My app is hitting an OOM error at the following line in the source:
image = BitmapFactory.decodeStream(assetManager.open(imgFilename));
Just before the allocation that causes the app to be killed with an OOM error:
(...)
08-05 21:22:12.443: I/dalvikvm-heap(2319): Clamp target GC heap from 25.056MB to 24.000MB
08-05 21:22:12.443: D/dalvikvm(2319): GC_FOR_MALLOC freed <1K, 50% free 2709K/5379K, external 18296K/19336K, paused 58ms
08-05 21:22:14.513: D/dalvikvm(2319): GC_EXTERNAL_ALLOC freed <1K, 50% free 2709K/5379K, external 18296K/19336K, paused 101ms
08-05 21:22:14.903: I/dalvikvm-heap(2319): Clamp target GC heap from 25.073MB to 24.000MB
08-05 21:22:14.903: D/dalvikvm(2319): GC_FOR_MALLOC freed 0K, 50% free 2709K/5379K, external 18312K/19336K, paused 53ms
08-05 21:22:22.843: D/ddm-heap(2319): Heap GC request
08-05 21:22:22.963: I/dalvikvm-heap(2319): Clamp target GC heap from 25.073MB to 24.000MB
08-05 21:22:22.963: D/dalvikvm(2319): threadid=1: still suspended after undo (sc=1 dc=1)
08-05 21:22:22.963: D/dalvikvm(2319): GC_EXPLICIT freed 1K, 50% free 2710K/5379K, external 18312K/19336K, paused 116ms
DDMS reports a similar picture about the state of the heap:
Heap Size: 5.254 MB
Allocated: 2.647 MB
Free: 2.607 MB
%Used: 50.38%
#Objects 49,028
Single stepping over this line results in an OOM error:
08-05 21:26:04.783: D/dalvikvm(2319): GC_EXTERNAL_ALLOC freed <1K, 50% free 2710K/5379K, external 18312K/19336K, paused 57ms
08-05 21:26:05.023: E/dalvikvm-heap(2319): 2097152-byte external allocation too large for this process.
08-05 21:26:05.163: I/dalvikvm-heap(2319): Clamp target GC heap from 25.073MB to 24.000MB
08-05 21:26:05.163: E/GraphicsJNI(2319): VM won't let us allocate 2097152 bytes
08-05 21:26:05.163: D/dalvikvm(2319): GC_FOR_MALLOC freed 0K, 50% free 2710K/5379K, external 18312K/19336K, paused 30ms
08-05 21:26:05.283: D/skia(2319): --- decoder->decode returned false
- The size of the file referenced by "imgFileName" is reported to be < 400K on Windows. So why does BitmapFactory.decodeStream try to allocate 2MB?
- Why is there an OOM error when there seems to be enough free space?
This app is targeting Android 2.2 and up.
Thanks in advance!
Android library is not so smart for loading images, so you have to create workarounds for this.
In my tests,
Drawable.createFromStream
uses more memory thanBitmapFactory.decodeStream
.You may change the Color scheme to reduce memory (RGB_565), but the image will lose quality too:
Reference: http://developer.android.com/reference/android/graphics/Bitmap.Config.html
You can also load a scaled image, which will decrease a lot the memory usage, but you have to know your images to not lose too much quality of it.
Reference: http://developer.android.com/reference/android/graphics/BitmapFactory.Options.html
To define the inSampleSize dynamically, you may want to know the image size to take your decision:
You can customize the inSampleSize according to the screen size of the device. To get the screen size, you can do:
Other tutorials: - http://developer.android.com/training/displaying-bitmaps/load-bitmap.html - http://developer.android.com/training/displaying-bitmaps/index.html
While the above answers are obviously correct, a better practice is also to set explicitly the ImageView's bitmap/src property to null, when they're no longer used, mostly when your activity is being destroyed. Any other heavy duty resources( large text, audio, video) etc. may also be nullified. This ensures that the resources are freed instantly, and not wait for the GC to collect.
The size of the file on disk doesn't necessarily coincide with the size of the file in memory. Chances are likely that the file is compressed, which they won't be when decoded. You need to account for that in your calculation.
Multiply the size of the image (width x height) by the color depth of the image to get the in-memory size of the image.
I change the insample size by 2. My problem is resolved. But be sure that quality of image doesnt get destroy.
Basically you can resolve your issue by trying to scale your
Bitmap
and you'll see memory consumption reduced. To do it you can copy he method shown here.Also, there is a dedicated page at Android Developeres that could help you understand better how to load large Bitmaps. Take a look at the official documentation.
I resolved OutOfMemoryError issue using below method