I am developing a game on android.Like tower defense.
I am using surface view.I am using some image as bitmap.(Spritesheets, tilesets, buttons, backgrounds,efects vs.)
Now images are nearly 5-6 mb.And i get this error when i run my game:
Bitmap size exceeds VM budget
19464192-byte external allocation too large for this process.
I call images like that
BitmapFactory.decodeResource(res, id)
and i put it to array.
I can't scale images.I am using all of them.
I tried that
options.inPurgeable=true;
and it work but the image is loading very slowly.I load a spritesheet with that and when it is loading, i get very very low fps.
What can I do?
I've had this problem too; there's really no solution other than to reduce the number/size of bitmaps that you have loaded at once. Some older Android devices only allocate 16MB to the heap for your whole application, and bitmaps are stored in memory uncompressed once you load them, so it's not hard to exceed 16MB with large backgrounds, etc. (An 854x480, 32-bit bitmap is about 1.6MB uncompressed.)
In my game I was able to get around it by only loading bitmaps that I was going to use in the current level (e.g. I have a single Bitmap object for the background that gets reloaded from resources each time it changes, rather than maintaining multiple Bitmaps in memory. I just maintain an int that tracks which resource I have loaded currently.)
Your sprite sheet is huge, so I think you're right that you'll need to reduce the size of your animations. Alternatively, loading from resources is decently fast, so you might be able to get away with doing something like only loading the animation strip for the character's current direction, and have him pause slightly when he turns while you replace it with the new animation strip. That might get complicated though.
Also, I highly recommend testing your app on the emulator with a VM heap set to 16mb, to make sure you've fixed the problem for all devices. (The emulator usually defaults to 24mb, so it's easy for that to go untested and generate some 1-star reviews after release.)
I am not a game dev however I would like to think I know Android enough.
Loading images of the size is almost certain to throw errors. Why are the images that file size?
There is an example at http://p-xr.com/android-tutorial-how-to-paint-animate-loop-and-remove-a-sprite/. If you notice he has an explosion sprite of only ~200Kb. Even a more detailed image would not take much more file space.
OK some suggestions:
Are you loading all your spritesheets onto a single sheet or is
each spritesheet in a seperate file? If they are all on one I would
split them up.
Lower the resolution of the images, an Android device is portable
and some only have a low resolution screen. For example the HTC
Wildfire has a resolution of 240x320 (LDPI device) and is quite a
common device. You have not stated the image dimensions so we can't be sure if this is practical.
Finally; I am not a game programmer but I found this tutorial (part of the same series) quite enlightening - http://p-xr.com/android-tutorial-2d-canvas-graphics/. I wonder if you are applying a pattern that is not appropriate for Android, however without code I cannot say.
Right something a little off topic but worth noting...
People under estimate the power of the View. While there is a certain amount of logic to using a SurfaceView, the standard View will do quite a lot on its own. A SurfaceView more often than not requires an underlying thread to run (that you will have to setup yourself) in order to make it work. A View however calls onDraw(), which can be utilized in a variety of ways including the postinvalidate() method (see What does postInvalidate() do?).
In any case it might be worth checking out this tutorial http://mindtherobot.com/blog/272/android-custom-ui-making-a-vintage-thermometer/. Personally, it was an excellent example of a custom View and what you can do with them. I rewrote a few sections and made a pocket watch app.
Related
The number of models that my swing application needs to display is currently 2000 to 10000 images. After multiple zooming or using for a period of time, the memory continues to increase and will not decrease,How can I optimize it?
It is hard to recommend anything without knowing more about the environment, but I'll list some general tips:
You resize images every time you zoom in/out. This creates new images rapidly, especially if you zoom in using the mouse wheel or some other tool that fires events rapidly. Consider creating the image after the resizing has finished.
Don't hold references to unused images. This means you shouldn't store all the resized images, only the used ones.
Probably you don't need every image in every state of the
application - consider creating a loading screen which is shown while your application loads and resizes the used images, and discards the previous ones. (It does not have to be an actual loading screen or animation)
I've never seen a small or medium-scale project which needed 10k unrelated images. You might be storing animations per-frame, which is way less efficient than using video formats.
If you have many similar images, consider not loading them from file but instead paint them dynamically (you have a base image and paint over it using the component's Graphics).
Call the garbage collector. This should free up any unused space in the memory.
Just started learning graphics in Android Studio and started out by making a growing graph(x^2). It turned out pretty well, but it goes out of the bitmap box quite fast and I was wondering if it is possible to start scaling it while it tries to grow outside the boundaries.
Here is a good example of what I mean. Whenever the graph line starts to exit the boundaries of the box, all the graph starts to scale.
Is that possible to do with bitmap or any other way in Android Studio? And if so, then how?
This is pretty open ended but IMO this all depends on what you're trying to do and how big everything can scale.
Typically what I would say is that your bitmap shouldn't scale up, your graph should scale down. This keeps the memory footprint of the bitmap small which will be important to run on low memory devices. IMO you should use paths and then draw them on your canvas and change the stroke to make them smaller as needed. Then they can scale up and it wont matter if it draws offscreen as it's not actually making the bitmap bigger. To learn how to do that you should check out Google's documentation!
If you want to use a bitmap then You should read the suggestions here as well. Also you'll probably have to get into tiling/region decoding in order to load everything efficiently when zooming in on the image:
When dealing with different screen sizes I use like 3 packs of assets for SD, MD and HD phones / tablets.
But doing this is kinda annoying, and makes the APK bigger.
I want to use just the biggest pack that I want to use, like HD.
But if someone got a 3.2" phone I don't want to render a 1280x768 background on 320x480 phone..
So i'm just wondering..is possible with libGDX to resize a Texture ?
I don't mean resizing like, drawing with a specific size..I mean, in Texture Packer GUI I can add the biggest assets pack and choose to export also HD or MD pack..
Is possible to resize a Texture in runtime?
So if I play my game on a small phone, the textures will be smaller in size.
I hope you guys understand what I'm trying to say.
Using extra storage space on the low-end phones is probably the best bet. The alternatives are less attractive:
Scale the images down when you load them. This will lengthen load times on an already under-powered phone. The scaling will have to be done on the CPU, as the GPU may not support textures that are a multiple of screen size. Plus you'll need to load these large images into memory, which will tax a small phone even more. (You could do this once and cache the results, so you don't penalize every startup but then you might as well just put the files in the .APK) (You could chop the HD image into parts to avoid overwhelming a low-end phone, but that just increases the startup latency even more.) If you still want to try it, with LibGDX you could use a FrameBuffer to create a low-resolution image at run-time from a higher-resolution one.
Scale the images down when you render them. This is unlikely to work reliably, and requires a significant memory footprint to keep the images loaded.
To get a real handle on what you are optimizing here, try building your APK with all the resolutions and then again with just the HD images. I bet the difference isn't that big (the low-end images are, by definition, not that big relatively.)
I'm currently working in a map editor for a 2D, tile based game. When I create a new map, the tileset is loaded into memory and displayed in a JPanel that's inside a JScrollPane, so I can choose the tiles I wish to draw.
At first, I was just drawing the full image, but that made scrolling pretty slow, so now I only draw the visible portion of it and that works just fine. What I'm worried about is the memory usage, because the tileset is pretty big. I'm not getting any OutOfMemory erros, but I would like to optimise everything I can.
I tried using ImageReader together with ImageReadParam.setSourceRegion(); and that uses a lot less memory, but the scrolling becomes slower and the image blinks like crazy when scrolling - probably because it takes some time to read the image form disk.
So, is there a good way to quickly load parts of a big image without fully loading it? Or maybe there's a way to fully load it but in a compressed manner?
This is a bit of a followup to my last question: Canvas is drawing too slowly
Now that I can draw images more quickly, the problem I am faced with is that the actual loading of the images takes far too long.
In the app I am working on, the user is able to play back video frames (jpegs) in succession, as though he is viewing the video in realtime. I have been using BitmapFactory.decodeFile() to load each jpeg in a Bitmap. I'm unable to load all images at once since there are about 240 of them, and that would use up all of my heap space. What I have been doing is preloading up to 6 at a time into an array by way of a separate thread in order to cut down on the time it takes for each image to display.
Unfortunately, it takes somewhere between 50 and 90ms to load an image, and I need to show an image every 42ms. Is there a faster way to load images possibly?
For clarification, these images are in a folder on the SD card, and they are all 720x480 jpegs. I am sampling them at half that size to cut down on memory usage.
I ended up doing this quite a bit differently than I had originally envisioned. There was quite a bit to it, but here's the gist of how I achieved my goal:
All images are stored on SD card and written to one file (each image takes up X bytes in the file)
Use native code to read from and write to the image file
When requesting an image, I pass the index of the image in the list and a bitmap object (RGB_565) to the native code using a JNI wrapper
The native code locks the bitmap surface, writes pixel data (as a uint8_t**) directly to the bitmap, then unlocks it
The image is rendered to the screen
By doing it this way, I only needed to store one image in memory at a time, and I was able to bypass garbage collection (since the bitmap was only created once and then repopulated natively). I hope someone else might find this strategy useful.
Guess you already tried all methods in this tutorial http://www.higherpass.com/Android/Tutorials/Working-With-Images-In-Android/2/ and chosen the fastest. Maybe tweaking resizing can decrease loading time.
Best of all would of course be if you didn't have to resize the images at all. If you have full control of the images maybe you could try to pack them as sprites, see article http://www.droidnova.com/2d-sprite-animation-in-android,471.html