/* * Copyright (C) 2013 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package com.example.android.bitmapallocation; import android.app.Activity; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.os.Bundle; import android.view.View; import android.widget.CheckBox; import android.widget.ImageView; import android.widget.TextView; /** * This example shows how to speed up bitmap loading and reduce garbage collection * by reusing existing bitmaps. * * Watch the associated video for this demo on the DevBytes channel of developer.android.com, * or on YouTube at https://www.youtube.com/watch?v=rsQet4nBVi8. */ public class BitmapAllocation extends Activity { // There are some assumptions in this demo app that don't carry over well to the real world: // it assumes that all bitmaps are the same size and that loading all bitmaps as the activity // starts is good enough. A real application would be take a more flexible and robust // approach. But these assumptions are good enough for the purposes of this tutorial, // which is about reusing existing bitmaps of the same size. int mCurrentIndex = 0; Bitmap mCurrentBitmap = null; BitmapFactory.Options mBitmapOptions; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_bitmap_allocation); final int[] imageIDs = {R.drawable.a, R.drawable.b, R.drawable.c, R.drawable.d, R.drawable.e, R.drawable.f}; final CheckBox checkbox = (CheckBox) findViewById(R.id.checkbox); final TextView durationTextview = (TextView) findViewById(R.id.loadDuration); final ImageView imageview = (ImageView) findViewById(R.id.imageview); // Create bitmap to be re-used, based on the size of one of the bitmaps mBitmapOptions = new BitmapFactory.Options(); mBitmapOptions.inJustDecodeBounds = true; BitmapFactory.decodeResource(getResources(), R.drawable.a, mBitmapOptions); mCurrentBitmap = Bitmap.createBitmap(mBitmapOptions.outWidth, mBitmapOptions.outHeight, Bitmap.Config.ARGB_8888); mBitmapOptions.inJustDecodeBounds = false; mBitmapOptions.inBitmap = mCurrentBitmap; mBitmapOptions.inSampleSize = 1; BitmapFactory.decodeResource(getResources(), R.drawable.a, mBitmapOptions); imageview.setImageBitmap(mCurrentBitmap); // When the user clicks on the image, load the next one in the list imageview.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { mCurrentIndex = (mCurrentIndex + 1) % imageIDs.length; BitmapFactory.Options bitmapOptions = null; if (checkbox.isChecked()) { // Re-use the bitmap by using BitmapOptions.inBitmap bitmapOptions = mBitmapOptions; bitmapOptions.inBitmap = mCurrentBitmap; } long startTime = System.currentTimeMillis(); mCurrentBitmap = BitmapFactory.decodeResource(getResources(), imageIDs[mCurrentIndex], bitmapOptions); imageview.setImageBitmap(mCurrentBitmap); // One way you can see the difference between reusing and not is through the // timing reported here. But you can also see a huge impact in the garbage // collector if you look at logcat with and without reuse. Avoiding garbage // collection when possible, especially for large items like bitmaps, // is always a good idea. durationTextview.setText("Load took " + (System.currentTimeMillis() - startTime)); } }); } }