Monodroid loading images efficiently - xamarin.android

I am using a listview that displays text and an image. I am trying to use the Task object to download the images asynchronously and load them in the view to have the listview scroll efficiently. But I get OutOfMemoryExceptions often as there are too many Bitmaps in the memory even though I save them to disc and access it. One reason i see is that there are many tasks that are created(for 20 images, 20 tasks are created) and it might also hog the memory. Is there an efficient way to do this?
Here is the code

You have to scale your bitmaps such that they do not get loaded in their full resolution into the memory. A bitmap of 100kb in size is 400kb in the memory as you need to allocate 4bytes per pixel to hold all the color values for Alpha, Red, Green and Blue. If you images are taken with the camera they can easily be 10 times in size and that quickly takes up a lot of memory.
I see you scale the image in DecodeSampledBitmap but then you also need to dispose of it when you are not needing it anymore.
In SetBitmap you forget to dispose of your Bitmap, you can simply put a using statement around it:
using(var bitmap = ImageDownloader.DownloadImage( url, width, height ))
{
if( !token.IsCancellationRequested )
(this.m_context as Activity).RunOnUiThread(
() => imageView.SetImageBitmap( bitmap )
);
}
Please also take a look at the Load Large Bitmaps Efficiently article in the Xamarin docs.

In addition to loading the bitmaps efficiently, I've recently discovered that it is also important to make sure that Android knows it can release the images later.
One of the decode options available is InPurgeable and setting this to true is important if you want Android to ever clear any loaded Bitmaps from memory.
If this is set to true, then the resulting bitmap will allocate its pixels such that they can be purged if the system needs to reclaim memory. In that instance, when the pixels need to be accessed again (e.g. the bitmap is drawn, getPixels() is called), they will be automatically re-decoded
See:
Android out of memory on image capture
Why would I ever NOT use BitmapFactory's inPurgeable option?
http://developer.android.com/reference/android/graphics/BitmapFactory.Options.html
https://github.com/slodge/MvvmCross/pull/175

Related

App keep crashing due to memory pressure

My app is saving and retrieving data from Parse.com. And showing images, buttons, scrollviews, etc.. (the normal stuff). Then when I got near finishing my app, it started to receive memory warnings and the app started crashing often. I checked it in the Instruments and noticed the live bytes was extremely high at some points, and I can't figure out why.
Is the app crashing because of the high live bytes? What should value of the live bytes be?
Obiously something is going on in the VM. But I have no idea what this is. What is the VM: CG raster data? And this: VM: CG Image? I am not using CGImages only UIImages
Is the app crashing because of the high live bytes?
Yes.
What should value of the live bytes be?
There's not fixed number. The limits change from OS version to OS version, and sometimes depend on the device and what else is going on at the moment. The right thing to do is (a) try not to use so much, and (b) heed the warnings and dispose of stuff you don't need.
Obiously something is going on in the VM. But I have no idea what this is. What is the VM: CG raster data? And this: VM: CG Image? I am not using CGImages only UIImages
A UIImage is just a wrapper around a CGImage.
You have too many images alive at the same time. That's the problem you have to fix.
So, how many is too many? It depends on how big they are.
Also, note that the "raster data" is the decompressed size. A 5Mpix RGBA 8bpp image takes 20MB of RAM for its raster data, whether the file is 8MB or 8KB.
I still feel the number is too high though, or is 30-40 MB an okey number handling 3-6 full-screen sized images at a time? This is when tested on a 4 year old iPhone4, iOS 7. If that matters.
On an iPhone 4, "full-screen" means 640x960 pixels. 8bpp RGBA means 4 bytes per pixel. So, with 6 such images, that's 640*960*4*6 = 14MB. So, that's the absolute minimum storage you should expect if you've loaded and drawn 6 full-screen images.
So, why do you actually see more than twice that?
Well, as Images and Memory Management in the class reference says:
In low-memory situations, image data may be purged from a UIImage object to free up memory on the system. This purging behavior affects only the image data stored internally by the UIImage object and not the object itself. When you attempt to draw an image whose data has been purged, the image object automatically reloads the data from its original file. This extra load step, however, may incur a small performance penalty.
So think of that 14MB as basically a cache that iOS uses to speed things up, in case you want to draw the images again. If you run a little low on memory, it'll purge the cache automatically, so you don't have to worry about it.
So, that leaves you with 16-24MB, which is presumably used by the buffers of your UI widgets and layers and by the compositor behind the scenes. That's a bit more than the theoretical minimum of 14MB, but not horribly so.
If you want to reduce memory usage further, what you probably need to do is not draw all 6 images. If they're full-screen, there's no way the user can see more than 1 or 2 at a time. So, you could load and render them on demand instead of preloading them (or, if you can predict which one will usually be needed next, preload 1 of them instead of all of them), and destroy them when they're no longer visible. Since you'd then only have 2 images instead of 6, that should drop your memory usage from 16-24MB + a 14MB cache to 5-9MB + a 5MB cache. This obviously means a bit more CPU—it probably won't noticeably affect responsiveness or battery drain, but you'd want to test that. And, more importantly, it will definitely make your code more complicated.
Obviously, if it's appropriate for your images, you could also do things like using non-Retina images (which will cut memory by 75%) or dropping color depth from RGBA-8 to ARGB-1555 (50%), but most images don't look as good that way (which is why we have high-color Retina displays).

AS3 AIR iOS - How to control when BitmapData is cached/uncached from the GPU?

This question's kind of a 4-parter:
Is it true that all BitmapData is immediately cached to the GPU as soon as it's created (even if it's never applied to a Bitmap or added to stage?)
Does this still happen if the GPU texture buffer is already full? Bonus points: if so, what's the preferential swap method the GPU chooses to select which textures to remove from memory?
If (1), then does setting the width/height of any BitmapData uncache it and/or does replacing its pixels therefore upload the new pixels to the same memory address on the GPU? Bonus: What if the size changes?
To bring this all together, would a hybrid class that extends BitmapData but stores its actual data in a ByteArray be able to use setPixels/getPixels on itself to control upload/download from the GPU as necessary, to buffer a large number of bitmaps? Bonus: Would speed improve for actually placing them in Bitmaps if the instances of this class were static?
Here are some answers
No. In AIR, you manually upload bitmaps to GPU and have control WHEN to do it
As far as I've reached, if the buffer is full, you simply get an error for it - the GPU cannot make a choice what do to. Removing a random texture won't be nice if it's important to you, right? :)
You can check for example Starling and how it uploads textures to GPU. Once you force it to do so, it doesn't care what you do with the bitmap. It's like making a photo image of an object so that you can just show it instead of explaining it with words. It won't matter if you change the object, the photo will be still the same.
Simplified answer: no. Again - it's best to check out how textures are created and how you upload stuff to GPU.

in opengl es 2 how do I free up a texture (ios hard crash)

I have an iOS opengl es 2.0 app that needs to use a TON of large textures. Ideally 4096x4096. I have a struct array that contains all the info about the texture, and as I need to use each one I glGenTextures a new texture id and load the image there, free up the uiimage, etc. That all works great.
My app uses a bunch of textures for UI, image processing, etc. About 4-5 of the 15 I'm using for all of that are 4k x 4k. Rest are smaller. And then these load-as-needed textures are also 4k.
On loading about the 4th-5th of those the app crashes HARD. No console or debug. Just quits to the springboard in the middle of trying to load the next texture.
I don't have a memory leak - I ran instruments. I'm using ARC. I can post the crash report from the Organizer but it doesn't have much info. Just that my app's rpages was 170504.
I could post the image load code but its the same code I've used on all my apps for years. The new thing is pushing the system that hard and trying to load that many large textures.
Q1: Anyone have experience with using a ton of large textures?
So I resolved to the fact that I'll have to do preview res stuff at 1024x1024 and then final res stuff at 4096. The 1k images are now loading as needed and staying loaded. The 4k images will all be loaded one at a time into the same texture to be used and then move on to the next.
I wrote into my image loader a preview parameter and when set it shrinks the image to fit in 1024 during the load. Now Instead of crashing on the 4th or 5th I can add textures 'all day'. My GUESS is that I could do 16x as many as before. But I only need like 20-30 at a time. (only!) So far I've tried 20 with no memory warnings or crashes.
However.. if the app keeps running, because my textures are loaded at unique texture ids, at some point I would hit that spot where I need to unload one that's no longer needed to load the next one. This is probably very simple, but....
Q2: How do I free up a texture that's at an texture id when I no longer need it?
Q3: Will a memory warning tell me that I need to free up an open gl texture?
Q4: Aren't textures loaded on the PVR chip? Are they or how are they even taking up the phone's memory?
Thanks!
Removing Texture:
You have to use this GL call from the main thread.
glDeleteTextures(1, &_texture);
Memory warning is a general call to the application. It will not give you specific information. It is always better to remove unwanted textures from the memory if they are not needed anymore. Eg: We usually remove textures used in menu when the user moves to the In-Game screens, they are reloaded again when the user navigates back. This is much easier to manage memory than waiting for the system to call memory warning.
When you load PNG image, the data is decompressed and stored raw as array of colors per pixel. A 1K texture will use 4 mb despite of content/colors in the image. PVR is a hardware decompression chip which will decompress realtime when the image is used by the GPU, and the image file size you see is what memory it uses.

Handle large images in iOS

I want to allow the user to select a photo, without limiting the size, and then edit it.
My idea is to create a thumbnail of the large photo with the same size as the screen for editing, and then, when the editing is finished, use the large photo to make the same edit that was performed on the thumbnail.
When I use UIGraphicsBeginImageContext to create a thumbnail image, it will cause a memory issue.
I know it's hard to edit the whole large image directly due to hardware limits, so I want to know if there is a way I can downsample the large image to less then 2048*2048 wihout memory issues?
I found that there is a BitmapFactory Class which has an inSampleSize option which can downsample a photo in Android platform. How can this be done on iOS?
You need to handle the image loading using UIImage which doesn't actually load the image into memory and then create a bitmap context at the size of the resulting image that you want (so this will be the amount of memory used). Then you need to iterate a number of times drawing tiles from the original image (this is where parts of the image data are loaded into memory) using CGImageCreateWithImageInRect into the destination context using CGContextDrawImage.
See this sample code from Apple.
Large images don't fit in memory. So loading them into memory to then resize them doesn't work.
To work with very large images you have to tile them. Lots of solutions out there already for example see if this can solve your problem:
https://github.com/dhoerl/PhotoScrollerNetwork
I implemented my own custom solution but that was specific to our environment where we had an image tiler running server side already & I could just request specific tiles of large images (madea server, it's really cool)
The reason tiling works is that basically you only ever keep the visible pixels in memory, and there isn't that many of those. All tiles not currently visible are factored out to the disk cache, or flash memory cache as it were.
Take a look at this work by Trevor Harmon. It improved my app's performance.I believe it will work for you too.
https://github.com/coryalder/UIImage_Resize

Draw elements with Core Graphics or provide images ?

I am not quite sure whether it is beneficial to draw the visual elements of my app with Core Graphics instead of providing the images. In terms of memory preservation and runtime speed which way is better ?
In terms of memory preservation and runtime speed which way is better?
+UIImage:imageNamed: is most efficient. It caches images, i.e. only one copy of an image is in memory and the image is decoded (from its PNG, JPEG, TIFF, etc. data) when it is needed and kept around for future reuse. If you are worried about memory use, iOS will purge the UIImage cache if you are running low or go into the background.
Using Core Graphics to draw an image does not do any caching for you, unless you write the code to draw your image into a context, save the context as a bitmap, cache the bitmap and then reuse it later on. So you end up drawing the same thing over and over every time it is needed. For example, if you override UIView's -drawRect: to draw imagery, then during animations it will be called for every single frame (60 times a second). This needlessly burns CPU cycles and battery life.
Bottom line is it depends on what your app is and does.
If you dont need your images to Change or animate much ,then you shoud directly use an image.Dont worry so much about performace unless you have like 100 images in a single view controller.
If iPhone can handle games like need for speed , to run an app with various images is an easy task.
Hope this helps.

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