Outofmemory Exception When Loading Bitmap from External Storage

OutOfMemory exception when loading bitmap from external storage

Probably nothing wrong with your API usage, I guess all we can do is infer that using the AssetManager involves less behind-the-scenes heap allocation than opening a random file from the SD card.

800KB is a serious allocation in anybody's book... this will doubtless be for the decompressed image pixels. Given that you know the size of the image, what depth is it? If it's 32bpp then try overriding that using inPreferredConfig.

Strange OutOfMemory issue while loading an image to a Bitmap object

The Android Training class, "Displaying Bitmaps Efficiently", offers some great information for understanding and dealing with the exception `java.lang.OutOfMemoryError: bitmap size exceeds VM budget when loading Bitmaps.



Read Bitmap Dimensions and Type

The BitmapFactory class provides several decoding methods (decodeByteArray(), decodeFile(), decodeResource(), etc.) for creating a Bitmap from various sources. Choose the most appropriate decode method based on your image data source. These methods attempt to allocate memory for the constructed bitmap and therefore can easily result in an OutOfMemory exception. Each type of decode method has additional signatures that let you specify decoding options via the BitmapFactory.Options class. Setting the inJustDecodeBounds property to true while decoding avoids memory allocation, returning null for the bitmap object but setting outWidth, outHeight and outMimeType. This technique allows you to read the dimensions and type of the image data prior to the construction (and memory allocation) of the bitmap.

BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeResource(getResources(), R.id.myimage, options);
int imageHeight = options.outHeight;
int imageWidth = options.outWidth;
String imageType = options.outMimeType;

To avoid java.lang.OutOfMemory exceptions, check the dimensions of a bitmap before decoding it unless you absolutely trust the source to provide you with predictably sized image data that comfortably fits within the available memory.



Load a scaled-down version into Memory

Now that the image dimensions are known, they can be used to decide if the full image should be loaded into memory or if a subsampled version should be loaded instead. Here are some factors to consider:

  • Estimated memory usage of loading the full image in memory.
  • The amount of memory you are willing to commit to loading this image given any other memory requirements of your application.
  • Dimensions of the target ImageView or UI component that the image is to be loaded into.
  • Screen size and density of the current device.

For example, it’s not worth loading a 1024x768 pixel image into memory if it will eventually be displayed in a 128x96 pixel thumbnail in an ImageView.

To tell the decoder to subsample the image, loading a smaller version into memory, set inSampleSize to true in your BitmapFactory.Options object. For example, an image with resolution 2048x1536 that is decoded with an inSampleSize of 4 produces a bitmap of approximately 512x384. Loading this into memory uses 0.75MB rather than 12MB for the full image (assuming a bitmap configuration of ARGB_8888). Here’s a method to calculate a sample size value that is a power of two based on a target width and height:

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;
}

Note: A power of two value is calculated because the decoder uses a
final value by rounding down to the nearest power of two, as per the
inSampleSize documentation.

To use this method, first decode with inJustDecodeBounds set to true, pass the options through and then decode again using the new inSampleSizevalue andinJustDecodeBoundsset tofalse`:

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);
}

This method makes it easy to load a bitmap of arbitrarily large size into an ImageView that displays a 100x100 pixel thumbnail, as shown in the following example code:

mImageView.setImageBitmap(
decodeSampledBitmapFromResource(getResources(), R.id.myimage, 100, 100));

You can follow a similar process to decode bitmaps from other sources, by substituting the appropriate BitmapFactory.decode* method as needed.

OutOfMemory Exception when decoding bitmap

Currently, you are opening an input stream, reading it, decoding a full fledge bitmap, then passing it to the manager, which will convert it to png and store it for later use.

Instead, you can open the input stream, pass it to the manager, which is now in charge of simply storing it for later use.

As you can see, that's one decoding and one encoding less.

Then, the wallpaper manager will be in charge of displaying the image, handling the image size accordingly.

myWallpaperManager = WallpaperManager
.getInstance(getApplicationContext());
myWallpaperManager.setStream(in);

voila !

(That is assuming the wallpaper manager properly handles oversized images, but that is very likely the case)

Out of Memory error with Bitmap

OutofMemory occurs when your app exceeds memory allocated in heap. The bitmap is too large to fit in memory ie heap. In such a case you run out of memory. You need to scale down the bitmap and then use the same. For that check the link below

http://developer.android.com/training/displaying-bitmaps/load-bitmap.html.

There is also a blog @ http://android-developers.blogspot.in/2009/01/avoiding-memory-leaks.html (avoiding memory leaks)

 public static Bitmap decodeFile(File f,int WIDTH,int HIGHT){
try {
//Decode image size
BitmapFactory.Options o = new BitmapFactory.Options();
o.inJustDecodeBounds = true;
BitmapFactory.decodeStream(new FileInputStream(f),null,o);

//The new size we want to scale to
final int REQUIRED_WIDTH=WIDTH;
final int REQUIRED_HIGHT=HIGHT;
//Find the correct scale value. It should be the power of 2.
int scale=1;
while(o.outWidth/scale/2>=REQUIRED_WIDTH && o.outHeight/scale/2>=REQUIRED_HIGHT)
scale*=2;

//Decode with inSampleSize
BitmapFactory.Options o2 = new BitmapFactory.Options();
o2.inSampleSize=scale;
return BitmapFactory.decodeStream(new FileInputStream(f), null, o2);
} catch (FileNotFoundException e) {}
return null;
}

Quoting from the docs

The BitmapFactory class provides several decoding methods (decodeByteArray(), decodeFile(), decodeResource(), etc.) for creating a Bitmap from various sources. Choose the most appropriate decode method based on your image data source. These methods attempt to allocate memory for the constructed bitmap and therefore can easily result in an OutOfMemory exception. Each type of decode method has additional signatures that let you specify decoding options via the BitmapFactory.Options class.

Setting the inJustDecodeBounds property to true while decoding avoids memory allocation, returning null for the bitmap object but setting outWidth, outHeight and outMimeType. This technique allows you to read the dimensions and type of the image data prior to construction (and memory allocation) of the bitmap.

Also check this link for memory management.

https://www.youtube.com/watch?v=_CruQY55HOk

Strange OutOfMemory issue while loading an image to a Bitmap object

The Android Training class, "Displaying Bitmaps Efficiently", offers some great information for understanding and dealing with the exception `java.lang.OutOfMemoryError: bitmap size exceeds VM budget when loading Bitmaps.



Read Bitmap Dimensions and Type

The BitmapFactory class provides several decoding methods (decodeByteArray(), decodeFile(), decodeResource(), etc.) for creating a Bitmap from various sources. Choose the most appropriate decode method based on your image data source. These methods attempt to allocate memory for the constructed bitmap and therefore can easily result in an OutOfMemory exception. Each type of decode method has additional signatures that let you specify decoding options via the BitmapFactory.Options class. Setting the inJustDecodeBounds property to true while decoding avoids memory allocation, returning null for the bitmap object but setting outWidth, outHeight and outMimeType. This technique allows you to read the dimensions and type of the image data prior to the construction (and memory allocation) of the bitmap.

BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeResource(getResources(), R.id.myimage, options);
int imageHeight = options.outHeight;
int imageWidth = options.outWidth;
String imageType = options.outMimeType;

To avoid java.lang.OutOfMemory exceptions, check the dimensions of a bitmap before decoding it unless you absolutely trust the source to provide you with predictably sized image data that comfortably fits within the available memory.



Load a scaled-down version into Memory

Now that the image dimensions are known, they can be used to decide if the full image should be loaded into memory or if a subsampled version should be loaded instead. Here are some factors to consider:

  • Estimated memory usage of loading the full image in memory.
  • The amount of memory you are willing to commit to loading this image given any other memory requirements of your application.
  • Dimensions of the target ImageView or UI component that the image is to be loaded into.
  • Screen size and density of the current device.

For example, it’s not worth loading a 1024x768 pixel image into memory if it will eventually be displayed in a 128x96 pixel thumbnail in an ImageView.

To tell the decoder to subsample the image, loading a smaller version into memory, set inSampleSize to true in your BitmapFactory.Options object. For example, an image with resolution 2048x1536 that is decoded with an inSampleSize of 4 produces a bitmap of approximately 512x384. Loading this into memory uses 0.75MB rather than 12MB for the full image (assuming a bitmap configuration of ARGB_8888). Here’s a method to calculate a sample size value that is a power of two based on a target width and height:

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;
}

Note: A power of two value is calculated because the decoder uses a
final value by rounding down to the nearest power of two, as per the
inSampleSize documentation.

To use this method, first decode with inJustDecodeBounds set to true, pass the options through and then decode again using the new inSampleSizevalue andinJustDecodeBoundsset tofalse`:

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);
}

This method makes it easy to load a bitmap of arbitrarily large size into an ImageView that displays a 100x100 pixel thumbnail, as shown in the following example code:

mImageView.setImageBitmap(
decodeSampledBitmapFromResource(getResources(), R.id.myimage, 100, 100));

You can follow a similar process to decode bitmaps from other sources, by substituting the appropriate BitmapFactory.decode* method as needed.

Bitmap - Out of memory exception

your memory allocation heap size is something very limited.
trying loading high resolution image from file to the heap can easily cause out of memory error.

assuming that the camera app really taking a very high resolution (almost sure that is the case), you should load to memory only scaled version of the bitmap in the size required for displaying.

the document you already been suggested to see - http://developer.android.com/training/displaying-bitmaps/load-bitmap.html
provides full functionall methods to do exactly that.

1) first step is calculating (without loading to memory) the required scale.
that's the calculateInSampleSize method.

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) {

// Calculate ratios of height and width to requested height and
// width
final int heightRatio = Math.round((float)height / (float)reqHeight);
final int widthRatio = Math.round((float)width / (float)reqWidth);

// Choose the smallest ratio as inSampleSize value, this will
// guarantee
// a final image with both dimensions smaller than or equal to the
// requested height and width.
inSampleSize = heightRatio < widthRatio ? heightRatio : widthRatio;
}

return inSampleSize;
}

2) second step is the full method using step 1:

public static Bitmap getSampleBitmapFromFile(String bitmapFilePath, int reqWidth, int reqHeight) {
// calculating image size
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeStream(new FileInputStream(new File(bitmapFilePath)), null, options);

int scale = calculateInSampleSize(options, reqWidth, reqHeight);

BitmapFactory.Options o2 = new BitmapFactory.Options();
o2.inSampleSize = scale;

return BitmapFactory.decodeStream(new FileInputStream(new File(bitmapFilePath)), null, o2);

}

reqHeight and reqWith are the hight and width in pixels of the image view that displaying the image.
so let's say your image view is 100x100 pixels, all you need to do is:

bitmapSelectedImage = getSampleBitmapFromFile(filePath, 100, 100);


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