Android Out Of Memory Error Bitmapfactory
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here for a quick overview of the site Help Center Detailed answers to any questions you might have Meta Discuss the workings and policies of this site About Us Learn more about Stack Overflow android bitmapfactory.decodestream out of memory error the company Business Learn more about hiring developers or posting ads with us Stack bitmapfactory.decodefile out of memory android Overflow Questions Jobs Documentation Tags Users Badges Ask Question x Dismiss Join the Stack Overflow Community Stack Overflow is a community of bitmapfactory.decodestream out of memory android 4.7 million programmers, just like you, helping each other. Join them; it only takes a minute: Sign up Strange out of memory issue while loading an image to a Bitmap object up vote 809 down vote
Bitmapfactory.decodestream Outofmemoryerror
favorite 682 I have a list view with a couple of image buttons on each row. When you click the list row, it launches a new activity. I have had to build my own tabs because of an issue with the camera layout. The activity that gets launched for result is a map. If I click on my button to launch the image preview (load an image off the SD card) the android bitmap decode outofmemory application returns from the activity back to the listview activity to the result handler to relaunch my new activity which is nothing more than an image widget. The image preview on the list view is being done with the cursor and ListAdapter. This makes it pretty simple, but I am not sure how I can put a resized image (I.e. Smaller bit size not pixel as the src for the image button on the fly. So I just resized the image that came off the phone camera. The issue is that I get an out of memory error when it tries to go back and re-launch the 2nd activity. Is there a way I can build the list adapter easily row by row, where I can resize on the fly (bit wise)? This would be preferable as I also need to make some changes to the properties of the widgets/elements in each row as I am unable to select a row with touch screen because of focus issue. (I can use roller ball.) I know I can do an out of band resize and save of my image, but that is not really what I want to do, but some sample code for that would be nice. As soon as I disabled the imag
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Documentation Tags Users Badges Ask Question x Dismiss Join the Stack Overflow Community Stack Overflow is a community of 4.7 million programmers, just like you, helping each other. Join them; http://stackoverflow.com/questions/477572/strange-out-of-memory-issue-while-loading-an-image-to-a-bitmap-object it only takes a minute: Sign up Suggestions to avoid bitmap Out of Memory error up vote 31 down vote favorite 11 I am working on an android application. The application has a view containing lots of image. I had an error, I will try to give as much information as possible hoping someone can give me some suggestions. http://stackoverflow.com/questions/14235287/suggestions-to-avoid-bitmap-out-of-memory-error The application was working great on all the local testings. However, I received lots of crashes from users: java.lang.OutOfMemoryError: bitmap size exceeds VM budget This is the stack trace 0 java.lang.OutOfMemoryError: bitmap size exceeds VM budget 1 at android.graphics.Bitmap.nativeCreate(Native Method) 2 at android.graphics.Bitmap.createBitmap(Bitmap.java:507) 3 at android.graphics.Bitmap.createBitmap(Bitmap.java:474) 4 at android.graphics.Bitmap.createScaledBitmap(Bitmap.java:379) 5 at android.graphics.BitmapFactory.finishDecode(BitmapFactory.java:498) 6 at android.graphics.BitmapFactory.decodeStream(BitmapFactory.java:473) 7 at android.graphics.BitmapFactory.decodeResourceStream(BitmapFactory.java:336) 8 at android.graphics.BitmapFactory.decodeResource(BitmapFactory.java:359) 9 at android.graphics.BitmapFactory.decodeResource(BitmapFactory.java:385) My biggest problem is that I was not able to reproduce the issue locally even on old devices. I have implemented lots of things to try to resolve this: No memory leaks: I made sure there is no memory leaks at all. I removed the views when I dont need them. I also recycled all the bitmaps and made sure the garbage collector is working as it should. And I implemented all the necessary steps in the onDestroy() method Image size scaled correctly: Before getting the image I get its dimension and calculate the inSampleSize. Heap size: I also detect the Max Heap size before getting the image and make sure there is
Contact http://www.monkey-x.com/Community/posts.php?topic=1894 us ForumsModule Registry Android - out of memory http://android-solution-sample.blogspot.com/2011/10/bitmap-out-of-memory.html crashes + solution Hidden Forums / Bug Bin/ Android - out of memory crashes + solution 1 reply to this topic Posted 1+ years ago#1 Xaron If you have the problem that out of you get out of memory errors in the Java VM (typically bitmap size exceeds blablabla) even though you discard not needed images, I've got a solution that I'd like to see in the next official Monkey version. ;)The problem out of memory on my side was that it worked for the first time, but after discarding and reloading an image (usually going from the game back to the menu and vice versa) I sometimes got an out of memory error.So THIS IS THE SOLUTION!In MonkeyGame.java look for:return BitmapFactory.decodeStream( getAssets().open( path ) ); and replace it with:BitmapFactory.Options opts = new BitmapFactory.Options(); opts.inPurgeable = true; return BitmapFactory.decodeStream( getAssets().open( path ), null, opts ); So what does it do?http://developer.android.com/reference/android/graphics/BitmapFactory.Options.html#inPurgeableMark, maybe it's a good idea to add this as default? Posted 1+ years ago#2 marksibly Hi,Sounds good! About Home About Documentation Store Purchase Download Community Forums App Forums Module Registry Applications News Forums Contact Contact us © 2014 Blitz Research Ltd.
BitmapFactory.decodeStream out of memory error) BitmapFactory.Options o = new BitmapFactory.Options();o.inJustDecodeBounds = true; FileInputStream fis = new FileInputStream(files[i].getAbsolutePath());BitmapFactory.decodeStream(fis, null, o);fis.close(); final int REQUIRED_SIZE=70;int width_tmp=o.outWidth, height_tmp=o.outHeight;int scale=1;while(true){ if(width_tmp/2