example.myapp.Game3Players.onAnimationEnd(Game3Players.java:511)
at android.view.animation.Animation$3.run(Animation.java:381)
at android.os.Handler.handleCallback(Handler.java:751)
at android.os.Handler.dispatchMessage(Handler.java:95)
at android.os.Looper.loop(Looper.java:154)
at android.app.ActivityThread.main(ActivityThread.java:6119)
at java.lang.reflect.Method.invoke(Native Method)
at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:886)
at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:776)
This is the part of the code where I use the method. I randomly choose one card to show one image, and the rest will show another:
ImageView[] cardsArray = new ImageView[3];
cardsArray[0]=cardOne;
cardsArray[1]=cardTwo;
cardsArray[2]=cardThree;
final int index = new Random().nextInt(cardsArray.length);
cardsArray[index].setImageBitmap(ImageOptimized.decodeSampledBitmapFromResource(getResources(), R.drawable.skull, 250, 250));
for (int i=0; i<cardsArray.length; i++){
if (cardsArray[index]!=cardsArray[i]){
cardsArray[i].setImageBitmap(ImageOptimized.decodeSampledBitmapFromResource(getResources(), R.drawable.safe, 250, 250));
}
}
I first tried this because, since I'm replacing an image for another, I want to use the same width and height:
cardsArray[index].setImageBitmap(ImageOptimized.decodeSampledBitmapFromResource(getResources(), R.drawable.skull, cardsArray[index].getWidth(), cardsArray[index].getHeight()));
But this was giving me an error right away. That's why I decided to use a fixed size, 250, but it keeps throwing me the error. What's funny is that sometimes the code runs without a problem, but then when the operation is repeated - maybe the third, fourth, sometimes fifth time - it crashes. Am I possibly doing something wrong which leads to a memory leak maybe?
Just in case you also wanna take a look to the class where I follow the guidelines:
public class ImageOptimized {
public static int calculateInSampleSize(
BitmapFactory.Options options, int reqWidth, int reqHeight) {
// Raw height and width of image
final int height = options.outHeight;
final int width = options.outWidth;
int inSampleSize = 1;
if (height > reqHeight || width > reqWidth) {
final int halfHeight = height / 2;
final int halfWidth = width / 2;
// Calculate the largest inSampleSize value that is a power of 2 and keeps both
// height and width larger than the requested height and width.
while ((halfHeight / inSampleSize) >= reqHeight
&& (halfWidth / inSampleSize) >= reqWidth) {
inSampleSize *= 2;
}
}
return inSampleSize;
}
public static Bitmap decodeSampledBitmapFromResource(Resources res, int resId,
int reqWidth, int reqHeight) {
// First decode with inJustDecodeBounds=true to check dimensions
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeResource(res, resId, options);
// Calculate inSampleSize
options.inSampleSize = calculateInSampleSize(options, reqWidth, reqHeight);
// Decode bitmap with inSampleSize set
options.inJustDecodeBounds = false;
return BitmapFactory.decodeResource(res, resId, options);
}
}
Upvotes: 1
Views: 62
Reputation: 584
You can use loading and caching image libraries for better performance such as Glide or Picasso.
Usage of Glide, for example, is pretty simple:
Glide.with(this).load(R.drawable.safe).into(imageView);
You can resize them too:
Glide.with(this).load(R.drawable.safe).apply(new RequestOptions().override(250, 250).into(imageView);
Most of these libraries handle by their own the cleaning of resources they used; which means that they handle memory efficiently.
Also try not to use very large resolution images and use PNG format if you can choose.
Upvotes: 1
Reputation: 20616
I had the same problem days ago, I missed the copy/paste of my drawable and instead of putting it on drawable-hdpi
(for instance) I put it on drawable
folder, without extension, moving the drawable to a drawable folder with extension worked for me.
Also you can add these lines into your manifest.xml
android:hardwareAccelerated="false"
android:largeHeap="true"
Upvotes: 0