Altough I have very small size image in drawable folder, I am getting this error from users. And I am not using any bitmap function in code. At least intentionally :)
java.lang.OutOfMemoryError
at android.graphics.BitmapFactory.nativeDecodeAsset(Native Method)
at android.graphics.BitmapFactory.decodeStream(BitmapFactory.java:683)
at android.graphics.BitmapFactory.decodeResourceStream(BitmapFactory.java:513)
at android.graphics.drawable.Drawable.createFromResourceStream(Drawable.java:889)
at android.content.res.Resources.loadDrawable(Resources.java:3436)
at android.content.res.Resources.getDrawable(Resources.java:1909)
at android.view.View.setBackgroundResource(View.java:16251)
at com.autkusoytas.bilbakalim.SoruEkrani.cevapSecimi(SoruEkrani.java:666)
at com.autkusoytas.bilbakalim.SoruEkrani$9$1.run(SoruEkrani.java:862)
at android.os.Handler.handleCallback(Handler.java:733)
at android.os.Handler.dispatchMessage(Handler.java:95)
at android.os.Looper.loop(Looper.java:146)
at android.app.ActivityThread.main(ActivityThread.java:5602)
at java.lang.reflect.Method.invokeNative(Native Method)
at java.lang.reflect.Method.invoke(Method.java:515)
at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:1283)
at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:1099)
at dalvik.system.NativeStart.main(Native Method)
According to this stackTrace I'm gettin this error at this line ('tv' is a textView):
tv.setBackgroundResource(R.drawable.yanlis);
What is the problem? If you need some other information about code, I can add it. Thanks!
This question is related to
android
bitmap
out-of-memory
bitmapfactory
setbackground
Few hints to handle such error/exception for Android Apps:
Activities & Application have methods like:
tag in Manifest can have attribute 'largeHeap' set to TRUE, which requests more heap for App sandbox.
Managing in-memory caching & disk caching:
Use of WeakReference, SoftReference of Java instance creation , specifically to files.
If so many images, use proper library/data structure which can manage memory, use samling of images loaded, handle disk-caching.
Handle OutOfMemory exception
Follow best practices for coding
Minimize activity stack e.g. number of activities in stack (Don't hold everything on context/activty)
Minimize the use of statics, many more singletons.
Take care of OS basic memory fundametals
Involk GC.Collect() manually sometimes when you are sure that in-memory caching no more needed.
android:largeHeap="true"
didn't fix the error
In my case, I got this error after I added an icon/image to Drawable folder by converting SVG to vector. Simply, go to the icon xml file and set small numbers for the width and height
android:width="24dp"
android:height="24dp"
android:viewportWidth="3033"
android:viewportHeight="3033"
I see only two options:
You should implement an LRU cache manager when dealing with bitmap
http://developer.android.com/reference/android/util/LruCache.html http://developer.android.com/training/displaying-bitmaps/cache-bitmap.html When should I recycle a bitmap using LRUCache?
OR
Use a tier library like Universal Image Loader :
https://github.com/nostra13/Android-Universal-Image-Loader
EDIT :
Now when dealing with images and most of the time with bitmap I use Glide which let you configure a Glide Module and a LRUCache
If you are getting this Error java.lang.OutOfMemoryError this is the most common problem occurs in Android. This error is thrown by the Java Virtual Machine (JVM) when an object cannot be allocated due to lack of memory space.
Try this android:hardwareAccelerated="false" , android:largeHeap="true"
in your
manifest.xml file under application like this:
<application
android:name=".MyApplication"
android:allowBackup="true"
android:icon="@mipmap/ic_launcher"
android:label="@string/app_name"
android:theme="@style/AppTheme"
android:hardwareAccelerated="false"
android:largeHeap="true" />
Source: Stackoverflow.com