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1page.title=Displaying Bitmaps Efficiently
2page.tags="bitmaps","images","graphics"
3
4trainingnavtop=true
5startpage=true
6
7@jd:body
8
9<div id="tb-wrapper">
10<div id="tb">
11
12<h2>Dependencies and prerequisites</h2>
13<ul>
14  <li>Android 2.1 (API Level 7) or higher</li>
15  <li><a href="{@docRoot}tools/support-library/index.html">Support Library</a></li>
16</ul>
17
18<h2>Try it out</h2>
19
20<div class="download-box">
21  <a href="{@docRoot}shareables/training/BitmapFun.zip" class="button">Download the sample</a>
22  <p class="filename">BitmapFun.zip</p>
23</div>
24
25</div>
26</div>
27
28<p>Learn how to use common techniques to process and load {@link
29android.graphics.Bitmap} objects in a way that keeps your user interface (UI) components responsive
30and avoids exceeding your application memory limit. If you're not careful, bitmaps can quickly
31consume your available memory budget leading to an application crash due to the dreaded
32exception:<br />{@code java.lang.OutofMemoryError: bitmap size exceeds VM budget}.</p>
33
34<p>There are a number of reasons why loading bitmaps in your Android application is tricky:</p>
35
36<ul>
37  <li>Mobile devices typically have constrained system resources. Android devices can have as little
38  as 16MB of memory available to a single application. The <a
39  href="http://source.android.com/compatibility/downloads.html">Android Compatibility Definition
40  Document</a> (CDD), <i>Section 3.7. Virtual Machine Compatibility</i> gives the required minimum
41  application memory for various screen sizes and densities. Applications should be optimized to
42  perform under this minimum memory limit. However, keep in mind many devices are configured with
43  higher limits.</li>
44  <li>Bitmaps take up a lot of memory, especially for rich images like photographs. For example, the
45  camera on the <a href="http://www.android.com/devices/detail/galaxy-nexus">Galaxy Nexus</a> takes
46  photos up to 2592x1936 pixels (5 megapixels). If the bitmap configuration used is {@link
47  android.graphics.Bitmap.Config ARGB_8888} (the default from the Android 2.3 onward) then loading
48  this image into memory takes about 19MB of memory (2592*1936*4 bytes), immediately exhausting the
49  per-app limit on some devices.</li>
50  <li>Android app UI’s frequently require several bitmaps to be loaded at once. Components such as
51  {@link android.widget.ListView}, {@link android.widget.GridView} and {@link
52  android.support.v4.view.ViewPager} commonly include multiple bitmaps on-screen at once with many
53  more potentially off-screen ready to show at the flick of a finger.</li>
54</ul>
55
56<h2>Lessons</h2>
57
58<dl>
59  <dt><b><a href="load-bitmap.html">Loading Large Bitmaps Efficiently</a></b></dt>
60    <dd>This lesson walks you through decoding large bitmaps without exceeding the per application
61    memory limit.</dd>
62
63  <dt><b><a href="process-bitmap.html">Processing Bitmaps Off the UI Thread</a></b></dt>
64    <dd>Bitmap processing (resizing, downloading from a remote source, etc.) should never take place
65    on the main UI thread. This lesson walks you through processing bitmaps in a background thread
66    using {@link android.os.AsyncTask} and explains how to handle concurrency issues.</dd>
67
68  <dt><b><a href="cache-bitmap.html">Caching Bitmaps</a></b></dt>
69    <dd>This lesson walks you through using a memory and disk bitmap cache to improve the
70    responsiveness and fluidity of your UI when loading multiple bitmaps.</dd>
71
72  <dt><b><a href="manage-memory.html">Managing Bitmap Memory</a></b></dt>
73    <dd>This lesson explains how to manage bitmap memory to maximize your app's performance.</dd>
74
75  <dt><b><a href="display-bitmap.html">Displaying Bitmaps in Your UI</a></b></dt>
76    <dd>This lesson brings everything together, showing you how to load multiple bitmaps into
77    components like {@link android.support.v4.view.ViewPager} and {@link android.widget.GridView}
78    using a background thread and bitmap cache.</dd>
79
80</dl>
81