Android Out Of Memory Error Image View
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Business Learn more about hiring developers or posting ads with us Stack Overflow Questions Jobs Documentation Tags Users Badges Ask Question x Dismiss Join android out of memory error bitmap the Stack Overflow Community Stack Overflow is a community of 4.7 million programmers, just like you, helping each other. Join them; it only takes a minute: Sign up Out of Memory Error ImageView issue up vote 15 down vote favorite 9 I'm new in Android programming and I got android out of memory error bitmapfactory an error that says that my app run out of memory, this exampled I copied from a book and it is working with small pictures resolution, but when I added a few pictures with a bigger resolution out of memory error appears, may be I do something wrong or just don't know all I should yet to work with images, if anyone know what should i change so that this error won't appear again, pleas help. Thank you anticipate! The source code: public class ImageViewsActivity extends Activity { //the images to display Integer[] imageIDs={ R.drawable.pic1, R.drawable.pic2, R.drawable.pic3, R.drawable.pic4, R.drawable.pic5 }; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); final ImageView iv=(ImageView) findViewById(R.id.image1); Gallery gallery=(Gallery) findViewById(R.id.gallery); gallery.setAdapter(new ImageAdapter(this)); gallery.setOnItemClickListener(new OnItemClickListener(){ public void onItemClick(AdapterView> parent, View v, int position, long id){ Toast.makeText(getBaseContext(), "pic"+(position+1)+" selected", Toast.LENGTH_SHORT).show(); //display the image se
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Out Of Memory Error Android Studio
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Out Of Memory Error Android Image
Platform › Android Categories Recent Threads Activity Best Of... Unanswered Help! Unable to clear memory from ImageView. Getting Out of Memory Exception DerekYoussi Derek YoussiUSMember ✭ http://stackoverflow.com/questions/10200256/out-of-memory-error-imageview-issue November 2014 in Android Hello everybody! I'm up against a wall with time, and i'm running into a big where the app crashes because i'm displaying background images, and the images are not being cleared from memory when the activity showing the photo is finished. All I'm doing is loading an https://forums.xamarin.com/discussion/28560/help-unable-to-clear-memory-from-imageview-getting-out-of-memory-exception activity that shows an image, hitting the back button, and loading that activity again with a different image. I don't understand why the image is not being freed from memory since i'm not retaining any references to it. I also do not want to use Recycle() because I may need to display the image again if the user comes back to it. I found all kinda of info on the web, but many solutions just resample the image to a lower size, which doesn't really address the issue of how to clear the bitmap data from memory. This is the main activity
public class MainActivity : Activity
{
int curIndex = 0; private static List
battling with Android’s infamous out of memory errors for most of the past two weeks. It has been seemingly impossible to find a solution for my app which satisfies all of its necessary requirements. I would like to have https://jasonhintlian.wordpress.com/2014/03/05/android-imageviews-and-out-of-memory-errors/ an independent class for handling the execution of images on a background thread. I also http://sunil-android.blogspot.com/2013/08/out-of-memory-exception-during-decode.html want that class to create Bitmaps, which fit the ImageView so as to not waste heap space. Then I want to cache those images, to increase load times while avoiding the creation of duplicate bitmaps, again saving heap space. So what are the problems? Well for starters, I need some way of grabbing the width and height of the ImageView; which out of is more difficult than you would expect. You cannot simply create an ImageView in the activities onCreate method and call its getWidth and getHeight methods because the screen has not been laid out yet. One way you can get around this is to use the ViewTreeObserver class to set up an OnPreDrawListener or a GlobalLayoutListener, then grab the image width and height from within them. For example, you can override the onPreDraw method within the OnPreDrawListener and out of memory fire any code you want from within there. The Android developers page says onPreDraw is the “Callback method to be invoked when the view tree is about to be drawn”. The method is constantly being called; perhaps every time the screen refreshes. That means to use it I needed some kind of catch so my code only fires when a new bitmap is loaded. It was simple enough to handle with a boolean value, but it seemed wasteful to be in a constant cycle when I only need the value once. Another attempt I made was to override the onWindowFocusChanged method in the Activity classes, which holds my fragments and then call a custom method within the fragments to populate the imageView with the properly sized bitmap. At first I thought it worked, but the method is only called when the activity sets up, not when each fragment is loaded. That, and it was not a very modular approach requiring a method override in every activity where I wanted to use images. In the end, I settled on a different solution. I had seen a blog, before this out of memory issue ever began; and I was able to implement the solution. I searched for the blog again but I could not find it, I think because it was a link within one of the hundre
we are loading the image on imageview in the listview. Images come in all shapes and sizes. In many cases they are larger than required for a typical application user interface (UI). For example, the system Gallery application displays photos taken using your Android devices's camera which are typically much higher resolution than the screen density of your device. Given that you are working with limited memory, ideally you only want to load a lower resolution version in memory. The lower resolution version should match the size of the UI component that displays it. An image with a higher resolution does not provide any visible benefit, but still takes up precious memory and incurs additional performance overhead due to additional on the fly scaling. Most of the time when we are taking the picture from the Camera or from the Gallery the image is too large. In that case when we are going to decode the image from the image path then it throw the out of memory exception just because of the when decoding the image that time it store in heap of memory. That contain the small size for executing this process. That's why it give the out of memory exception. So the solution is: we need to decode the via FileOutPutStream or make it first re size the image after we can decode. Both are working perfect in my side. But when we showing the image in list view and we are not resizing the image then our listview working very slow just because of the large image size. So we need to scale the image first. Here I am giving the three option to decode the image from the image path. 1. When decode the image via normal way. String imageInSD = "/sdcard/UserImages/" + userImageName; Bitmap bitmap = BitmapFactory.decodeFile(imageInSD); It gives the most of the time out of memory exception when image size is large. So we need to use Bitmap Option for the same. String imageInSD = "/sdcard/UserImages/" + userImageName; BitmapFactory.Options options=null; options = new BitmapFactory.Options(); options.inSampleSize = 2; Bitmap bitmap = BitmapFactory.decodeFile(imageInSD, null, options); But this is not a good solution for the decode the image. Some time it also gives the Out Of Memory Exception . So let comes in the second way. 2. Decode the Image from the image path via FileInputStream and FileOutputStream. public static Bitmap convertBitmap(String path) { Bitmap bitmap=null; BitmapFactory.Options bfOptions=new BitmapFactory.Options(); bfOptions.inDither=false; /