我现在已经尝试了一千次自己解决这个问题,但没有任何成功。我已经记录并调试了该应用程序,从我收集到的信息中可以找到一个用于动画的大型 spritesheet。它是一个大小为 3000x1614 像素的 .png。 spritesheet 中有 10x6 的 sprite,这是动画必不可少的。 Sprite 之间没有任何间隙,以尽可能提高内存效率。
这是我加载、解码和调整位图大小的方法,以适应用户手机与我正在构建游戏的手机的纵横比:
public Pixmap newResizedPixmap(String fileName, PixmapFormat format, double Width, double Height) {
// TODO Auto-generated method stub
Config config = null;
if (format == PixmapFormat.RGB565)
config = Config.RGB_565;
else if (format == PixmapFormat.ARGB4444)
config = Config.ARGB_4444;
else
config = Config.ARGB_8888;
Options options = new Options();
options.inPreferredConfig = config;
options.inPurgeable=true;
options.inInputShareable=true;
options.inDither=false;
InputStream in = null;
Bitmap bitmap = null;
try {
//OPEN FILE INTO INPUTSTREAM
in = assets.open(fileName);
//DECODE INPUTSTREAM
bitmap = BitmapFactory.decodeStream(in, null, options);
if (bitmap == null)
throw new RuntimeException("Couldn't load bitmap from asset '"+fileName+"'");
} catch (IOException e) {
throw new RuntimeException("Couldn't load bitmap from asset '"+fileName+"'");
} finally {
if (in != null) {
try {
in.close();
} catch (IOException e) {
}
}
}
if (bitmap.getConfig() == Config.RGB_565)
format = PixmapFormat.RGB565;
else if (bitmap.getConfig() == Config.ARGB_4444)
format = PixmapFormat.ARGB4444;
else
format = PixmapFormat.ARGB8888;
//THIS IS WHERE THE OOM HAPPENS
return new AndroidPixmap(Bitmap.createScaledBitmap(bitmap, (int)(Width+0.5f), (int)(Height+0.5f), true), format);
}
这是错误的 LogCat 输出:
05-07 12:57:18.570: E/dalvikvm-heap(636): Out of memory on a 29736016-byte allocation.
05-07 12:57:18.570: I/dalvikvm(636): "Thread-89" prio=5 tid=18 RUNNABLE
05-07 12:57:18.580: I/dalvikvm(636): | group="main" sCount=0 dsCount=0 obj=0x414a3c78 self=0x2a1b1818
05-07 12:57:18.580: I/dalvikvm(636): | sysTid=669 nice=0 sched=0/0 cgrp=apps handle=705796960
05-07 12:57:18.590: I/dalvikvm(636): | schedstat=( 14462294890 67436634083 2735 ) utm=1335 stm=111 core=0
05-07 12:57:18.590: I/dalvikvm(636): at android.graphics.Bitmap.nativeCreate(Native Method)
05-07 12:57:18.590: I/dalvikvm(636): at android.graphics.Bitmap.createBitmap(Bitmap.java:640)
05-07 12:57:18.590: I/dalvikvm(636): at android.graphics.Bitmap.createBitmap(Bitmap.java:586)
05-07 12:57:18.590: I/dalvikvm(636): at android.graphics.Bitmap.createScaledBitmap(Bitmap.java:466)
05-07 12:57:18.590: I/dalvikvm(636): at com.NAME.framework.impl.AndroidGraphics.newResizedPixmap(AndroidGraphics.java:136)
05-07 12:57:18.590: I/dalvikvm(636): at com.NAME.GAME.GameScreen.<init>(GameScreen.java:121)
05-07 12:57:18.600: I/dalvikvm(636): at com.NAME.GAME.CategoryScreen.update(CategoryScreen.java:169)
05-07 12:57:18.600: I/dalvikvm(636): at com.NAME.framework.impl.AndroidFastRenderView.run(AndroidFastRenderView.java:34)
05-07 12:57:18.600: I/dalvikvm(636): at java.lang.Thread.run(Thread.java:856)
05-07 12:57:18.620: I/Choreographer(636): Skipped 100 frames! The application may be doing too much work on its main thread.
05-07 12:57:18.670: W/dalvikvm(636): threadid=18: thread exiting with uncaught exception (group=0x40a13300)
05-07 12:57:18.720: E/AndroidRuntime(636): FATAL EXCEPTION: Thread-89
05-07 12:57:18.720: E/AndroidRuntime(636): java.lang.OutOfMemoryError
05-07 12:57:18.720: E/AndroidRuntime(636): at android.graphics.Bitmap.nativeCreate(Native Method)
05-07 12:57:18.720: E/AndroidRuntime(636): at android.graphics.Bitmap.createBitmap(Bitmap.java:640)
05-07 12:57:18.720: E/AndroidRuntime(636): at android.graphics.Bitmap.createBitmap(Bitmap.java:586)
05-07 12:57:18.720: E/AndroidRuntime(636): at android.graphics.Bitmap.createScaledBitmap(Bitmap.java:466)
05-07 12:57:18.720: E/AndroidRuntime(636): at com.NAME.framework.impl.AndroidGraphics.newResizedPixmap(AndroidGraphics.java:136)
05-07 12:57:18.720: E/AndroidRuntime(636): at com.NAME.GAME.GameScreen.<init>(GameScreen.java:121)
05-07 12:57:18.720: E/AndroidRuntime(636): at com.NAME.GAME.CategoryScreen.update(CategoryScreen.java:169)
05-07 12:57:18.720: E/AndroidRuntime(636): at com.NAME.framework.impl.AndroidFastRenderView.run(AndroidFastRenderView.java:34)
05-07 12:57:18.720: E/AndroidRuntime(636): at java.lang.Thread.run(Thread.java:856)
05-07 12:57:18.847: D/Activity:(636): Pausing...
这是使用 DDMS 的内存泄漏报告:
Problem Suspect 1
One instance of "com.NAME.framework.impl.AndroidPixmap" loaded by "dalvik.system.PathClassLoader @ 0x41a06f90" occupies 12 393 680 (54,30%) bytes. The memory is accumulated in one instance of "byte[]" loaded by "".
Keywords dalvik.system.PathClassLoader @ 0x41a06f90 com.NAME.framework.impl.AndroidPixmap byte[]
Details »
Problem Suspect 2
The class "android.content.res.Resources", loaded by "", occupies 4 133 808 (18,11%) bytes. The memory is accumulated in one instance of "java.lang.Object[]" loaded by "".
Keywords java.lang.Object[] android.content.res.Resources
Details »
Problem Suspect 3
8 instances of "android.graphics.Bitmap", loaded by "" occupy 2 696 680 (11,82%) bytes.
Biggest instances: •android.graphics.Bitmap @ 0x41462ba0 - 1 048 656 (4,59%) bytes. •android.graphics.Bitmap @ 0x41a08cf0 - 768 064 (3,37%) bytes. •android.graphics.Bitmap @ 0x41432990 - 635 872 (2,79%) bytes.
Keywords android.graphics.Bitmap
Details »
附加信息: 我使用 RGB565 或 ARGB4444 作为图像的配置。我希望对带有渐变的图像使用 ARGB8888,但它占用了太多内存。另一件需要注意的事情是,当我不再需要它们时,我会回收我的位图。
另一个似乎消耗大量内存的东西是我的 Assets 类,它由游戏使用的所有“像素图”组成。从 Assets 加载的位图存储在这些“像素图”中,并在不再需要时删除(即位图)。有没有更好的方法来存储这些对象?请让我知道:
public static Pixmap image1;
public static Pixmap image2;
public static Pixmap image3;
public static Pixmap image4;
public static Pixmap image5;
public static Pixmap image6;
public static Pixmap image7;
public static Pixmap image8;
public static Pixmap image9;
public static Pixmap image10;
public static Pixmap image11;
...
另一件需要注意的事情是,OOM 只发生在分辨率比我自己的 (800x480) 更高的设备上,这是因为位图被缩放以使应用程序适合更大的设备。
另请注意,图像是在 Canvas 上绘制的,因为我正在开发的是游戏,我对 OpenGL 不是很熟悉。
编辑 #1:只是为了确保您了解我的问题是什么
我在以下行收到 OOM:
Bitmap.createScaledBitmap(bitmap, (int)(Width), (int)(Height), true)
我急需帮助!这是我发布这款血腥游戏的最后一道屏障!
编辑 #2:我尝试过但无效的新方法
我尝试在使用之前将解码后的位图添加到 LruCache。我还尝试了一种方法,它在临时文件中创建位图的映射,然后再次加载它。像这样:
Activity
// Get memory class of this device, exceeding this amount will throw an
// OutOfMemory exception.
final int memClass = ((ActivityManager) getSystemService(
Context.ACTIVITY_SERVICE)).getMemoryClass();
// Use 1/8th of the available memory for this memory cache.
final int cacheSize = 1024 * 1024 * memClass / 8;
mMemoryCache = new LruCache<String, Bitmap>(cacheSize) {
@Override
protected int sizeOf(String key, Bitmap bitmap) {
// The cache size will be measured in kilobytes rather than
// number of items.
return (bitmap.getRowBytes() * bitmap.getHeight()) / 1024;
}
};
加载位图
//Copy the byte to the file
//Assume source bitmap loaded using options.inPreferredConfig = Config.ARGB_8888;
FileChannel channel = randomAccessFile.getChannel();
MappedByteBuffer map = null;
try {
map = channel.map(MapMode.READ_WRITE, 0, width*height*4);
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
bitmap.copyPixelsToBuffer(map);
//recycle the source bitmap, this will be no longer used.
bitmap.recycle();
//Create a new bitmap to load the bitmap again.
bitmap = Bitmap.createBitmap(width, height, config);
map.position(0);
//load it back from temporary
bitmap.copyPixelsFromBuffer(map);
//close the temporary file and channel , then delete that also
try {
channel.close();
randomAccessFile.close();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
((AndroidGame) activity).addBitmapToMemoryCache(""+fileName, Bitmap.createScaledBitmap(bitmap, (int)(Width), (int)(Height), true));
return new AndroidPixmap(((AndroidGame) activity).getBitmapFromMemCache(""+fileName), format);
编辑 #3:以防您不知道...
我正在放大位图,而不是缩小它们,所以在这种情况下,inSampleSize 对我没有帮助。我现在可以说,我已经尝试过 inSampleSize,这让一切变得如此模糊,我什至看不到什么东西,那是我将 inSampleSize 设置为 2 的时候!
那么,我应该怎么做才能解决这个问题?我如何才能在保持质量的同时加载大量缩放位图而不会出现 OOM?
最佳答案
这是一种解决方法,但这比直接缩放位图花费的时间要长一些。
方法是这样的:
public Bitmap newResizedPixmapWorkAround(Bitmap.Config format,
double width, double height) {
int[] pids = { android.os.Process.myPid() };
MemoryInfo myMemInfo = mAM.getProcessMemoryInfo(pids)[0];
Log.e(TAG, "dalvikPss (beginning) = " + myMemInfo.dalvikPss);
Config config = null;
if (format == Bitmap.Config.RGB_565) {
config = Config.RGB_565;
} else if (format == Bitmap.Config.ARGB_4444) {
config = Config.ARGB_4444;
} else {
config = Config.ARGB_8888;
}
Options options = new Options();
options.inPreferredConfig = config;
options.inPurgeable = true;
options.inInputShareable = true;
options.inDither = false;
InputStream in = null;
Bitmap bitmap = null;
try {
// OPEN FILE INTO INPUTSTREAM
String path = Environment.getExternalStorageDirectory()
.getAbsolutePath();
path += "/sprites.png";
File file = new File(path);
in = new FileInputStream(file);
// DECODE INPUTSTREAM
bitmap = BitmapFactory.decodeStream(in, null, options);
if (bitmap == null) {
Log.e(TAG, "bitmap == null");
}
} catch (IOException e) {
Log.e(TAG, "IOException " + e.getMessage());
} finally {
if (in != null) {
try {
in.close();
} catch (IOException e) {
}
}
}
if (bitmap.getConfig() == Config.RGB_565) {
format = Bitmap.Config.RGB_565;
} else if (bitmap.getConfig() == Config.ARGB_4444) {
format = Bitmap.Config.ARGB_4444;
} else {
format = Bitmap.Config.ARGB_8888;
}
myMemInfo = mAM.getProcessMemoryInfo(pids)[0];
Log.e(TAG, "dalvikPss (before separating) = " + myMemInfo.dalvikPss);
// Create 10 small bitmaps and store into files.
// After that load each of them and append to a large bitmap
int desSpriteWidth = (int) (width + 0.5) / 10;
int desSpriteAppend = (int) (width + 0.5) % 10;
int desSpriteHeight = (int) (height + 0.5);
int srcSpriteWidth = bitmap.getWidth() / 10;
int srcSpriteHeight = bitmap.getHeight();
Rect srcRect = new Rect(0, 0, srcSpriteWidth, srcSpriteHeight);
Rect desRect = new Rect(0, 0, desSpriteWidth, desSpriteHeight);
String pathPrefix = Environment.getExternalStorageDirectory()
.getAbsolutePath() + "/sprites";
for (int i = 0; i < 10; i++) {
Bitmap sprite;
if (i < 9) {
sprite = Bitmap.createBitmap(desSpriteWidth, desSpriteHeight,
format);
srcRect.left = i * srcSpriteWidth;
srcRect.right = (i + 1) * srcSpriteWidth;
} else { // last part
sprite = Bitmap.createBitmap(desSpriteWidth + desSpriteAppend,
desSpriteHeight, format);
desRect.right = desSpriteWidth + desSpriteAppend;
srcRect.left = i * srcSpriteWidth;
srcRect.right = bitmap.getWidth();
}
Canvas canvas = new Canvas(sprite);
// NOTE: if using this drawBitmap method of canvas do not result
// good quality scaled image, you can try create tile image with the
// same size original then use Bitmap.createScaledBitmap()
canvas.drawBitmap(bitmap, srcRect, desRect, null);
String path = pathPrefix + i + ".png";
File file = new File(path);
try {
if (file.exists()) {
file.delete();
}
file.createNewFile();
FileOutputStream fos = new FileOutputStream(file);
sprite.compress(Bitmap.CompressFormat.PNG, 100, fos);
fos.flush();
fos.close();
sprite.recycle();
} catch (FileNotFoundException e) {
Log.e(TAG,
"FileNotFoundException at tile " + i + " "
+ e.getMessage());
} catch (IOException e) {
Log.e(TAG, "IOException at tile " + i + " " + e.getMessage());
}
}
bitmap.recycle();
bitmap = Bitmap.createBitmap((int) (width + 0.5f),
(int) (height + 0.5f), format);
Canvas canvas = new Canvas(bitmap);
desRect = new Rect(0, 0, 0, bitmap.getHeight());
for (int i = 0; i < 10; i++) {
String path = pathPrefix + i + ".png";
File file = new File(path);
try {
FileInputStream fis = new FileInputStream(file);
// DECODE INPUTSTREAM
Bitmap sprite = BitmapFactory.decodeStream(fis, null, options);
desRect.left = desRect.right;
desRect.right = desRect.left + sprite.getWidth();
canvas.drawBitmap(sprite, null, desRect, null);
sprite.recycle();
} catch (IOException e) {
Log.e(TAG, "IOException at tile " + i + " " + e.getMessage());
}
}
myMemInfo = mAM.getProcessMemoryInfo(pids)[0];
Log.e(TAG, "dalvikPss (before scaling) = " + myMemInfo.dalvikPss);
// THIS IS WHERE THE OOM HAPPENS
return bitmap;
}
我已经用我的手机进行了测试,当缩放到 1.5 时它运行时没有 OOM(原来的方法会遇到 OOM)
关于android - 缩放和加载位图导致 OOM (OutOfMemoryError) (Android),我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/16420224/
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