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      1 page.title=Managing Bitmap Memory
      2 parent.title=Displaying Bitmaps Efficiently
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      7 @jd:body
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      9 <div id="tb-wrapper">
     10 <div id="tb">
     11 
     12 <h2>This lesson teaches you to</h2>
     13 <ol>
     14   <li><a href="#recycle">Manage Memory on Android 2.3.3 and Lower</a></li>
     15   <li><a href="#inBitmap">Manage Memory on Android 3.0 and Higher</a></li>
     16 </ol>
     17 
     18 <h2>You should also read</h2>
     19 <ul>
     20   <li><a href="http://android-developers.blogspot.com/2011/03/memory-analysis-for-android.html">Memory Analysis for Android Applications</a> blog post</li>
     21   <li><a href="http://www.google.com/events/io/2011/sessions/memory-management-for-android-apps.html">Memory management for Android Apps</a> Google I/O presentation</li>
     22   <li><a href="{@docRoot}design/patterns/swipe-views.html">Android Design: Swipe Views</a></li>
     23   <li><a href="{@docRoot}design/building-blocks/grid-lists.html">Android Design: Grid Lists</a></li>
     24 </ul>
     25 
     26 <h2>Try it out</h2>
     27 
     28 <div class="download-box">
     29   <a href="{@docRoot}shareables/training/BitmapFun.zip" class="button">Download the sample</a>
     30   <p class="filename">BitmapFun.zip</p>
     31 </div>
     32 
     33 </div>
     34 </div>
     35 
     36 <p>In addition to the steps described in <a href="cache-bitmap.html">Caching Bitmaps</a>,
     37 there are  specific things you can do to facilitate garbage collection
     38 and bitmap reuse. The recommended strategy depends on which version(s)
     39 of Android you are targeting. The {@code BitmapFun} sample app included with
     40 this class shows you how to design your app to work efficiently across
     41 different versions of Android.</p>
     42 
     43 <p>To set the stage for this lesson, here is how Android's management of
     44 bitmap memory has evolved:</p>
     45 <ul> 
     46   <li>
     47 On Android Android 2.2 (API level 8) and lower, when garbage 
     48 collection occurs, your app's threads get stopped. This causes a lag that
     49 can degrade performance. 
     50 <strong>Android 2.3 adds concurrent garbage collection, which means that
     51 the memory is reclaimed soon after a bitmap is no longer referenced.</strong>
     52 </li>
     53 
     54   <li>On Android 2.3.3 (API level 10) and lower, the backing pixel data for a
     55 bitmap is stored in native memory. It is separate from the bitmap itself,
     56 which is stored in the Dalvik heap. The pixel data in native memory is
     57 not released in a predictable manner, potentially causing an application
     58 to briefly exceed its memory limits and crash.
     59 <strong>As of Android 3.0 (API Level 11), the pixel data is stored on the
     60 Dalvik heap along with the associated bitmap.</strong></li>
     61 
     62 </ul>
     63 
     64 <p>The following sections describe how to optimize bitmap memory
     65 management for different Android versions.</p>
     66 
     67 <h2 id="recycle">Manage Memory on Android 2.3.3 and Lower</h2>
     68 
     69 <p>On Android 2.3.3 (API level 10) and lower, using 
     70 {@link android.graphics.Bitmap#recycle recycle()}
     71 is recommended. If you're displaying large amounts of bitmap data in your app,
     72 you're likely to run into
     73 {@link java.lang.OutOfMemoryError} errors. The
     74 {@link android.graphics.Bitmap#recycle recycle()} method allows an app
     75 to reclaim memory as soon as possible.</p>
     76 
     77 <p class="note"><strong>Caution:</strong> You should use
     78 {@link android.graphics.Bitmap#recycle recycle()} only when you are sure that the
     79 bitmap is no longer being used. If you call {@link android.graphics.Bitmap#recycle recycle()}
     80 and later attempt to draw the bitmap, you will get the error:
     81 {@code &quot;Canvas: trying to use a recycled bitmap&quot;}.</p>
     82 
     83 <p>The following code snippet gives an example of calling
     84 {@link android.graphics.Bitmap#recycle recycle()}. It uses reference counting
     85 (in the variables {@code mDisplayRefCount} and {@code mCacheRefCount}) to track 
     86 whether a bitmap is currently being displayed or in the cache. The
     87 code recycles the bitmap when these conditions are met:</p>
     88 
     89 <ul>
     90 <li>The reference count for both {@code mDisplayRefCount} and 
     91 {@code mCacheRefCount} is 0.</li>
     92 <li>The bitmap is not {@code null}, and it hasn't been recycled yet.</li>
     93 </ul>
     94 
     95 <pre>private int mCacheRefCount = 0;
     96 private int mDisplayRefCount = 0;
     97 ...
     98 // Notify the drawable that the displayed state has changed.
     99 // Keep a count to determine when the drawable is no longer displayed.
    100 public void setIsDisplayed(boolean isDisplayed) {
    101     synchronized (this) {
    102         if (isDisplayed) {
    103             mDisplayRefCount++;
    104             mHasBeenDisplayed = true;
    105         } else {
    106             mDisplayRefCount--;
    107         }
    108     }
    109     // Check to see if recycle() can be called.
    110     checkState();
    111 }
    112 
    113 // Notify the drawable that the cache state has changed.
    114 // Keep a count to determine when the drawable is no longer being cached.
    115 public void setIsCached(boolean isCached) {
    116     synchronized (this) {
    117         if (isCached) {
    118             mCacheRefCount++;
    119         } else {
    120             mCacheRefCount--;
    121         }
    122     }
    123     // Check to see if recycle() can be called.
    124     checkState();
    125 }
    126 
    127 private synchronized void checkState() {
    128     // If the drawable cache and display ref counts = 0, and this drawable
    129     // has been displayed, then recycle.
    130     if (mCacheRefCount <= 0 && mDisplayRefCount <= 0 && mHasBeenDisplayed
    131             && hasValidBitmap()) {
    132         getBitmap().recycle();
    133     }
    134 }
    135 
    136 private synchronized boolean hasValidBitmap() {
    137     Bitmap bitmap = getBitmap();
    138     return bitmap != null && !bitmap.isRecycled();
    139 }</pre>
    140 
    141 <h2 id="inBitmap">Manage Memory on Android 3.0 and Higher</h2>
    142 
    143 <p>Android 3.0 (API Level 11) introduces the
    144 {@link android.graphics.BitmapFactory.Options#inBitmap BitmapFactory.Options.inBitmap}
    145 field. If this option is set, decode methods that take the 
    146 {@link android.graphics.BitmapFactory.Options Options} object
    147 will attempt to reuse an existing bitmap when loading content. This means
    148 that the bitmap's memory is reused, resulting in improved performance, and
    149 removing both memory allocation and de-allocation. There are some caveats in using
    150 {@link android.graphics.BitmapFactory.Options#inBitmap}:</p>
    151 <ul>
    152   <li>The reused bitmap must be of the same size as the source content (to make
    153 sure that the same amount of memory is used), and in JPEG or PNG format
    154 (whether as a resource or as a stream).</li>
    155 
    156 
    157 <li>The {@link android.graphics.Bitmap.Config configuration} of the reused bitmap
    158 overrides the setting of
    159 {@link android.graphics.BitmapFactory.Options#inPreferredConfig}, if set. </li>
    160 
    161   <li>You should always use the returned bitmap of the decode method,
    162 because you can't assume that reusing the bitmap worked (for example, if there is
    163 a size mismatch).</li>
    164 
    165 <h3>Save a bitmap for later use</h3>
    166 
    167 <p>The following snippet demonstrates how an existing bitmap is stored for possible
    168 later use in the sample app. When an app is running on Android 3.0 or higher and 
    169 a bitmap is evicted from the {@link android.util.LruCache},
    170 a soft reference to the bitmap is placed
    171 in a {@link java.util.HashSet}, for possible reuse later with
    172 {@link android.graphics.BitmapFactory.Options#inBitmap}:
    173 
    174 <pre>HashSet&lt;SoftReference&lt;Bitmap&gt;&gt; mReusableBitmaps;
    175 private LruCache&lt;String, BitmapDrawable&gt; mMemoryCache;
    176 
    177 // If you're running on Honeycomb or newer, create
    178 // a HashSet of references to reusable bitmaps.
    179 if (Utils.hasHoneycomb()) {
    180     mReusableBitmaps = new HashSet&lt;SoftReference&lt;Bitmap&gt;&gt;();
    181 }
    182 
    183 mMemoryCache = new LruCache&lt;String, BitmapDrawable&gt;(mCacheParams.memCacheSize) {
    184 
    185     // Notify the removed entry that is no longer being cached.
    186     &#64;Override
    187     protected void entryRemoved(boolean evicted, String key,
    188             BitmapDrawable oldValue, BitmapDrawable newValue) {
    189         if (RecyclingBitmapDrawable.class.isInstance(oldValue)) {
    190             // The removed entry is a recycling drawable, so notify it
    191             // that it has been removed from the memory cache.
    192             ((RecyclingBitmapDrawable) oldValue).setIsCached(false);
    193         } else {
    194             // The removed entry is a standard BitmapDrawable.
    195             if (Utils.hasHoneycomb()) {
    196                 // We're running on Honeycomb or later, so add the bitmap
    197                 // to a SoftReference set for possible use with inBitmap later.
    198                 mReusableBitmaps.add
    199                         (new SoftReference&lt;Bitmap&gt;(oldValue.getBitmap()));
    200             }
    201         }
    202     }
    203 ....
    204 }</pre>
    205 
    206 
    207 <h3>Use an existing bitmap</h3>
    208 <p>In the running app, decoder methods check to see if there is an existing
    209 bitmap they can use. For example:</p>
    210 
    211 <pre>public static Bitmap decodeSampledBitmapFromFile(String filename,
    212         int reqWidth, int reqHeight, ImageCache cache) {
    213 
    214     final BitmapFactory.Options options = new BitmapFactory.Options();
    215     ...
    216     BitmapFactory.decodeFile(filename, options);
    217     ...
    218 
    219     // If we're running on Honeycomb or newer, try to use inBitmap.
    220     if (Utils.hasHoneycomb()) {
    221         addInBitmapOptions(options, cache);
    222     }
    223     ...
    224     return BitmapFactory.decodeFile(filename, options);
    225 }</pre
    226 
    227 <p>The next snippet shows the {@code addInBitmapOptions()} method that is called in the
    228 above snippet. It looks for an existing bitmap to set as the value for
    229 {@link android.graphics.BitmapFactory.Options#inBitmap}. Note that this
    230 method only sets a value for {@link android.graphics.BitmapFactory.Options#inBitmap}
    231 if it finds a suitable match (your code should never assume that a match will be found):</p>
    232 
    233 <pre>private static void addInBitmapOptions(BitmapFactory.Options options,
    234         ImageCache cache) {
    235     // inBitmap only works with mutable bitmaps, so force the decoder to
    236     // return mutable bitmaps.
    237     options.inMutable = true;
    238 
    239     if (cache != null) {
    240         // Try to find a bitmap to use for inBitmap.
    241         Bitmap inBitmap = cache.getBitmapFromReusableSet(options);
    242 
    243         if (inBitmap != null) {
    244             // If a suitable bitmap has been found, set it as the value of
    245             // inBitmap.
    246             options.inBitmap = inBitmap;
    247         }
    248     }
    249 }
    250 
    251 // This method iterates through the reusable bitmaps, looking for one 
    252 // to use for inBitmap:
    253 protected Bitmap getBitmapFromReusableSet(BitmapFactory.Options options) {
    254         Bitmap bitmap = null;
    255 
    256     if (mReusableBitmaps != null && !mReusableBitmaps.isEmpty()) {
    257         final Iterator&lt;SoftReference&lt;Bitmap&gt;&gt; iterator
    258                 = mReusableBitmaps.iterator();
    259         Bitmap item;
    260 
    261         while (iterator.hasNext()) {
    262             item = iterator.next().get();
    263 
    264             if (null != item && item.isMutable()) {
    265                 // Check to see it the item can be used for inBitmap.
    266                 if (canUseForInBitmap(item, options)) {
    267                     bitmap = item;
    268 
    269                     // Remove from reusable set so it can't be used again.
    270                     iterator.remove();
    271                     break;
    272                 }
    273             } else {
    274                 // Remove from the set if the reference has been cleared.
    275                 iterator.remove();
    276             }
    277         }
    278     }
    279     return bitmap;
    280 }</pre>
    281 
    282 <p>Finally, this method determines whether a candidate bitmap
    283 satisfies the size criteria to be used for
    284 {@link android.graphics.BitmapFactory.Options#inBitmap}:</p>
    285 
    286 <pre>private static boolean canUseForInBitmap(
    287         Bitmap candidate, BitmapFactory.Options targetOptions) {
    288     int width = targetOptions.outWidth / targetOptions.inSampleSize;
    289     int height = targetOptions.outHeight / targetOptions.inSampleSize;
    290 
    291     // Returns true if "candidate" can be used for inBitmap re-use with
    292     // "targetOptions".
    293     return candidate.getWidth() == width && candidate.getHeight() == height;
    294 }</pre>
    295 
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