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/frameworks/base/docs/html/guide/topics/renderscript/
Dadvanced.jd26 <a href="#memory">Working with Memory</a>
28 <li><a href="#allocating-mem">Allocating and binding memory to the RenderScript</a></li>
30 <li><a href="#read-write">Reading and writing to memory</a></li>
44 present to facilitate communication and memory management between the two levels of code.
46 different layers of code as well as how memory is shared between the Android VM and
94 and constructors that allow you to allocate and work with memory for pointers that are defined in
123 <code>struct</code>, which allows you to allocate memory for one or more instances of this
196 class represents an array of the <code>struct</code> and allows you to allocate memory for a
331 <p>The generated code is provided to you as a convenience to allocate memory for structs requested
333 in memory. Each <code>struct</code>'s class defines the following methods and constructors:</p>
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/frameworks/base/docs/html/topic/performance/
Dmemory.jd2 page.tags=ram,low memory,OutOfMemoryError,onTrimMemory
14 <li><a href="#release">Release memory in response to events</a></li>
15 <li><a href="#CheckHowMuchMemory">Check how much memory you should use</a></li>
24 <li><a href="#churn">Avoid memory churn</a></li>
37 …<li><a href="{@docRoot}training/articles/memory-overview.html">Overview of Android Memory Manageme…
50 Random-access memory (RAM) is a valuable
53 where physical memory is often constrained.
56 when and where your app allocates and releases memory.
58 introducing memory leaks, usually caused by holding onto
67 proactively reduce memory usage within your app.
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Dmemory-overview.jd2 page.tags=ram,memory,paging,mmap
19 <li><a href="{@docRoot}training/articles/memory.html">Manage Your App's Memory</a>
31 …and <a href="http://en.wikipedia.org/wiki/Memory-mapped_files" class="external-link">memory-mappin…
32 (mmapping) to manage memory. This means that any memory an app
35 cannot be paged out. The only way to release memory from an app is to release
36 object references that the app holds, making the memory available to the
40 can be paged out of RAM if the system wants to use that memory elsewhere.
44 This page explains how Android manages app processes and memory
45 allocation. For more information about how to manage memory more efficiently
47 <a href="{@docRoot}training/articles/memory.html">Manage Your App's Memory</a>.
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/frameworks/base/docs/html/training/displaying-bitmaps/
Dcache-bitmap.jd14 <li><a href="#memory-cache">Use a Memory Cache</a></li>
43 you want to avoid continually processing these images each time they come back on-screen. A memory
46 <p>This lesson walks you through using a memory and disk bitmap cache to improve the responsiveness
49 <h2 id="memory-cache">Use a Memory Cache</h2>
51 <p>A memory cache offers fast access to bitmaps at the cost of taking up valuable application
52 memory. The {@link android.util.LruCache} class (also available in the <a
58 <p class="note"><strong>Note:</strong> In the past, a popular memory cache implementation was a
62 prior to Android 3.0 (API Level 11), the backing data of a bitmap was stored in native memory which
64 memory limits and crash.</p>
70 <li>How memory intensive is the rest of your activity and/or application?</li>
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Dindex.jd44 and avoids exceeding your application memory limit. If you're not careful, bitmaps can quickly
45 consume your available memory budget leading to an application crash due to the dreaded
52 as 16MB of memory available to a single application. The <a
55 application memory for various screen sizes and densities. Applications should be optimized to
56 perform under this minimum memory limit. However, keep in mind many devices are configured with
58 <li>Bitmaps take up a lot of memory, especially for rich images like photographs. For example, the
62 this image into memory takes about 19MB of memory (2592*1936*4 bytes), immediately exhausting the
75 memory limit.</dd>
83 <dd>This lesson walks you through using a memory and disk bitmap cache to improve the
86 <dt><b><a href="manage-memory.html">Managing Bitmap Memory</a></b></dt>
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Dload-bitmap.jd33 <p>Given that you are working with limited memory, ideally you only want to load a lower resolution
34 version in memory. The lower resolution version should match the size of the UI component that
36 up precious memory and incurs additional performance overhead due to additional on the fly
40 memory limit by loading a smaller subsampled version in memory.</p>
52 allocate memory for the constructed bitmap and therefore can easily result in an {@code OutOfMemory}
56 avoids memory allocation, returning {@code null} for the bitmap object but setting {@link
60 dimensions and type of the image data prior to construction (and memory allocation) of the
74 that comfortably fits within the available memory.</p>
79 loaded into memory or if a subsampled version should be loaded instead. Here are some factors to
83 <li>Estimated memory usage of loading the full image in memory.</li>
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Dmanage-memory.jd20 …<li><a href="http://android-developers.blogspot.com/2011/03/memory-analysis-for-android.html">Memo…
21 …<li><a href="http://www.google.com/events/io/2011/sessions/memory-management-for-android-apps.html…
44 bitmap memory has evolved:</p>
51 the memory is reclaimed soon after a bitmap is no longer referenced.</strong>
55 bitmap is stored in native memory. It is separate from the bitmap itself,
56 which is stored in the Dalvik heap. The pixel data in native memory is
58 to briefly exceed its memory limits and crash.
64 <p>The following sections describe how to optimize bitmap memory
75 to reclaim memory as soon as possible.</p>
148 that the bitmap's memory is reused, resulting in improved performance, and
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Ddisplay-bitmap.jd49 as they disappear off-screen, keeping memory usage down.</p>
52 all fit within the application memory limit, then using a regular {@link
185 directly from disk, it can also be beneficial to add a memory and/or disk cache as described in the
186 lesson <a href="cache-bitmap.html#memory-cache">Caching Bitmaps</a>. Here's the additional
187 modifications for a memory cache:</p>
197 …// initialize LruCache as per <a href="cache-bitmap.html#memory-cache">Use a Memory Cache</a> sect…
213 …... // include updated BitmapWorkerTask from <a href="cache-bitmap.html#memory-cache">Use a Memory…
227 UI remains fluid, memory usage remains under control and concurrency is handled correctly (due to
/frameworks/compile/mclinker/include/mcld/LD/
DDiagGOTPLT.inc7 "fial to allocate memory for GOT",
8 "fial to allocate memory for GOT")
11 "fial to allocate memory for PLT",
12 "fial to allocate memory for PLT")
DDiagCommonKinds.inc128 "cannot open memory mapped file %0 from offset %1 to length %2.",
132 "cannot remove the mapped memory of file %0.",
133 "cannot remove the mapped memory of file %0.")
148 "requested memory region [%0, %1] is out of range.",
149 "requested memory region [%0, %1] is out of range.")
/frameworks/compile/mclinker/lib/MC/
DInputBuilder.cpp124 MemoryArea* memory = m_pMemFactory->produce(pInput.path(), pMode, pPerm); in setMemory() local
125 pInput.setMemArea(memory); in setMemory()
130 MemoryArea* memory = m_pMemFactory->produce(pMemBuffer, pSize); in setMemory() local
131 pInput.setMemArea(memory); in setMemory()
/frameworks/av/include/media/stagefright/
DMediaBuffer.h132 static bool isDeadObject(const sp<IMemory> &memory) { in isDeadObject() argument
133 if (memory.get() == nullptr || memory->pointer() == nullptr) return false; in isDeadObject()
134 return reinterpret_cast<SharedControl *>(memory->pointer())->isDeadObject(); in isDeadObject()
/frameworks/base/tests/SurfaceComposition/src/android/surfacecomposition/
DMemoryAccessTask.java34 byte[] memory = new byte[BUFFER_SIZE]; in run()
43 result += ++memory[index]; in run()
/frameworks/base/docs/html/guide/topics/processes/
Dprocess-lifecycle.jd7 the system needs to reclaim its memory for use by other applications.</p>
13 and how much overall memory is available in the system.</p>
30 it). So, the system may kill the process at any time to reclaim memory, and in doing so,
35 <p>To determine which processes should be killed when low on memory, Android
60 be killed as a last resort if memory is so low that not even these processes
62 reached a memory paging state, so this action is required in order to keep the user
81 running unless there is not enough memory to retain all foreground and visible process.
90 can kill such processes at any time to reclaim memory for one of the three
93 by the user is the last to be killed when running low on memory.
/frameworks/native/vulkan/api/
Dvulkan.api39 … 16 /// The maximum number of unique memory heaps, each of which supporting 1 or more
825 … = 0x00000008, /// Queue supports sparse resource memory management operati…
885 …x00000004, /// Buffer should support constent data access to physical memory blocks mapped into…
931 …0x00000004, /// Image should support constent data access to physical memory blocks mapped into…
1053 /// Sparse memory bind flags
1059 /// Sparse image memory requirements flags
1093 …BIT = 0x00000001, /// The attachment may alias physical memory of another attachm…
1105 …COMMAND_BUFFER_BIT = 0x00000002, /// Command buffers may release their memory individually
1516 …VkDeviceSize allocationSize /// Size of memory allocati…
1517 … memoryTypeIndex /// Index of the of the memory type to allocate f…
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/frameworks/base/docs/html/training/articles/
Dsmp.jd21 <li style="margin:3px 0 0"><a href="#datamem_barriers">Data memory barriers</a>
89 which two or more identical CPU cores share access to main memory. Until
95 programs running on them can’t use main memory to communicate with each
119 <p>Memory consistency models, or often just “memory models”, describe the
120 guarantees the hardware architecture makes about memory accesses. For example,
131 <li>All memory operations appear to execute one at a time</li>
137 memory, on a sequentially-consistent CPU architecture you know that the code
142 memory-mapped device driver I/O for the moment.)</p>
165 <p>In this and all future litmus examples, memory locations are represented by
166 capital letters (A, B, C) and CPU registers start with “reg”. All memory is
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/frameworks/base/services/core/java/com/android/server/am/
DEventLogTags.logtags48 # Reporting to applications that memory is low
60 # Kill a process to reclaim memory.
102 # Report collection of global memory state
104 # Report collection of memory used by a process
112 # Report changing memory conditions (Values are ProcessStats.ADJ_MEM_FACTOR* constants)
/frameworks/base/libs/hwui/
DCanvasState.cpp81 void* memory; in allocSnapshot() local
83 memory = mSnapshotPool; in allocSnapshot()
87 memory = malloc(sizeof(Snapshot)); in allocSnapshot()
89 return new (memory) Snapshot(previous, savecount); in allocSnapshot()
/frameworks/base/core/jni/
Dandroid_hardware_SoundTrigger.cpp510 sp<IMemory> memory; in android_hardware_SoundTrigger_loadSoundModel() local
588 memory = memoryDealer->allocate(offset + size); in android_hardware_SoundTrigger_loadSoundModel()
589 if (memory == 0 || memory->pointer() == NULL) { in android_hardware_SoundTrigger_loadSoundModel()
594 nSoundModel = (struct sound_trigger_sound_model *)memory->pointer(); in android_hardware_SoundTrigger_loadSoundModel()
655 status = module->loadSoundModel(memory, &handle); in android_hardware_SoundTrigger_loadSoundModel()
719 sp<IMemory> memory = memoryDealer->allocate(totalSize); in android_hardware_SoundTrigger_startRecognition() local
720 if (memory == 0 || memory->pointer() == NULL) { in android_hardware_SoundTrigger_startRecognition()
724 memcpy((char *)memory->pointer() + sizeof(struct sound_trigger_recognition_config), in android_hardware_SoundTrigger_startRecognition()
731 (struct sound_trigger_recognition_config *)memory->pointer(); in android_hardware_SoundTrigger_startRecognition()
773 status = module->startRecognition(jHandle, memory); in android_hardware_SoundTrigger_startRecognition()
/frameworks/base/docs/html/about/versions/
Dkitkat.jd80 <li><a href="#44-tools">Tools for analyzing memory use</a></li>
112 KitKat streamlines every major component to reduce memory use and introduces
114 memory-efficient applications.
120 "white-space:nowrap;">Android 4.4</span> efficiently, even on low-memory
122 zRAM, and other optimizations help manage memory. New configuration options
123 let OEMs tune out-of-memory levels for processes, set graphics cache sizes,
124 control memory reclaim, and more.
128 In Android itself, changes across the system improve memory management and
129 reduce memory footprint. Core system processes are trimmed to <strong>use
131 memory</strong> from apps consuming large amounts of RAM. When multiple
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/frameworks/native/vulkan/tools/
Dvkinfo.cpp40 VkPhysicalDeviceMemoryProperties memory; member
132 vkGetPhysicalDeviceMemoryProperties(gpu, &info.memory); in GatherGpuInfo()
503 for (uint32_t heap = 0; heap < info.memory.memoryHeapCount; heap++) { in PrintGpuInfo()
504 if ((info.memory.memoryHeaps[heap].flags & in PrintGpuInfo()
509 info.memory.memoryHeaps[heap].size / 0x100000, in PrintGpuInfo()
510 info.memory.memoryHeaps[heap].size, strbuf.str().c_str()); in PrintGpuInfo()
513 for (uint32_t type = 0; type < info.memory.memoryTypeCount; type++) { in PrintGpuInfo()
514 if (info.memory.memoryTypes[type].heapIndex != heap) in PrintGpuInfo()
517 info.memory.memoryTypes[type].propertyFlags; in PrintGpuInfo()
/frameworks/base/docs/html/guide/practices/
Dverifying-apps-art.jd88 href="{@docRoot}tools/debugging/debugging-memory.html#LogMessages"><code>GC_FOR_ALLOC</code></a>-ty…
96 improve memory management. Because of this, you should avoid using techniques
116 use, objects may be moved in memory. If you use C/C++ code, do not
126 actual memory backing the array object. If you make a change to one of the
130 return a copy of the memory. If you misuse the reference when compacting GC is
131 in use, this can lead to memory corruption or other problems. For example:</p>
140 <li>When you release the memory array elements, you must use the appropriate
146 <code>JNI_ABORT</code> mode, which releases the memory without copying
151 the copy of the memory).</li>
166 the wrong memory to be freed, resulting in memory corruption.</li>
/frameworks/compile/libbcc/
DREADME.rst10 to an in-memory executable. libbcc is versatile because:
30 * after each compilation, serialize the in-memory executable into a
99 * **bccPrepareExecutableEx** - Create the in-memory executable by either
170 * **Context** - The context of the in-memory executable, including
172 a page size, so that we can mmap the context directly into memory.
/frameworks/base/docs/html/distribute/essentials/quality/
Dbillions.jd19 <li><a href="#memory">Efficient memory usage</a></li>
84 overhead and reduces the amount of memory needed to hold each image,
414 <h3 id="memory">Efficient memory usage</h3>
415 <h4 id="memory-footprint">Reduce memory footprint on low-cost devices</h4>
417 <li>Adjusting your memory footprint dynamically helps to ensure compatibility
420 {@link android.app.ActivityManager#getMemoryClass()} help determine memory
422 memory usage. As an example, you can use lower resolution images on low memory
424 <li>For more information on managing your app’s memory, see the Android
425 training on <a href="{@docRoot}training/articles/memory.html">Managing
428 <h4 id="memory-longprocesses">Avoid long-running processes</h4>
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/frameworks/native/vulkan/libvulkan/
Dapi_gen.cpp302 VKAPI_ATTR void FreeMemory(VkDevice device, VkDeviceMemory memory, const VkAllocationCallbacks* pAl…
303 VKAPI_ATTR VkResult MapMemory(VkDevice device, VkDeviceMemory memory, VkDeviceSize offset, VkDevice…
304 VKAPI_ATTR void UnmapMemory(VkDevice device, VkDeviceMemory memory);
307 VKAPI_ATTR void GetDeviceMemoryCommitment(VkDevice device, VkDeviceMemory memory, VkDeviceSize* pCo…
309 VKAPI_ATTR VkResult BindBufferMemory(VkDevice device, VkBuffer buffer, VkDeviceMemory memory, VkDev…
311 VKAPI_ATTR VkResult BindImageMemory(VkDevice device, VkImage image, VkDeviceMemory memory, VkDevice…
698 VKAPI_ATTR void FreeMemory(VkDevice device, VkDeviceMemory memory, const VkAllocationCallbacks* pAl… in FreeMemory() argument
699 GetData(device).dispatch.FreeMemory(device, memory, pAllocator); in FreeMemory()
702 VKAPI_ATTR VkResult MapMemory(VkDevice device, VkDeviceMemory memory, VkDeviceSize offset, VkDevice… in MapMemory() argument
703 return GetData(device).dispatch.MapMemory(device, memory, offset, size, flags, ppData); in MapMemory()
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