/frameworks/base/docs/html/guide/topics/renderscript/ |
D | advanced.jd | 26 <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> [all …]
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/frameworks/base/docs/html/topic/performance/ |
D | memory.jd | 2 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. [all …]
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D | memory-overview.jd | 2 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>. [all …]
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/frameworks/base/docs/html/training/displaying-bitmaps/ |
D | cache-bitmap.jd | 14 <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> [all …]
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D | index.jd | 44 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> [all …]
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D | load-bitmap.jd | 33 <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> [all …]
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D | manage-memory.jd | 20 …<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 [all …]
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D | display-bitmap.jd | 49 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
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/frameworks/compile/mclinker/include/mcld/LD/ |
D | DiagGOTPLT.inc | 7 "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")
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D | DiagCommonKinds.inc | 128 "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.")
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/frameworks/compile/mclinker/lib/MC/ |
D | InputBuilder.cpp | 124 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()
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/frameworks/av/include/media/stagefright/ |
D | MediaBuffer.h | 132 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()
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/frameworks/base/tests/SurfaceComposition/src/android/surfacecomposition/ |
D | MemoryAccessTask.java | 34 byte[] memory = new byte[BUFFER_SIZE]; in run() 43 result += ++memory[index]; in run()
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/frameworks/base/docs/html/guide/topics/processes/ |
D | process-lifecycle.jd | 7 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.
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/frameworks/native/vulkan/api/ |
D | vulkan.api | 39 … 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… [all …]
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/frameworks/base/docs/html/training/articles/ |
D | smp.jd | 21 <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 [all …]
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/frameworks/base/services/core/java/com/android/server/am/ |
D | EventLogTags.logtags | 48 # 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)
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/frameworks/base/libs/hwui/ |
D | CanvasState.cpp | 81 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()
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/frameworks/base/core/jni/ |
D | android_hardware_SoundTrigger.cpp | 510 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()
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/frameworks/base/docs/html/about/versions/ |
D | kitkat.jd | 80 <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 [all …]
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/frameworks/native/vulkan/tools/ |
D | vkinfo.cpp | 40 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()
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/frameworks/base/docs/html/guide/practices/ |
D | verifying-apps-art.jd | 88 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>
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/frameworks/compile/libbcc/ |
D | README.rst | 10 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.
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/frameworks/base/docs/html/distribute/essentials/quality/ |
D | billions.jd | 19 <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> [all …]
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/frameworks/native/vulkan/libvulkan/ |
D | api_gen.cpp | 302 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() [all …]
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