am 088aef97: am 96a60639: am eb46c95c: am 4758e3e7: Merge "Doc update: Add memory mgt lesson to bitmaps class" into jb-mr1.1-docs
* commit '088aef975808497caf90f03b7eb0a0175d43e01f':
Doc update: Add memory mgt lesson to bitmaps class
diff --git a/docs/downloads/training/BitmapFun.zip b/docs/downloads/training/BitmapFun.zip
index 61b537d..48bea78 100644
--- a/docs/downloads/training/BitmapFun.zip
+++ b/docs/downloads/training/BitmapFun.zip
Binary files differ
diff --git a/docs/html/training/displaying-bitmaps/cache-bitmap.jd b/docs/html/training/displaying-bitmaps/cache-bitmap.jd
index 417ec5b..b1608c3 100644
--- a/docs/html/training/displaying-bitmaps/cache-bitmap.jd
+++ b/docs/html/training/displaying-bitmaps/cache-bitmap.jd
@@ -3,10 +3,6 @@
parent.link=index.html
trainingnavtop=true
-next.title=Displaying Bitmaps in Your UI
-next.link=display-bitmap.html
-previous.title=Processing Bitmaps Off the UI Thread
-previous.link=process-bitmap.html
@jd:body
diff --git a/docs/html/training/displaying-bitmaps/display-bitmap.jd b/docs/html/training/displaying-bitmaps/display-bitmap.jd
index 4572c42..ed1836c 100644
--- a/docs/html/training/displaying-bitmaps/display-bitmap.jd
+++ b/docs/html/training/displaying-bitmaps/display-bitmap.jd
@@ -3,8 +3,6 @@
parent.link=index.html
trainingnavtop=true
-previous.title=Caching Bitmaps
-previous.link=cache-bitmap.html
@jd:body
diff --git a/docs/html/training/displaying-bitmaps/index.jd b/docs/html/training/displaying-bitmaps/index.jd
index b91172b..a828291 100644
--- a/docs/html/training/displaying-bitmaps/index.jd
+++ b/docs/html/training/displaying-bitmaps/index.jd
@@ -26,7 +26,7 @@
</div>
</div>
-<p>This class covers some common techniques for processing and loading {@link
+<p>Learn how to use common techniques to process and load {@link
android.graphics.Bitmap} objects in a way that keeps your user interface (UI) components responsive
and avoids exceeding your application memory limit. If you're not careful, bitmaps can quickly
consume your available memory budget leading to an application crash due to the dreaded
@@ -70,6 +70,9 @@
<dd>This lesson walks you through using a memory and disk bitmap cache to improve the
responsiveness and fluidity of your UI when loading multiple bitmaps.</dd>
+ <dt><b><a href="manage-memory.html">Managing Bitmap Memory</a></b></dt>
+ <dd>This lesson explains how to manage bitmap memory to maximize your app's performance.</dd>
+
<dt><b><a href="display-bitmap.html">Displaying Bitmaps in Your UI</a></b></dt>
<dd>This lesson brings everything together, showing you how to load multiple bitmaps into
components like {@link android.support.v4.view.ViewPager} and {@link android.widget.GridView}
diff --git a/docs/html/training/displaying-bitmaps/load-bitmap.jd b/docs/html/training/displaying-bitmaps/load-bitmap.jd
index 283f272..633ffd2 100644
--- a/docs/html/training/displaying-bitmaps/load-bitmap.jd
+++ b/docs/html/training/displaying-bitmaps/load-bitmap.jd
@@ -3,8 +3,6 @@
parent.link=index.html
trainingnavtop=true
-next.title=Processing Bitmaps Off the UI Thread
-next.link=process-bitmap.html
@jd:body
@@ -167,4 +165,4 @@
<p>You can follow a similar process to decode bitmaps from other sources, by substituting the
appropriate {@link
android.graphics.BitmapFactory#decodeByteArray(byte[],int,int,android.graphics.BitmapFactory.Options)
-BitmapFactory.decode*} method as needed.</p>
\ No newline at end of file
+BitmapFactory.decode*} method as needed.</p>
diff --git a/docs/html/training/displaying-bitmaps/manage-memory.jd b/docs/html/training/displaying-bitmaps/manage-memory.jd
new file mode 100644
index 0000000..60ac2e6
--- /dev/null
+++ b/docs/html/training/displaying-bitmaps/manage-memory.jd
@@ -0,0 +1,297 @@
+page.title=Managing Bitmap Memory
+parent.title=Displaying Bitmaps Efficiently
+parent.link=index.html
+
+trainingnavtop=true
+
+@jd:body
+
+<div id="tb-wrapper">
+<div id="tb">
+
+<h2>This lesson teaches you to</h2>
+<ol>
+ <li><a href="#recycle">Manage Memory on Android 2.3.3 and Lower</a></li>
+ <li><a href="#inBitmap">Manage Memory on Android 3.0 and Higher</a></li>
+</ol>
+
+<h2>You should also read</h2>
+<ul>
+ <li><a href="http://android-developers.blogspot.com/2011/03/memory-analysis-for-android.html">Memory Analysis for Android Applications</a> blog post</li>
+ <li><a href="http://www.google.com/events/io/2011/sessions/memory-management-for-android-apps.html">Memory management for Android Apps</a> Google I/O presentation</li>
+ <li><a href="{@docRoot}design/patterns/swipe-views.html">Android Design: Swipe Views</a></li>
+ <li><a href="{@docRoot}design/building-blocks/grid-lists.html">Android Design: Grid Lists</a></li>
+</ul>
+
+<h2>Try it out</h2>
+
+<div class="download-box">
+ <a href="{@docRoot}shareables/training/BitmapFun.zip" class="button">Download the sample</a>
+ <p class="filename">BitmapFun.zip</p>
+</div>
+
+</div>
+</div>
+
+<p>In addition to the steps described in <a href="cache-bitmap.html">Caching Bitmaps</a>,
+there are specific things you can do to facilitate garbage collection
+and bitmap reuse. The recommended strategy depends on which version(s)
+of Android you are targeting. The {@code BitmapFun} sample app included with
+this class shows you how to design your app to work efficiently across
+different versions of Android.</p>
+
+<p>To set the stage for this lesson, here is how Android's management of
+bitmap memory has evolved:</p>
+<ul>
+ <li>
+On Android Android 2.2 (API level 8) and lower, when garbage
+collection occurs, your app's threads get stopped. This causes a lag that
+can degrade performance.
+<strong>Android 2.3 adds concurrent garbage collection, which means that
+the memory is reclaimed soon after a bitmap is no longer referenced.</strong>
+</li>
+
+ <li>On Android 2.3.3 (API level 10) and lower, the backing pixel data for a
+bitmap is stored in native memory. It is separate from the bitmap itself,
+which is stored in the Dalvik heap. The pixel data in native memory is
+not released in a predictable manner, potentially causing an application
+to briefly exceed its memory limits and crash.
+<strong>As of Android 3.0 (API Level 11), the pixel data is stored on the
+Dalvik heap along with the associated bitmap.</strong></li>
+
+</ul>
+
+<p>The following sections describe how to optimize bitmap memory
+management for different Android versions.</p>
+
+<h2 id="recycle">Manage Memory on Android 2.3.3 and Lower</h2>
+
+<p>On Android 2.3.3 (API level 10) and lower, using
+{@link android.graphics.Bitmap#recycle recycle()}
+is recommended. If you're displaying large amounts of bitmap data in your app,
+you're likely to run into
+{@link java.lang.OutOfMemoryError} errors. The
+{@link android.graphics.Bitmap#recycle recycle()} method allows an app
+to reclaim memory as soon as possible.</p>
+
+<p class="note"><strong>Caution:</strong> You should use
+{@link android.graphics.Bitmap#recycle recycle()} only when you are sure that the
+bitmap is no longer being used. If you call {@link android.graphics.Bitmap#recycle recycle()}
+and later attempt to draw the bitmap, you will get the error:
+{@code "Canvas: trying to use a recycled bitmap"}.</p>
+
+<p>The following code snippet gives an example of calling
+{@link android.graphics.Bitmap#recycle recycle()}. It uses reference counting
+(in the variables {@code mDisplayRefCount} and {@code mCacheRefCount}) to track
+whether a bitmap is currently being displayed or in the cache. The
+code recycles the bitmap when these conditions are met:</p>
+
+<ul>
+<li>The reference count for both {@code mDisplayRefCount} and
+{@code mCacheRefCount} is 0.</li>
+<li>The bitmap is not {@code null}, and it hasn't been recycled yet.</li>
+</ul>
+
+<pre>private int mCacheRefCount = 0;
+private int mDisplayRefCount = 0;
+...
+// Notify the drawable that the displayed state has changed.
+// Keep a count to determine when the drawable is no longer displayed.
+public void setIsDisplayed(boolean isDisplayed) {
+ synchronized (this) {
+ if (isDisplayed) {
+ mDisplayRefCount++;
+ mHasBeenDisplayed = true;
+ } else {
+ mDisplayRefCount--;
+ }
+ }
+ // Check to see if recycle() can be called.
+ checkState();
+}
+
+// Notify the drawable that the cache state has changed.
+// Keep a count to determine when the drawable is no longer being cached.
+public void setIsCached(boolean isCached) {
+ synchronized (this) {
+ if (isCached) {
+ mCacheRefCount++;
+ } else {
+ mCacheRefCount--;
+ }
+ }
+ // Check to see if recycle() can be called.
+ checkState();
+}
+
+private synchronized void checkState() {
+ // If the drawable cache and display ref counts = 0, and this drawable
+ // has been displayed, then recycle.
+ if (mCacheRefCount <= 0 && mDisplayRefCount <= 0 && mHasBeenDisplayed
+ && hasValidBitmap()) {
+ getBitmap().recycle();
+ }
+}
+
+private synchronized boolean hasValidBitmap() {
+ Bitmap bitmap = getBitmap();
+ return bitmap != null && !bitmap.isRecycled();
+}</pre>
+
+<h2 id="inBitmap">Manage Memory on Android 3.0 and Higher</h2>
+
+<p>Android 3.0 (API Level 11) introduces the
+{@link android.graphics.BitmapFactory.Options#inBitmap BitmapFactory.Options.inBitmap}
+field. If this option is set, decode methods that take the
+{@link android.graphics.BitmapFactory.Options Options} object
+will attempt to reuse an existing bitmap when loading content. This means
+that the bitmap's memory is reused, resulting in improved performance, and
+removing both memory allocation and de-allocation. There are some caveats in using
+{@link android.graphics.BitmapFactory.Options#inBitmap}:</p>
+<ul>
+ <li>The reused bitmap must be of the same size as the source content (to make
+sure that the same amount of memory is used), and in JPEG or PNG format
+(whether as a resource or as a stream).</li>
+
+
+<li>The {@link android.graphics.Bitmap.Config configuration} of the reused bitmap
+overrides the setting of
+{@link android.graphics.BitmapFactory.Options#inPreferredConfig}, if set. </li>
+
+ <li>You should always use the returned bitmap of the decode method,
+because you can't assume that reusing the bitmap worked (for example, if there is
+a size mismatch).</li>
+
+<h3>Save a bitmap for later use</h3>
+
+<p>The following snippet demonstrates how an existing bitmap is stored for possible
+later use in the sample app. When an app is running on Android 3.0 or higher and
+a bitmap is evicted from the {@link android.util.LruCache},
+a soft reference to the bitmap is placed
+in a {@link java.util.HashSet}, for possible reuse later with
+{@link android.graphics.BitmapFactory.Options#inBitmap}:
+
+<pre>HashSet<SoftReference<Bitmap>> mReusableBitmaps;
+private LruCache<String, BitmapDrawable> mMemoryCache;
+
+// If you're running on Honeycomb or newer, create
+// a HashSet of references to reusable bitmaps.
+if (Utils.hasHoneycomb()) {
+ mReusableBitmaps = new HashSet<SoftReference<Bitmap>>();
+}
+
+mMemoryCache = new LruCache<String, BitmapDrawable>(mCacheParams.memCacheSize) {
+
+ // Notify the removed entry that is no longer being cached.
+ @Override
+ protected void entryRemoved(boolean evicted, String key,
+ BitmapDrawable oldValue, BitmapDrawable newValue) {
+ if (RecyclingBitmapDrawable.class.isInstance(oldValue)) {
+ // The removed entry is a recycling drawable, so notify it
+ // that it has been removed from the memory cache.
+ ((RecyclingBitmapDrawable) oldValue).setIsCached(false);
+ } else {
+ // The removed entry is a standard BitmapDrawable.
+ if (Utils.hasHoneycomb()) {
+ // We're running on Honeycomb or later, so add the bitmap
+ // to a SoftReference set for possible use with inBitmap later.
+ mReusableBitmaps.add
+ (new SoftReference<Bitmap>(oldValue.getBitmap()));
+ }
+ }
+ }
+....
+}</pre>
+
+
+<h3>Use an existing bitmap</h3>
+<p>In the running app, decoder methods check to see if there is an existing
+bitmap they can use. For example:</p>
+
+<pre>public static Bitmap decodeSampledBitmapFromFile(String filename,
+ int reqWidth, int reqHeight, ImageCache cache) {
+
+ final BitmapFactory.Options options = new BitmapFactory.Options();
+ ...
+ BitmapFactory.decodeFile(filename, options);
+ ...
+
+ // If we're running on Honeycomb or newer, try to use inBitmap.
+ if (Utils.hasHoneycomb()) {
+ addInBitmapOptions(options, cache);
+ }
+ ...
+ return BitmapFactory.decodeFile(filename, options);
+}</pre
+
+<p>The next snippet shows the {@code addInBitmapOptions()} method that is called in the
+above snippet. It looks for an existing bitmap to set as the value for
+{@link android.graphics.BitmapFactory.Options#inBitmap}. Note that this
+method only sets a value for {@link android.graphics.BitmapFactory.Options#inBitmap}
+if it finds a suitable match (your code should never assume that a match will be found):</p>
+
+<pre>private static void addInBitmapOptions(BitmapFactory.Options options,
+ ImageCache cache) {
+ // inBitmap only works with mutable bitmaps, so force the decoder to
+ // return mutable bitmaps.
+ options.inMutable = true;
+
+ if (cache != null) {
+ // Try to find a bitmap to use for inBitmap.
+ Bitmap inBitmap = cache.getBitmapFromReusableSet(options);
+
+ if (inBitmap != null) {
+ // If a suitable bitmap has been found, set it as the value of
+ // inBitmap.
+ options.inBitmap = inBitmap;
+ }
+ }
+}
+
+// This method iterates through the reusable bitmaps, looking for one
+// to use for inBitmap:
+protected Bitmap getBitmapFromReusableSet(BitmapFactory.Options options) {
+ Bitmap bitmap = null;
+
+ if (mReusableBitmaps != null && !mReusableBitmaps.isEmpty()) {
+ final Iterator<SoftReference<Bitmap>> iterator
+ = mReusableBitmaps.iterator();
+ Bitmap item;
+
+ while (iterator.hasNext()) {
+ item = iterator.next().get();
+
+ if (null != item && item.isMutable()) {
+ // Check to see it the item can be used for inBitmap.
+ if (canUseForInBitmap(item, options)) {
+ bitmap = item;
+
+ // Remove from reusable set so it can't be used again.
+ iterator.remove();
+ break;
+ }
+ } else {
+ // Remove from the set if the reference has been cleared.
+ iterator.remove();
+ }
+ }
+ }
+ return bitmap;
+}</pre>
+
+<p>Finally, this method determines whether a candidate bitmap
+satisfies the size criteria to be used for
+{@link android.graphics.BitmapFactory.Options#inBitmap}:</p>
+
+<pre>private static boolean canUseForInBitmap(
+ Bitmap candidate, BitmapFactory.Options targetOptions) {
+ int width = targetOptions.outWidth / targetOptions.inSampleSize;
+ int height = targetOptions.outHeight / targetOptions.inSampleSize;
+
+ // Returns true if "candidate" can be used for inBitmap re-use with
+ // "targetOptions".
+ return candidate.getWidth() == width && candidate.getHeight() == height;
+}</pre>
+
+</body>
+</html>
diff --git a/docs/html/training/displaying-bitmaps/process-bitmap.jd b/docs/html/training/displaying-bitmaps/process-bitmap.jd
index d4fcff3..272b8bc 100644
--- a/docs/html/training/displaying-bitmaps/process-bitmap.jd
+++ b/docs/html/training/displaying-bitmaps/process-bitmap.jd
@@ -3,10 +3,6 @@
parent.link=index.html
trainingnavtop=true
-next.title=Caching Bitmaps
-next.link=cache-bitmap.html
-previous.title=Loading Large Bitmaps Efficiently
-previous.link=load-bitmap.html
@jd:body
diff --git a/docs/html/training/training_toc.cs b/docs/html/training/training_toc.cs
index 79980be..985fc44 100644
--- a/docs/html/training/training_toc.cs
+++ b/docs/html/training/training_toc.cs
@@ -287,6 +287,10 @@
Caching Bitmaps
</a>
</li>
+ <li><a href="<?cs var:toroot ?>training/displaying-bitmaps/manage-memory.html">
+ Managing Bitmap Memory
+ </a>
+ </li>
<li><a href="<?cs var:toroot ?>training/displaying-bitmaps/display-bitmap.html">
Displaying Bitmaps in Your UI
</a></li>