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Training—Displaying Bitmaps Efficiently

2013-11-05 16:53 796 查看
阅读:https://developer.android.com/training/displaying-bitmaps/index.html

Bitmap非常消耗内存,因此学会怎么处理它非常重要。

有几点需要注意:

1、安卓为每个系统分配16MB的内存使用,但这并不是一定的,有些限制会高点。

2、Bitmaps take up a lot of memory, especially for rich images like photographs. For example, the camera on the Galaxy Nexus takes photos up to 2592x1936 pixels (5 megapixels). If the bitmap configuration used is
ARGB_8888
(the default from the Android 2.3 onward) then loading this image into memory takes about 19MB of memory (2592*1936*4 bytes), immediately exhausting the per-app limit on some devices.

(就是说Bitmap很占用内存balabalbalba)

3、Android app UI’s frequently require several bitmaps to be loaded at once. Components such as
ListView
,
GridView
and
ViewPager
commonly include multiple bitmaps on-screen at once with many more potentially off-screen ready to show at the flick of a finger.

(bitmap经常使用比如listview啊等等)


The
BitmapFactory
class provides several decoding methods (
,%20int,%20int,%20android.graphics.BitmapFactory.Options%29]decodeByteArray()
,
decodeFile()
,
decodeResource()
, etc.) for creating a
Bitmap
from various sources. Choose the most appropriate decode method based on your image data source. These methods attempt to allocate memory for the constructed bitmap and therefore can easily result in an
OutOfMemory
exception. Each type of decode method has additional signatures that let you specify decoding options via the
BitmapFactory.Options
class. Setting the
inJustDecodeBounds
property to
true
while decoding avoids memory allocation, returning
null
for the bitmap object but setting
outWidth
,
outHeight
and
outMimeType
. This technique allows you to read the dimensions and type of the image data prior to construction (and memory allocation) of the bitmap.


  BitmapFactory有多种读取图像数据的方法,类似decodeByteArray(), decodeFile(), decodeResource()。但是bitmap很占用资源因此最好使用 BitmapFactory.Options并设置inJustDecodeBounds为true,去获取图像的一些数据,这能有效避免
OutOfMemory


BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeResource(getResources(), R.id.myimage, options);
int imageHeight = options.outHeight;
int imageWidth = options.outWidth;
String imageType = options.outMimeType;


已经知道bitmap占用资源很变态,所以我们可以通过对图像同比例的缩小到目标尺寸,然后让系统处理即可。

//获取缩小比例
public static int calculateInSampleSize(
BitmapFactory.Options options, int reqWidth, int reqHeight) {
// Raw height and width of image
final int height = options.outHeight;
final int width = options.outWidth;
int inSampleSize = 1;

if (height > reqHeight || width > reqWidth) {

final int halfHeight = height / 2;
final int halfWidth = width / 2;

// Calculate the largest inSampleSize value that is a power of 2 and keeps both
// height and width larger than the requested height and width.
while ((halfHeight / inSampleSize) > reqHeight
&& (halfWidth / inSampleSize) > reqWidth) {
inSampleSize *= 2;
}
}

return inSampleSize;
}

//获得缩略图:
public static Bitmap decodeSampledBitmapFromResource(Resources res, int resId,
int reqWidth, int reqHeight) {

// First decode with inJustDecodeBounds=true to check dimensions
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeResource(res, resId, options);

// Calculate inSampleSize
options.inSampleSize = calculateInSampleSize(options, reqWidth, reqHeight);

// Decode bitmap with inSampleSize set
options.inJustDecodeBounds = false;
return BitmapFactory.decodeResource(res, resId, options);
}


上面所描述的操作,不能再UI线程里操作,需要启用其他的线程。

class BitmapWorkerTask extends AsyncTask<Integer, Void, Bitmap> {
private final WeakReference<ImageView> imageViewReference;
private int data = 0;

public BitmapWorkerTask(ImageView imageView) {
// Use a WeakReference to ensure the ImageView can be garbage collected
imageViewReference = new WeakReference<ImageView>(imageView);
}

// Decode image in background.
@Override
protected Bitmap doInBackground(Integer... params) {
data = params[0];
return decodeSampledBitmapFromResource(getResources(), data, 100, 100));
}

// Once complete, see if ImageView is still around and set bitmap.
@Override
protected void onPostExecute(Bitmap bitmap) {
if (imageViewReference != null && bitmap != null) {
final ImageView imageView = imageViewReference.get();
if (imageView != null) {
imageView.setImageBitmap(bitmap);
}
}
}
}


注意这里的弱引用。

https://developer.android.com/training/displaying-bitmaps/process-bitmap.html 的下面描述了之前 http://www.cnblogs.com/yutoulck/p/3389406.html 里面的问题,不过这个代码更加详细,可作为参考。

接下来介绍了使用图像缓存。


A memory cache offers fast access to bitmaps at the cost of taking up valuable application memory. The
LruCache
class (also available in the Support Library for use back to API Level 4) is particularly well suited to the task of caching bitmaps, keeping recently referenced objects in a strong referenced
LinkedHashMap
and evicting the least recently used member before the cache exceeds its designated size.


   LruCache类能够对最近使用的bitmap使用强引用。


In order to choose a suitable size for a
LruCache
, a number of factors should be taken into consideration, for example:

How memory intensive is the rest of your activity and/or application?

How many images will be on-screen at once? How many need to be available ready to come on-screen?

What is the screen size and density of the device? An extra high density screen (xhdpi) device like Galaxy Nexus will need a larger cache to hold the same number of images in memory compared to a device like Nexus S (hdpi).

What dimensions and configuration are the bitmaps and therefore how much memory will each take up?

How frequently will the images be accessed? Will some be accessed more frequently than others? If so, perhaps you may want to keep certain items always in memory or even have multiple
LruCache
objects for different groups of bitmaps.

Can you balance quality against quantity? Sometimes it can be more useful to store a larger number of lower quality bitmaps, potentially loading a higher quality version in another background task.

There is no specific size or formula that suits all applications, it's up to you to analyze your usage and come up with a suitable solution. A cache that is too small causes additional overhead with no benefit, a cache that is too large can once again cause
java.lang.OutOfMemory
exceptions and leave the rest of your app little memory to work with.


  使用这个类,需要对自己的程序对内存的占用有一定的了解。

  直接上代码:

private LruCache<String, Bitmap> mMemoryCache;

@Override
protected void onCreate(Bundle savedInstanceState) {
...
// Get max available VM memory, exceeding this amount will throw an
// OutOfMemory exception. Stored in kilobytes as LruCache takes an
// int in its constructor.
final int maxMemory = (int) (Runtime.getRuntime().maxMemory() / 1024);

// Use 1/8th of the available memory for this memory cache.
final int cacheSize = maxMemory / 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.getByteCount() / 1024;
}
};
...
}

public void addBitmapToMemoryCache(String key, Bitmap bitmap) {
if (getBitmapFromMemCache(key) == null) {
mMemoryCache.put(key, bitmap);
}
}

public Bitmap getBitmapFromMemCache(String key) {
return mMemoryCache.get(key);
}



Note: In this example, one eighth of the application memory is allocated for our cache. On a normal/hdpi device this is a minimum of around 4MB (32/8). A full screen
GridView
filled with images on a device with 800x480 resolution would use around 1.5MB (800*480*4 bytes), so this would cache a minimum of around 2.5 pages of images in memory.


  一个使用了满屏的GridView的引用且手机是800*480的手机大概需要使用1.5MB的内存,所以如果缓存是4MB那么就能缓存2.5个屏幕的图片了。

public void loadBitmap(int resId, ImageView imageView) {
final String imageKey = String.valueOf(resId);

final Bitmap bitmap = getBitmapFromMemCache(imageKey);
if (bitmap != null) {
mImageView.setImageBitmap(bitmap);
} else {
mImageView.setImageResource(R.drawable.image_placeholder);
BitmapWorkerTask task = new BitmapWorkerTask(mImageView);
task.execute(resId);
}
}


套入VIEW的时候应该先检测缓存。

上面所用的缓存是在内存的范围,当然也可以使用disk cache(因为有可能程序被电话打断之后内存被清理了导致图片需要再获取一次)

代码:

private DiskLruCache mDiskLruCache;
private final Object mDiskCacheLock = new Object();
private boolean mDiskCacheStarting = true;
private static final int DISK_CACHE_SIZE = 1024 * 1024 * 10; // 10MB
private static final String DISK_CACHE_SUBDIR = "thumbnails";

@Override
protected void onCreate(Bundle savedInstanceState) {
...
// Initialize memory cache
...
// Initialize disk cache on background thread
File cacheDir = getDiskCacheDir(this, DISK_CACHE_SUBDIR);
new InitDiskCacheTask().execute(cacheDir);
...
}

class InitDiskCacheTask extends AsyncTask<File, Void, Void> {
@Override
protected Void doInBackground(File... params) {
synchronized (mDiskCacheLock) {
File cacheDir = params[0];
mDiskLruCache = DiskLruCache.open(cacheDir, DISK_CACHE_SIZE);
mDiskCacheStarting = false; // Finished initialization
mDiskCacheLock.notifyAll(); // Wake any waiting threads
}
return null;
}
}

class BitmapWorkerTask extends AsyncTask<Integer, Void, Bitmap> {
...
// Decode image in background.
@Override
protected Bitmap doInBackground(Integer... params) {
final String imageKey = String.valueOf(params[0]);

// Check disk cache in background thread
Bitmap bitmap = getBitmapFromDiskCache(imageKey);

if (bitmap == null) { // Not found in disk cache
// Process as normal
final Bitmap bitmap = decodeSampledBitmapFromResource(
getResources(), params[0], 100, 100));
}

// Add final bitmap to caches
addBitmapToCache(imageKey, bitmap);

return bitmap;
}
...
}

public void addBitmapToCache(String key, Bitmap bitmap) {
// Add to memory cache as before
if (getBitmapFromMemCache(key) == null) {
mMemoryCache.put(key, bitmap);
}

// Also add to disk cache
synchronized (mDiskCacheLock) {
if (mDiskLruCache != null && mDiskLruCache.get(key) == null) {
mDiskLruCache.put(key, bitmap);
}
}
}

public Bitmap getBitmapFromDiskCache(String key) {
synchronized (mDiskCacheLock) {
// Wait while disk cache is started from background thread
while (mDiskCacheStarting) {
try {
mDiskCacheLock.wait();
} catch (InterruptedException e) {}
}
if (mDiskLruCache != null) {
return mDiskLruCache.get(key);
}
}
return null;
}

// Creates a unique subdirectory of the designated app cache directory. Tries to use external
// but if not mounted, falls back on internal storage.
public static File getDiskCacheDir(Context context, String uniqueName) {
// Check if media is mounted or storage is built-in, if so, try and use external cache dir
// otherwise use internal cache dir
final String cachePath =
Environment.MEDIA_MOUNTED.equals(Environment.getExternalStorageState()) ||
!isExternalStorageRemovable() ? getExternalCacheDir(context).getPath() :
context.getCacheDir().getPath();

return new File(cachePath + File.separator + uniqueName);
}



Note: Even initializing the disk cache requires disk operations and therefore should not take place on the main thread. However, this does mean there's a chance the cache is accessed before initialization. To address this, in the above implementation, a lock object ensures that the app does not read from the disk cache until the cache has been initialized.


  请注意,这里使用到了锁,因为所有的disk cache操作都必须在缓存被生成之后,因此需要这个操作。


Runtime configuration changes, such as a screen orientation change, cause Android to destroy and restart the running activity with the new configuration (For more information about this behavior, see Handling Runtime Changes). You want to avoid having to process all your images again so the user has a smooth and fast experience when a configuration change occurs.

Luckily, you have a nice memory cache of bitmaps that you built in the Use a Memory Cache section. This cache can be passed through to the new activity instance using a
Fragment
which is preserved by calling
setRetainInstance(true)
). After the activity has been recreated, this retained
Fragment
is reattached and you gain access to the existing cache object, allowing images to be quickly fetched and re-populated into the
ImageView
objects.


  在Fragment中设置setRetainInstance(true),就能保护Fragment的内存缓存并且重建的时候将引用传递给Activity。

  

private LruCache<String, Bitmap> mMemoryCache;

@Override
protected void onCreate(Bundle savedInstanceState) {
...
RetainFragment retainFragment =
RetainFragment.findOrCreateRetainFragment(getFragmentManager());
mMemoryCache = retainFragment.mRetainedCache;
if (mMemoryCache == null) {
mMemoryCache = new LruCache<String, Bitmap>(cacheSize) {
... // Initialize cache here as usual
}
retainFragment.mRetainedCache = mMemoryCache;
}
...
}

class RetainFragment extends Fragment {
private static final String TAG = "RetainFragment";
public LruCache<String, Bitmap> mRetainedCache;

public RetainFragment() {}

public static RetainFragment findOrCreateRetainFragment(FragmentManager fm) {
RetainFragment fragment = (RetainFragment) fm.findFragmentByTag(TAG);
if (fragment == null) {
fragment = new RetainFragment();
fm.beginTransaction().add(fragment, TAG).commit();
}
return fragment;
}

@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setRetainInstance(true);
}
}

https://developer.android.com/training/displaying-bitmaps/display-bitmap.html 里面有两段详细的代码展示如何在UI显示bitmap,教程较为复杂,但是确实相当强大,建议多阅读。
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