BitmapFactory.decodeStream out of memory despite using reduced sample size

The method decodeSampledBitmapFromResource is not memory efficient because it uses 3 streams: the ByteArrayOutputStream baos, ByteArrayInputStream is1 and ByteArrayInputStream is2, each of those stores the same stream data of the image (one byte array for each).

And when I test with my device (LG nexus 4) to decode an 2560x1600 image on SDcard to target size 800 it takes something like this:

03-13 15:47:52.557: E/DecodeBitmap(11177): dalvikPss (beginning) = 1780
03-13 15:47:53.157: E/DecodeBitmap(11177): dalvikPss (decoding) = 26393
03-13 15:47:53.548: E/DecodeBitmap(11177): dalvikPss (after all) = 30401 time = 999

We can see: too much memory allocated (28.5 MB) just to decode 4096000 a pixel image.

Solution: we read the InputStream and store the data directly into one byte array and use this byte array for the rest work.
Sample code:

public Bitmap decodeSampledBitmapFromResourceMemOpt(
            InputStream inputStream, int reqWidth, int reqHeight) {

        byte[] byteArr = new byte[0];
        byte[] buffer = new byte[1024];
        int len;
        int count = 0;

        try {
            while ((len = inputStream.read(buffer)) > -1) {
                if (len != 0) {
                    if (count + len > byteArr.length) {
                        byte[] newbuf = new byte[(count + len) * 2];
                        System.arraycopy(byteArr, 0, newbuf, 0, count);
                        byteArr = newbuf;
                    }

                    System.arraycopy(buffer, 0, byteArr, count, len);
                    count += len;
                }
            }

            final BitmapFactory.Options options = new BitmapFactory.Options();
            options.inJustDecodeBounds = true;
            BitmapFactory.decodeByteArray(byteArr, 0, count, options);

            options.inSampleSize = calculateInSampleSize(options, reqWidth,
                    reqHeight);
            options.inPurgeable = true;
            options.inInputShareable = true;
            options.inJustDecodeBounds = false;
            options.inPreferredConfig = Bitmap.Config.ARGB_8888;

            int[] pids = { android.os.Process.myPid() };
            MemoryInfo myMemInfo = mAM.getProcessMemoryInfo(pids)[0];
            Log.e(TAG, "dalvikPss (decoding) = " + myMemInfo.dalvikPss);

            return BitmapFactory.decodeByteArray(byteArr, 0, count, options);

        } catch (Exception e) {
            e.printStackTrace();

            return null;
        }
    }

The method that does the calculation:

public void onButtonClicked(View v) {
        int[] pids = { android.os.Process.myPid() };
        MemoryInfo myMemInfo = mAM.getProcessMemoryInfo(pids)[0];
        Log.e(TAG, "dalvikPss (beginning) = " + myMemInfo.dalvikPss);

        long startTime = System.currentTimeMillis();

        FileInputStream inputStream;
        String filePath = Environment.getExternalStorageDirectory()
                .getAbsolutePath() + "/test2.png";
        File file = new File(filePath);
        try {
            inputStream = new FileInputStream(file);
//          mBitmap = decodeSampledBitmapFromResource(inputStream, 800, 800);
            mBitmap = decodeSampledBitmapFromResourceMemOpt(inputStream, 800,
                    800);
            ImageView imageView = (ImageView) findViewById(R.id.image);
            imageView.setImageBitmap(mBitmap);
        } catch (FileNotFoundException e) {
            e.printStackTrace();
        }
        myMemInfo = mAM.getProcessMemoryInfo(pids)[0];
        Log.e(TAG, "dalvikPss (after all) = " + myMemInfo.dalvikPss
                + " time = " + (System.currentTimeMillis() - startTime));
    }

And the result:

03-13 16:02:20.373: E/DecodeBitmap(13663): dalvikPss (beginning) = 1823
03-13 16:02:20.923: E/DecodeBitmap(13663): dalvikPss (decoding) = 18414
03-13 16:02:21.294: E/DecodeBitmap(13663): dalvikPss (after all) = 18414 time = 917

This is a common issue which user normally faces while playing with large bitmaps and there are lots a questions discussed on site, here, here, here and here and many more, even though user not able to manipulate the exact solution.

I stumbled upon a library sometime back which manages bitmaps smoothly and others links which I listed below. Hope this helps!

smoothie-Library

Android-BitmapCache

Android-Universal-Image-Loader Solution for OutOfMemoryError: bitmap size exceeds VM budget