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Universal Image Loader OOM while loading image from drawable folder?

I have an application that needs to display full screen image, i get images from drawable folder and they are like 150-250 kb but it still crashes and gives OutOfMemory error. Not of course very first image, but i load different images everytime user launches application.

As i checked cache folder, i saw images that library cached are about 700-800 kb not as small as mine. So there is something about caching. How can i prevent that happening?

Here is my configuration:

DisplayImageOptions options = new DisplayImageOptions.Builder()
            .resetViewBeforeLoading(true)
            .cacheOnDisc(true)
            .cacheInMemory(true)
            .displayer(new FadeInBitmapDisplayer(300))
            .imageScaleType(ImageScaleType.EXACTLY)
            .bitmapConfig(Bitmap.Config.RGB_565)
            .build();

ImageLoaderConfiguration configuration = new ImageLoaderConfiguration.Builder(this)
            .defaultDisplayImageOptions(options)
            .build();

ImageLoader.getInstance().init(configuration);

And second question: what is default cache limit? Or is there any? Should i specify myself? Because i do not desire to keep all images in cache, please assume that i will also use library to load images from internet not only from drawable.

Edit: I just find out this page which explains a lot, but i see that by default library uses UnlimitedDiscCache and it provides faster caching... Now i have a dilemma about having faster cache (which is really important in my application) or having limited cache size and saving user from clearing cache folder manually... What should it be?

Edit 2: Here is OutOfMemory stackTrace:

E/dalvikvm-heap(17258): Out of memory on a 25600016-byte allocation.
I/dalvikvm(17258): "uil-pool-1-thread-2" prio=4 tid=14 RUNNABLE
I/dalvikvm(17258):   | group="main" sCount=0 dsCount=0 obj=0x428941b0 self=0x59672008
I/dalvikvm(17258):   | sysTid=17620 nice=10 sched=0/0 cgrp=apps/bg_non_interactive handle=1572156040
I/dalvikvm(17258):   | schedstat=( 104225123 75715335 52 ) utm=10 stm=0 core=0
I/dalvikvm(17258):   at android.graphics.BitmapFactory.nativeDecodeAsset(Native Method)
I/dalvikvm(17258):   at android.graphics.BitmapFactory.decodeStream(BitmapFactory.java:623)
I/dalvikvm(17258):   at android.graphics.BitmapFactory.decodeResourceStream(BitmapFactory.java:476)
I/dalvikvm(17258):   at android.graphics.drawable.Drawable.createFromResourceStream(Drawable.java:781)
I/dalvikvm(17258):   at android.content.res.Resources.loadDrawable(Resources.java:1963)
I/dalvikvm(17258):   at android.content.res.Resources.getDrawable(Resources.java:672)
I/dalvikvm(17258):   at com.nostra13.universalimageloader.core.download.BaseImageDownloader.getStreamFromDrawable(BaseImageDownloader.java:188)
I/dalvikvm(17258):   at com.nostra13.universalimageloader.core.download.BaseImageDownloader.getStream(BaseImageDownloader.java:85)
I/dalvikvm(17258):   at com.nostra13.universalimageloader.core.LoadAndDisplayImageTask.downloadImage(LoadAndDisplayImageTask.java:319)
I/dalvikvm(17258):   at com.nostra13.universalimageloader.core.LoadAndDisplayImageTask.tryCacheImageOnDisc(LoadAndDisplayImageTask.java:298)
I/dalvikvm(17258):   at com.nostra13.universalimageloader.core.LoadAndDisplayImageTask.tryLoadBitmap(LoadAndDisplayImageTask.java:241)
I/dalvikvm(17258):   at com.nostra13.universalimageloader.core.LoadAndDisplayImageTask.run(LoadAndDisplayImageTask.java:141)
I/dalvikvm(17258):   at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1076)
I/dalvikvm(17258):   at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:569)
I/dalvikvm(17258):   at java.lang.Thread.run(Thread.java:856)
A/libc(17258): Fatal signal 11 (SIGSEGV) at 0x00000000 (code=1), thread 17620 (uil-pool-1-thre)

Edit 3:

Problem solved, please see my own answer. But i accepted Delblanco's answer, because it is more efficient.

If possible you should use the native way of showing images from drawable folder. Source

25600016 bytes, is a 25 Mb you're asking to load into memory, or equivalent of a 6 mpixel image with ARGB_8888 Bitmap.Config . It's way to big to load, you need to downsample (see inSampleSize ) and read this . In your case you should UIL to downscale the image. I see also that you explicitly set the Bitmap.Config to RGB_565 which means that you actually are dealing with an even larger image, 12 mpixel image?

I've solved the issue. The problem was i had put images into drawable folder before. Images are really big, like 1000*1600px, so i move them into drawable-xxhdpi folder and somehow OutOfMemory error disappears. Any idea why?

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