I have an Android app that takes some pictures, re-sizes them and sends them over to the back-end server. This app works perfectly fine on all other phones (Gingerbread and Ice cream sandwich) except Samsung Galaxy S3. Whenever it takes the pictures and tries to re-size it, it runs out of memory. Initially I thought it was an issue with the re-sizing part and I implemented the bitmap object with insamplesize and tried everything but it still kept on crashing. Then I realized that when the app launches at first, it is using up a lot of memory. On HTC and all other phones, when my app launches, it uses up about 4 MB but on the Galaxy S3, it uses up about 30 MG - almost 10 times more. I can't seem to figure out what would cause it to use up that much more memory. I am recycling all the objects and layouts properly (I think). Here is the code I have to resize the image:
public static void resizeImage(String pathOfInputImage,
String pathOfOutputImage) {
try {
int inWidth = 0;
int inHeight = 0;
float factor;
InputStream in = new FileInputStream(pathOfInputImage);
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeStream(in, null, options);
inWidth = options.outWidth;
inHeight = options.outHeight;
in.close();
in = null;
options = null;
if (inWidth > inHeight) {
factor = (float) inHeight / 480;
} else {
factor = (float) inWidth / 480;
}
options = new BitmapFactory.Options();
Bitmap roughBitmap;
if(Build.VERSION.SDK_INT < 12) {
System.gc();
}
try
{
in = new FileInputStream(pathOfInputImage);
options.inSampleSize = 4;
roughBitmap = BitmapFactory.decodeStream(in, null, options);
}
catch (OutOfMemoryError e)
{
roughBitmap = Utils.fetchRoughBitmap(pathOfInputImage, factor);
}
finally
{
roughBitmap = Utils.fetchRoughBitmap(pathOfInputImage, factor);
}
in.close();
in = null;
boolean rotate = false;
Bitmap rotatedBitmap = null;
if (isNeedToRotate(pathOfInputImage)) {
rotate = true;
Matrix m = new Matrix();
m.postRotate(90);
try
{
rotatedBitmap = Bitmap.createBitmap(roughBitmap, 0, 0,
roughBitmap.getWidth(), roughBitmap.getHeight(), m,
true);
}
catch (OutOfMemoryError e)
{
rotatedBitmap = Bitmap.createBitmap(roughBitmap, 0, 0,
roughBitmap.getWidth()/2, roughBitmap.getHeight()/2, m,
true);
}
}
if (rotate) {
Utils.log(TAG, "Rotate Invoked :------->");
int temp = inHeight;
inHeight = inWidth;
inWidth = temp;
}
options.inSampleSize = Math.round(factor);
float dstWidth = (int) inWidth / factor;
float dstHeight = (int) inHeight / factor;
Bitmap resizedBitmap;
if (rotate) {
try
{
resizedBitmap = Bitmap.createScaledBitmap(rotatedBitmap,
(int) dstWidth, (int) dstHeight, true);
}
catch (OutOfMemoryError e)
{
resizedBitmap = Bitmap.createScaledBitmap(rotatedBitmap,
(int) dstWidth/2, (int) dstHeight/2, true);
}
} else {
try
{
resizedBitmap = Bitmap.createScaledBitmap(roughBitmap,
(int) dstWidth, (int) dstHeight, true);
}
catch (OutOfMemoryError e)
{
resizedBitmap = Bitmap.createScaledBitmap(roughBitmap,
(int) dstWidth/2, (int) dstHeight/2, true);
}
}
try
{
FileOutputStream out = new FileOutputStream(pathOfOutputImage);
resizedBitmap.compress(Bitmap.CompressFormat.PNG, 80, out);
}
catch (Exception e) {
Utils.log("Image", e.getMessage() + e);
}
//Free up the memory.
roughBitmap.recycle();
resizedBitmap.recycle();
if (rotatedBitmap != null) {
rotatedBitmap.recycle();
}
} catch (IOException e) {
Utils.log("Image", e.getMessage() + e);
}
}
private static Bitmap fetchRoughBitmap(String pathOfInputImage, float factor)
{
Bitmap roughBitmap = null;
try
{
FileInputStream in = new FileInputStream(pathOfInputImage);
BitmapFactory.Options options = new BitmapFactory.Options();
options.inSampleSize = Math.round(factor);
roughBitmap = BitmapFactory.decodeStream(in, null, options);
return roughBitmap;
}
catch (OutOfMemoryError mem_error)
{
return Utils.fetchRoughBitmap(pathOfInputImage, factor+1);
}
catch (FileNotFoundException e)
{
//return Utils.fetchRoughBitmap(pathOfInputImage, factor+1);
return roughBitmap;
}
}
This code works fine because I run it through a recursive loop until it doesn't run out of memory but then my resulting image is only about 300x300 px and I need it to be at least 640x480. My questions are:
- Can anyone tell me why Galaxy S3 uses up upto 90% memory when it first loads my app instead of 60% on HTC phones.
- Is there anything wrong being done in the re-size code that is making my app run out of memory.
Any help will be greatly appreciated as I have already spent 3 days on this issue :-(.