How to load large images in Android and avoiding the out of memory error?
I'm working on an app that uses large images (1390 × 870 : 150kb - 50kb). I'm adding images as I tap a trigger/ImageView.
At a certain point I'm getting an out of memory error:
java.lang.OutOfMemoryError
E/AndroidRuntime(23369): at android.graphics.BitmapFactory.nativeDecodeStream(Native Method)
E/AndroidRuntime(23369): at android.graphics.BitmapFactory.decodeStream(BitmapFactory.java:613)
E/AndroidRuntime(23369): at android.graphics.BitmapFactory.decodeFile(BitmapFactory.java:378)
To resize the image I'm doing this:
Bitmap productIndex = null;
final String imageLoc = IMAGE_LOCATION;
InputStream imageStream;
try {
imageStream = new FileInputStream(imageLoc);
productIndex = decodeSampledBitmapFromResource(getResources(), imageLoc, 400, 400);
productIV.setImageBitmap(productIndex);
} catch (FileNotFoundException e1) {
// TODO Auto-generated catch block
e1.printStackTrace();
}
}
public static Bitmap decodeSampledBitmapFromResource(Resources res, String resId, int reqWidth, int reqHeight) {
// First decode with inJustDecodeBounds=true to check dimensions
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeFile(resId, options);
// Calculate inSampleSize
options.inSampleSize = calculateInSampleSize(options, reqWidth, reqHeight);
// Decode bitmap with inSampleSize set
options.inJustDecodeBounds = false;
return BitmapFactory.decodeFile(resId, options);
}
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 / 3;
final int halfWidth = width / 3;
// 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;
}
I got this way of resizing to save space from the Android Docs: Loading Large Bitmaps Efficiently
According to the log this like is the culprit in the decodeSampledBitmapFromResource
method :
return BitmapFactory.decodeFile(resId, options);
----- edit ----- Here is how I'm adding each item to the FrameLayout.
for(int ps=0;ps<productSplit.size();ps++){
//split each product by the equals sign
List<String> productItem = Arrays.asList(productSplit.get(ps).split("="));
String tempCarID = productItem.get(0);
tempCarID = tempCarID.replace(" ", "");
if(String.valueOf(carID).equals(tempCarID)){
ImageView productIV = new ImageView(Configurator.this);
LayoutParams productParams = new LayoutParams(
LayoutParams.MATCH_PARENT, LayoutParams.WRAP_CONTENT);
productIV.setId(Integer.parseInt(partIdsList.get(x)));
productIV.setLayoutParams(productParams);
final String imageLoc = productItem.get(2);
InputStream imageStream;
try {
imageStream = new FileInputStream(imageLoc);
productIndex = decodeSampledBitmapFromResource(getResources(), imageLoc, 400, 400);
productIV.setImageBitmap(productIndex);
} catch (FileNotFoundException e1) {
// TODO Auto-generated catch block
e1.printStackTrace();
}
productLayers.addView(productIV);
}
}
Solution 1:
You can use another bitmap-config to heavily decrease the size of the images. The default is RGB-config ARGB8888 which means four 8-bit channels are used (red, green, blue, alhpa). Alpha is transparency of the bitmap. This occupy a lot of memory - imagesize X 4. So if the imagesize is 4 megapixel 16 megabytes will immidiately be allocated on the heap - quickly exhausting the memory.
Instead - use RGB_565 which to some extent deteriorate the quality - but to compensate this you can dither the images.
So - to your method decodeSampledBitmapFromResource - add the following snippets:
options.inPreferredConfig = Config.RGB_565;
options.inDither = true;
In your code:
public static Bitmap decodeSampledBitmapFromResource(Resources res, String resId, int reqWidth, int reqHeight) {
// First decode with inJustDecodeBounds=true to check dimensions
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeFile(resId, options);
// Calculate inSampleSize
options.inSampleSize = calculateInSampleSize(options, reqWidth, reqHeight);
// Decode bitmap with inSampleSize set
options.inJustDecodeBounds = false;
options.inPreferredConfig = Config.RGB_565;
options.inDither = true;
return BitmapFactory.decodeFile(resId, options);
}
References:
http://developer.android.com/reference/android/graphics/Bitmap.Config.html#ARGB_8888
Solution 2:
High resolution devices such as S4 usually run out of memory if you do not have your image in the proper folder which is drawable-xxhdpi
. You can also put your image into drawable-nodpi
. The reason it would run out of memorey if your image just in drawable
that the android would scale the image thinking that the image was designed for low resolution.