I am having a dialog where users can freely draw inside the dialog.
The dialog is extending a view, and the drawing area is created by
bitmap = Bitmap.createBitmap(getWidth(), getHeight(), Bitmap.Config.ARGB_8888);
However, the drawing need not to be kept, and when the user close the dialog and reopen again, his previous drawing is not needed to be kept and redraw from null.
Detailed codes:
DoodleView:
// DoodleView constructor initializes the DoodleView
public DoodleView(Context context, AttributeSet attrs)
{
super(context, attrs); // pass context to View's constructor
paintScreen = new Paint(); // used to display bitmap onto screen
// set the initial display settings for the painted line
paintLine = new Paint();
paintLine.setAntiAlias(true); // smooth edges of drawn line
paintLine.setColor(Color.BLACK); // default color is black
paintLine.setStyle(Paint.Style.STROKE); // solid line
paintLine.setStrokeWidth(25); // set the default line width
paintLine.setStrokeCap(Paint.Cap.ROUND); // rounded line ends
pathMap = new HashMap<Integer, Path>();
previousPointMap = new HashMap<Integer, Point>();
} // end DoodleView constructor
// Method onSizeChanged creates BitMap and Canvas after app displays
@Override
public void onSizeChanged(int w, int h, int oldW, int oldH)
{
bitmap = Bitmap.createBitmap(getWidth(), getHeight(), Bitmap.Config.ARGB_8888);
bitmapCanvas = new Canvas(bitmap);
bitmap.eraseColor(Color.parseColor("#80FFFFFF")); // erase the BitMap with white
} // end method onSizeChanged
// clear the painting
public void recycling()
{
bitmap.recycle();
}
Writing board:
public void write_board ()
{
writing_dialog = new Dialog(Apple.this, android.R.style.Theme_Translucent_NoTitleBar);
WindowManager.LayoutParams lp = writing_dialog.getWindow().getAttributes();
lp.dimAmount = 0.5f;
writing_dialog.getWindow().addFlags(WindowManager.LayoutParams.FLAG_DIM_BEHIND);
Window window = writing_dialog.getWindow();
window.setGravity(Gravity.CENTER);
writing_dialog.setContentView(R.layout.alert_drawing_pad);
writing_dialog.setCancelable(true);
writing_dialog.show();
writing_dialog.setVolumeControlStream(AudioManager.STREAM_MUSIC);
doodleView = (DoodleView) writing_dialog.findViewById(R.id.doodleView);
alert_close.setOnClickListener(new OnClickListener()
{
public void onClick(View v)
{
writing_dialog.dismiss();
doodleView.recycling();
return;
}
});
Question:
I discover that after opening the dialog several times (7 to 8 times using Samsung Note2), the dialog would lag for a few second and the phone without response, and then further press again some while later, the dialog can appear again and everything is ok.
The logcat at this time reports E/OpenGLRenderer(25296): Out of memory!
and it goes on without hanging for some time.
Yet if further press out for the drawing board, it goes with a serious memory error and this time the system hangs.
FATAL EXCEPTION: main
java.lang.OutOfMemoryError
at android.graphics.Bitmap.nativeCreate(Native Method)
at android.graphics.Bitmap.createBitmap(Bitmap.java:726)
at android.graphics.Bitmap.createBitmap(Bitmap.java:703)
at android.graphics.Bitmap.createBitmap(Bitmap.java:670)
at com.abc.abc.DoodleView.onSizeChanged(DoodleView.java:60)
at android.view.View.sizeChange(View.java:15326)
at android.view.View.setFrame(View.java:15290)
at android.view.View.layout(View.java:15201)
at android.widget.RelativeLayout.onLayout(RelativeLayout.java:1076)
at android.view.View.layout(View.java:15204)
at android.view.ViewGroup.layout(ViewGroup.java:4793)
at android.widget.RelativeLayout.onLayout(RelativeLayout.java:1076)
at android.view.View.layout(View.java:15204)
at android.view.ViewGroup.layout(ViewGroup.java:4793)
at android.widget.FrameLayout.onLayout(FrameLayout.java:448)
at android.view.View.layout(View.java:15204)
at android.view.ViewGroup.layout(ViewGroup.java:4793)
at android.widget.LinearLayout.setChildFrame(LinearLayout.java:1677)
at android.widget.LinearLayout.layoutVertical(LinearLayout.java:1531)
at android.widget.LinearLayout.onLayout(LinearLayout.java:1440)
at android.view.View.layout(View.java:15204)
at android.view.ViewGroup.layout(ViewGroup.java:4793)
at android.widget.FrameLayout.onLayout(FrameLayout.java:448)
at android.view.View.layout(View.java:15204)
at android.view.ViewGroup.layout(ViewGroup.java:4793)
at android.view.ViewRootImpl.performLayout(ViewRootImpl.java:2263)
at android.view.ViewRootImpl.performTraversals(ViewRootImpl.java:2009)
at android.view.ViewRootImpl.doTraversal(ViewRootImpl.java:1251)
at android.view.ViewRootImpl$TraversalRunnable.run(ViewRootImpl.java:6379)
at android.view.Choreographer$CallbackRecord.run(Choreographer.java:791)
at android.view.Choreographer.doCallbacks(Choreographer.java:591)
at android.view.Choreographer.doFrame(Choreographer.java:561)
at android.view.Choreographer$FrameDisplayEventReceiver.run(Choreographer.java:777)
at android.os.Handler.handleCallback(Handler.java:730)
at android.os.Handler.dispatchMessage(Handler.java:92)
at android.os.Looper.loop(Looper.java:137)
at android.app.ActivityThread.main(ActivityThread.java:5493)
at java.lang.reflect.Method.invokeNative(Native Method)
at java.lang.reflect.Method.invoke(Method.java:525)
at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:1209)
at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:1025)
at dalvik.system.NativeStart.main(Native Method)
I have researched and added
bitmap.recycle();
whenever the user closes the dialog. But it still reports the same error.
Are there any way to dispose the bitmap whenever the user closes the dialog?
Thanks!
It looks like there should only be one bitmap in memory at a time. A few thoughts.
First when recycling the bitmap set it to null, also set the canvas to null. If this does not solve the issue, i would be curious to see the code you are using to actually paint the lines. Also getting a heap dump after invoking the dialog and closing it will show you which objects are still in memory, and allow you to quickly track down what is holding on to the bitmap, and it's kinda fun :)
This post is a great start on investigating a heap dump if you have not done it before.
UPDATE
To set the canvas to null, you can do something like this
However upon closer inspection of your code, i see that you are creating a new dialog everytime and then dismissing the dialog. This will not free up the dialog from memory. Try updating your code so you only initialize the dialog if it is null.
First invalidate the reference that canvas or any other object has to bitmap
Second release bitmap resources
If needed, Third, keep the bitmap as WeakReference
Bitmap memory issues a pretty common problem. Try out some of the solutions in this thread
Strange out of memory issue while loading an image to a Bitmap object
You should call this on dismiss of your dialog
bitmap.recycle();
releases the native heap that is used in bitmaps. And setting it to null is to assist the GC to quickly collect your reference.