在Android中逐帧动画导致OutOfMemoryError

时间:2012-01-01 08:00:27

标签: android animation memory-leaks out-of-memory

我的资源/可绘制文件夹中有很多图像作为帧(比如大约200)。使用这个图像我想运行动画。最长的动画是80Frames。我成功地能够通过单击某些按钮来运行动画,但是对于某些动画,它给了我OutOfMemoryError,表示VM无法提供这样的内存。它超出了VM预算。我计算所有图像的大小约10MB。每个图像的大小为320x480像素。

我尝试谷歌搜索,发现我需要使用System.gc()方法显式调用垃圾收集器。我已经做到了,但我仍然得到一些时间错误的记忆。任何人都可以请帮助我。

部分代码: -

ImageView img = (ImageView)findViewById(R.id.xxx);
img.setBackgroundResource(R.anim.angry_tail_animation);
AnimationDrawable mailAnimation = (AnimationDrawable) img.getBackground();
MediaPlayer player = MediaPlayer.create(this.getApplicationContext(), R.raw.angry);
    if(mailAnimation.isRunning()) {
    mailAnimation.stop();
    mailAnimation.start();
        if (player.isPlaying()) {
        player.stop();
        player.start();
    }
    else {
        player.start();
    }
}
else {
    mailAnimation.start();
        if (player.isPlaying()) {
        player.stop();
        player.start();
    }
    else {
        player.start();
    }
}

这是我点击按钮时编写的代码.....

res / drawable / anim

内的资源文件
<?xml version="1.0" encoding="utf-8"?>
<animation-list xmlns:android="http://schemas.android.com/apk/res/android"
android:oneshot="true" >

<item android:drawable="@drawable/cat_angry0000" android:duration="50"/>

<item android:drawable="@drawable/cat_angry0001" android:duration="50"/>

<item android:drawable="@drawable/cat_angry0002" android:duration="50"/>

<item android:drawable="@drawable/cat_angry0003" android:duration="50"/>

<item android:drawable="@drawable/cat_angry0004" android:duration="50"/>

<item android:drawable="@drawable/cat_angry0005" android:duration="50"/>

<item android:drawable="@drawable/cat_angry0006" android:duration="50"/>

<item android:drawable="@drawable/cat_angry0007" android:duration="50"/>

<item android:drawable="@drawable/cat_angry0008" android:duration="50"/>

<item android:drawable="@drawable/cat_angry0009" android:duration="50"/>

<item android:drawable="@drawable/cat_angry0010" android:duration="50"/>

<item android:drawable="@drawable/cat_angry0011" android:duration="50"/>

<item android:drawable="@drawable/cat_angry0012" android:duration="50"/>

<item android:drawable="@drawable/cat_angry0013" android:duration="50"/>

<item android:drawable="@drawable/cat_angry0014" android:duration="50"/>

<item android:drawable="@drawable/cat_angry0015" android:duration="50"/>

<item android:drawable="@drawable/cat_angry0016" android:duration="50"/>

<item android:drawable="@drawable/cat_angry0017" android:duration="50"/>

<item android:drawable="@drawable/cat_angry0018" android:duration="50"/>

<item android:drawable="@drawable/cat_angry0019" android:duration="50"/>

<item android:drawable="@drawable/cat_angry0020" android:duration="50"/>

<item android:drawable="@drawable/cat_angry0021" android:duration="50"/>

<item android:drawable="@drawable/cat_angry0022" android:duration="50"/>

<item android:drawable="@drawable/cat_angry0023" android:duration="50"/>

<item android:drawable="@drawable/cat_angry0024" android:duration="50"/>

<item android:drawable="@drawable/cat_angry0025" android:duration="50"/>

</animation-list>

**以上是setBackgroundResource中使用的资源文件,同样我还有10个文件用于其他不同的动画。 **

错误记录

01-16 22:23:41.594: E/AndroidRuntime(399): FATAL EXCEPTION: main
01-16 22:23:41.594: E/AndroidRuntime(399): java.lang.IllegalStateException: Could not execute method of the activity
01-16 22:23:41.594: E/AndroidRuntime(399):  at android.view.View$1.onClick(View.java:2144)
01-16 22:23:41.594: E/AndroidRuntime(399):  at android.view.View.performClick(View.java:2485)
01-16 22:23:41.594: E/AndroidRuntime(399):  at android.view.View$PerformClick.run(View.java:9080)
01-16 22:23:41.594: E/AndroidRuntime(399):  at android.os.Handler.handleCallback(Handler.java:587)
01-16 22:23:41.594: E/AndroidRuntime(399):  at android.os.Handler.dispatchMessage(Handler.java:92)
01-16 22:23:41.594: E/AndroidRuntime(399):  at android.os.Looper.loop(Looper.java:123)
01-16 22:23:41.594: E/AndroidRuntime(399):  at android.app.ActivityThread.main(ActivityThread.java:3683)
01-16 22:23:41.594: E/AndroidRuntime(399):  at java.lang.reflect.Method.invokeNative(Native Method)
01-16 22:23:41.594: E/AndroidRuntime(399):  at java.lang.reflect.Method.invoke(Method.java:507)
01-16 22:23:41.594: E/AndroidRuntime(399):  at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:839)
01-16 22:23:41.594: E/AndroidRuntime(399):  at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:597)
01-16 22:23:41.594: E/AndroidRuntime(399):  at dalvik.system.NativeStart.main(Native Method)
01-16 22:23:41.594: E/AndroidRuntime(399): Caused by: java.lang.reflect.InvocationTargetException
01-16 22:23:41.594: E/AndroidRuntime(399):  at java.lang.reflect.Method.invokeNative(Native Method)
01-16 22:23:41.594: E/AndroidRuntime(399):  at java.lang.reflect.Method.invoke(Method.java:507)
01-16 22:23:41.594: E/AndroidRuntime(399):  at android.view.View$1.onClick(View.java:2139)
01-16 22:23:41.594: E/AndroidRuntime(399):  ... 11 more
01-16 22:23:41.594: E/AndroidRuntime(399): Caused by: java.lang.OutOfMemoryError: bitmap size exceeds VM budget
01-16 22:23:41.594: E/AndroidRuntime(399):  at android.graphics.BitmapFactory.nativeDecodeAsset(Native Method)
01-16 22:23:41.594: E/AndroidRuntime(399):  at android.graphics.BitmapFactory.decodeStream(BitmapFactory.java:460)
01-16 22:23:41.594: E/AndroidRuntime(399):  at android.graphics.BitmapFactory.decodeResourceStream(BitmapFactory.java:336)
01-16 22:23:41.594: E/AndroidRuntime(399):  at android.graphics.drawable.Drawable.createFromResourceStream(Drawable.java:697)
01-16 22:23:41.594: E/AndroidRuntime(399):  at android.content.res.Resources.loadDrawable(Resources.java:1709)
01-16 22:23:41.594: E/AndroidRuntime(399):  at android.content.res.Resources.getDrawable(Resources.java:581)
01-16 22:23:41.594: E/AndroidRuntime(399):  at android.graphics.drawable.AnimationDrawable.inflate(AnimationDrawable.java:267)
01-16 22:23:41.594: E/AndroidRuntime(399):  at android.graphics.drawable.Drawable.createFromXmlInner(Drawable.java:787)
01-16 22:23:41.594: E/AndroidRuntime(399):  at android.graphics.drawable.Drawable.createFromXml(Drawable.java:728)
01-16 22:23:41.594: E/AndroidRuntime(399):  at android.content.res.Resources.loadDrawable(Resources.java:1694)
01-16 22:23:41.594: E/AndroidRuntime(399):  at android.content.res.Resources.getDrawable(Resources.java:581)
01-16 22:23:41.594: E/AndroidRuntime(399):  at android.view.View.setBackgroundResource(View.java:7533)
01-16 22:23:41.594: E/AndroidRuntime(399):  at talking.cat.CatActivity.middleButtonClicked(CatActivity.java:83)

同样的方式我有不同的动画按钮... 感谢

10 个答案:

答案 0 :(得分:53)

我遇到了同样的问题。 Android一次加载所有drawable,因此具有多个帧的动画会导致此错误。

我最终创建了自己的简单序列动画:

public class AnimationsContainer {
    public int FPS = 30;  // animation FPS

    // single instance procedures
    private static AnimationsContainer mInstance;

    private AnimationsContainer() {
    };

    public static AnimationsContainer getInstance() {
        if (mInstance == null)
            mInstance = new AnimationsContainer();
        return mInstance;
    }

    // animation progress dialog frames
    private int[] mProgressAnimFrames = { R.drawable.logo_30001, R.drawable.logo_30002, R.drawable.logo_30003 };

    // animation splash screen frames
    private int[] mSplashAnimFrames = { R.drawable.logo_ding200480001, R.drawable.logo_ding200480002 };


    /**
     * @param imageView 
     * @return progress dialog animation
     */
    public FramesSequenceAnimation createProgressDialogAnim(ImageView imageView) {
        return new FramesSequenceAnimation(imageView, mProgressAnimFrames);
    }

    /**
     * @param imageView
     * @return splash screen animation
     */
    public FramesSequenceAnimation createSplashAnim(ImageView imageView) {
        return new FramesSequenceAnimation(imageView, mSplashAnimFrames);
    }

    /**
     * AnimationPlayer. Plays animation frames sequence in loop
     */
public class FramesSequenceAnimation {
    private int[] mFrames; // animation frames
    private int mIndex; // current frame
    private boolean mShouldRun; // true if the animation should continue running. Used to stop the animation
    private boolean mIsRunning; // true if the animation currently running. prevents starting the animation twice
    private SoftReference<ImageView> mSoftReferenceImageView; // Used to prevent holding ImageView when it should be dead.
    private Handler mHandler;
    private int mDelayMillis;
    private OnAnimationStoppedListener mOnAnimationStoppedListener;

    private Bitmap mBitmap = null;
    private BitmapFactory.Options mBitmapOptions;

    public FramesSequenceAnimation(ImageView imageView, int[] frames, int fps) {
        mHandler = new Handler();
        mFrames = frames;
        mIndex = -1;
        mSoftReferenceImageView = new SoftReference<ImageView>(imageView);
        mShouldRun = false;
        mIsRunning = false;
        mDelayMillis = 1000 / fps;

        imageView.setImageResource(mFrames[0]);

        // use in place bitmap to save GC work (when animation images are the same size & type)
        if (Build.VERSION.SDK_INT >= 11) {
            Bitmap bmp = ((BitmapDrawable) imageView.getDrawable()).getBitmap();
            int width = bmp.getWidth();
            int height = bmp.getHeight();
            Bitmap.Config config = bmp.getConfig();
            mBitmap = Bitmap.createBitmap(width, height, config);
            mBitmapOptions = new BitmapFactory.Options();
            // setup bitmap reuse options. 
            mBitmapOptions.inBitmap = mBitmap;
            mBitmapOptions.inMutable = true;
            mBitmapOptions.inSampleSize = 1;
        }
    }

    private int getNext() {
        mIndex++;
        if (mIndex >= mFrames.length)
            mIndex = 0;
        return mFrames[mIndex];
    }

    /**
     * Starts the animation
     */
    public synchronized void start() {
        mShouldRun = true;
        if (mIsRunning)
            return;

        Runnable runnable = new Runnable() {
            @Override
            public void run() {
                ImageView imageView = mSoftReferenceImageView.get();
                if (!mShouldRun || imageView == null) {
                    mIsRunning = false;
                    if (mOnAnimationStoppedListener != null) {
                        mOnAnimationStoppedListener.AnimationStopped();
                    }
                    return;
                }

                mIsRunning = true;
                mHandler.postDelayed(this, mDelayMillis);

                if (imageView.isShown()) {
                    int imageRes = getNext();
                    if (mBitmap != null) { // so Build.VERSION.SDK_INT >= 11
                        Bitmap bitmap = null;
                        try {
                            bitmap = BitmapFactory.decodeResource(imageView.getResources(), imageRes, mBitmapOptions);
                        } catch (Exception e) {
                            e.printStackTrace();
                        }
                        if (bitmap != null) {
                            imageView.setImageBitmap(bitmap);
                        } else {
                            imageView.setImageResource(imageRes);
                            mBitmap.recycle();
                            mBitmap = null;
                        }
                    } else {
                        imageView.setImageResource(imageRes);
                    }
                }

            }
        };

        mHandler.post(runnable);
    }

        /**
         * Stops the animation
         */
        public synchronized void stop() {
            mShouldRun = false;
        }
    }
}

用法:

FramesSequenceAnimation anim = AnimationsContainer.getInstance().createSplashAnim(mSplashImageView);
anim.start();
  • 不要忘记阻止它......

答案 1 :(得分:25)

我假设你的动画帧图像是压缩的(PNG或JPG)。压缩大小对于计算显示它们需要多少内存没有用。为此,您需要考虑未压缩的大小。这将是像素数(320x480)乘以每像素的字节数,通常为4(32位)。对于您的图像,每个将是614,400字节。对于您提供的26帧动画示例,需要总共15,974,400个字节来保存所有帧的原始位图数据,而不计算对象开销。

查看AnimationDrawable的源代码,它似乎会立即将所有帧加载到内存中,这基本上是为了获得良好的性能。

是否可以分配这么多内存与系统有关。我至少建议在真实设备而不是模拟器上尝试这个。您也可以尝试调整模拟器的可用RAM大小,但这只是猜测。

有一些方法可以使用BitmapFactory.inPreferredConfig以更高内存效率的格式(如RGB 565(而不是ARGB 8888))加载位图。这样可以节省一些空间,但仍然可能还不够。

如果您不能一次分配那么多内存,则必须考虑其他选项。大多数高性能图形应用程序(例如游戏)从较小图形(精灵)或2D或3D图元(矩形,三角形)的组合中绘制其图形。为每个帧绘制一个全屏位图实际上与渲染视频相同;不一定是效率最高的。

动画的整个内容是否随每一帧而变化?另一个优化可能是仅对实际更改的部分进行动画处理,并将您的位图进行切割以解决此问题。

总而言之,您需要找到一种使用更少内存绘制动画的方法。有很多选项,但它很大程度上取决于动画的外观。

答案 2 :(得分:10)

我花了很多时间在这上面,有两种不同的解决方案,都很好..

首先,问题: 1)Android以未压缩的位图格式将所有图像加载到RAM中。 2)Android使用资源缩放,因此在具有xxxhdpi显示器的手机(例如LG G3)上,每个帧占用一个TON空间,因此您很快就会耗尽RAM。

解决方案#1

1)绕过Android的资源扩展。 2)将所有文件的字节数存储在内存中(这些文件很小,特别是对于JPEG)。 3)逐帧生成位图,因此几乎不可能用完RAM。

缺点:当Android为新的Bitmaps分配内存并回收旧的Bitmaps时,它会使您的日志发送垃圾邮件。它在旧设备上也表现糟糕(Galaxy S1),但在目前的预算手机上表现不错(阅读:10美元Alcatel C1我在BestBuy购买)。下面的第二个解决方案在旧设备上表现更好,但在某些情况下仍可能用完RAM。

public class MyAnimationDrawable {
public static class MyFrame {
    byte[] bytes;
    int duration;
    Drawable drawable;
    boolean isReady = false;
}


public interface OnDrawableLoadedListener {
    public void onDrawableLoaded(List<MyFrame> myFrames);
}

public static void loadRaw(final int resourceId, final Context context, final OnDrawableLoadedListener onDrawableLoadedListener) {
    loadFromXml(resourceId, context, onDrawableLoadedListener);
}

private static void loadFromXml(final int resourceId, final Context context, final OnDrawableLoadedListener onDrawableLoadedListener) {
    new Thread(new Runnable() {
        @Override
        public void run() {
            final ArrayList<MyFrame> myFrames = new ArrayList<>();

            XmlResourceParser parser = context.getResources().getXml(resourceId);

            try {
                int eventType = parser.getEventType();
                while (eventType != XmlPullParser.END_DOCUMENT) {
                    if (eventType == XmlPullParser.START_DOCUMENT) {

                    } else if (eventType == XmlPullParser.START_TAG) {

                        if (parser.getName().equals("item")) {
                            byte[] bytes = null;
                            int duration = 1000;

                            for (int i=0; i<parser.getAttributeCount(); i++) {
                                if (parser.getAttributeName(i).equals("drawable")) {
                                    int resId = Integer.parseInt(parser.getAttributeValue(i).substring(1));
                                    bytes = IOUtils.toByteArray(context.getResources().openRawResource(resId));
                                }
                                else if (parser.getAttributeName(i).equals("duration")) {
                                    duration = parser.getAttributeIntValue(i, 1000);
                                }
                            }

                            MyFrame myFrame = new MyFrame();
                            myFrame.bytes = bytes;
                            myFrame.duration = duration;
                            myFrames.add(myFrame);
                        }

                    } else if (eventType == XmlPullParser.END_TAG) {

                    } else if (eventType == XmlPullParser.TEXT) {

                    }

                    eventType = parser.next();
                }
            }
            catch (IOException | XmlPullParserException e) {
                e.printStackTrace();
            }

            // Run on UI Thread
            new Handler(context.getMainLooper()).post(new Runnable() {
                @Override
                public void run() {
                    if (onDrawableLoadedListener != null) {
                        onDrawableLoadedListener.onDrawableLoaded(myFrames);
                    }
                }
            });
        }
    }).run();
}

public static void animateRawManually(int resourceId, final ImageView imageView, final Runnable onStart, final Runnable onComplete) {
    loadRaw(resourceId, imageView.getContext(), new OnDrawableLoadedListener() {
        @Override
        public void onDrawableLoaded(List<MyFrame> myFrames) {
            if (onStart != null) {
                onStart.run();
            }

            animateRawManually(myFrames, imageView, onComplete);
        }
    });
}

public static void animateRawManually(List<MyFrame> myFrames, ImageView imageView, Runnable onComplete) {
    animateRawManually(myFrames, imageView, onComplete, 0);
}

private static void animateRawManually(final List<MyFrame> myFrames, final ImageView imageView, final Runnable onComplete, final int frameNumber) {
    final MyFrame thisFrame = myFrames.get(frameNumber);

    if (frameNumber == 0) {
        thisFrame.drawable = new BitmapDrawable(imageView.getContext().getResources(), BitmapFactory.decodeByteArray(thisFrame.bytes, 0, thisFrame.bytes.length));
    }
    else {
        MyFrame previousFrame = myFrames.get(frameNumber - 1);
        ((BitmapDrawable) previousFrame.drawable).getBitmap().recycle();
        previousFrame.drawable = null;
        previousFrame.isReady = false;
    }

    imageView.setImageDrawable(thisFrame.drawable);
    new Handler().postDelayed(new Runnable() {
        @Override
        public void run() {
            // Make sure ImageView hasn't been changed to a different Image in this time
            if (imageView.getDrawable() == thisFrame.drawable) {
                if (frameNumber + 1 < myFrames.size()) {
                    MyFrame nextFrame = myFrames.get(frameNumber+1);

                    if (nextFrame.isReady) {
                        // Animate next frame
                        animateRawManually(myFrames, imageView, onComplete, frameNumber + 1);
                    }
                    else {
                        nextFrame.isReady = true;
                    }
                }
                else {
                    if (onComplete != null) {
                        onComplete.run();
                    }
                }
            }
        }
    }, thisFrame.duration);

    // Load next frame
    if (frameNumber + 1 < myFrames.size()) {
        new Thread(new Runnable() {
            @Override
            public void run() {
                MyFrame nextFrame = myFrames.get(frameNumber+1);
                nextFrame.drawable = new BitmapDrawable(imageView.getContext().getResources(), BitmapFactory.decodeByteArray(nextFrame.bytes, 0, nextFrame.bytes.length));
                if (nextFrame.isReady) {
                    // Animate next frame
                    animateRawManually(myFrames, imageView, onComplete, frameNumber + 1);
                }
                else {
                    nextFrame.isReady = true;
                }

            }
        }).run();
    }
}
}

**解决方案#2 **

它加载XML资源,解析它并加载原始资源 - 从而绕过Android的资源扩展(负责大多数OutOfMemoryExceptions),并创建一个AnimationDrawable。

优点:在旧设备上表现更好(例如Galaxy S1)

缺点:仍然可以耗尽RAM,因为它将所有未压缩的位图保存在内存中(但它们较小,因为它们不像Android通常缩放图像那样缩放)

public static void animateManuallyFromRawResource(int animationDrawableResourceId, ImageView imageView, Runnable onStart, Runnable onComplete) {
    AnimationDrawable animationDrawable = new AnimationDrawable();

    XmlResourceParser parser = imageView.getContext().getResources().getXml(animationDrawableResourceId);

    try {
        int eventType = parser.getEventType();
        while (eventType != XmlPullParser.END_DOCUMENT) {
            if (eventType == XmlPullParser.START_DOCUMENT) {

            } else if (eventType == XmlPullParser.START_TAG) {

                if (parser.getName().equals("item")) {
                    Drawable drawable = null;
                    int duration = 1000;

                    for (int i=0; i<parser.getAttributeCount(); i++) {
                        if (parser.getAttributeName(i).equals("drawable")) {
                            int resId = Integer.parseInt(parser.getAttributeValue(i).substring(1));
                            byte[] bytes = IoUtils.readBytes(imageView.getContext().getResources().openRawResource(resId));
                            drawable = new BitmapDrawable(imageView.getContext().getResources(), BitmapFactory.decodeByteArray(bytes, 0, bytes.length));
                        }
                        else if (parser.getAttributeName(i).equals("duration")) {
                            duration = parser.getAttributeIntValue(i, 66);
                        }
                    }

                    animationDrawable.addFrame(drawable, duration);
                }

            } else if (eventType == XmlPullParser.END_TAG) {

            } else if (eventType == XmlPullParser.TEXT) {

            }

            eventType = parser.next();
        }
    }
    catch (IOException | XmlPullParserException e) {
        e.printStackTrace();
    }

    if (onStart != null) {
        onStart.run();
    }
    animateDrawableManually(animationDrawable, imageView, onComplete, 0);
}

private static void animateDrawableManually(final AnimationDrawable animationDrawable, final ImageView imageView, final Runnable onComplete, final int frameNumber) {
    final Drawable frame = animationDrawable.getFrame(frameNumber);
    imageView.setImageDrawable(frame);
    new Handler().postDelayed(new Runnable() {
        @Override
        public void run() {
            // Make sure ImageView hasn't been changed to a different Image in this time
            if (imageView.getDrawable() == frame) {
                if (frameNumber + 1 < animationDrawable.getNumberOfFrames()) {
                    // Animate next frame
                    animateDrawableManually(animationDrawable, imageView, onComplete, frameNumber + 1);
                }
                else {
                    // Animation complete
                    if (onComplete != null) {
                        onComplete.run();
                    }
                }
            }
        }
    }, animationDrawable.getDuration(frameNumber));
}

如果您仍有内存问题,请使用较小的图像...或存储资源名称+持续时间,并在每个帧上生成字节数组+ Drawable。这几乎肯定会造成帧之间过多的斩波,但使用几乎为零的RAM。

答案 3 :(得分:3)

我创建了一个动画类,它根据传入的drawables资源和帧持续时间显示帧。

 protected class SceneAnimation{
    private ImageView mImageView;
    private int[] mFrameRess;
    private int[] mDurations;
    private int mDuration;

    private int mLastFrameNo;
    private long mBreakDelay;

 public SceneAnimation(ImageView pImageView, int[] pFrameRess, int[] pDurations){
        mImageView = pImageView;
        mFrameRess = pFrameRess;
        mDurations = pDurations;
        mLastFrameNo = pFrameRess.length - 1;

        mImageView.setImageResource(mFrameRess[0]);
        play(1);
    }

    public SceneAnimation(ImageView pImageView, int[] pFrameRess, int pDuration){
        mImageView = pImageView;
        mFrameRess = pFrameRess;
        mDuration = pDuration;
        mLastFrameNo = pFrameRess.length - 1;

        mImageView.setImageResource(mFrameRess[0]);
        playConstant(1);
    }

    public SceneAnimation(ImageView pImageView, int[] pFrameRess, int pDuration, long pBreakDelay){            
        mImageView = pImageView;
        mFrameRess = pFrameRess;
        mDuration = pDuration;
        mLastFrameNo = pFrameRess.length - 1;
        mBreakDelay = pBreakDelay;

        mImageView.setImageResource(mFrameRess[0]);
        playConstant(1);
    }


    private void play(final int pFrameNo){
        mImageView.postDelayed(new Runnable(){
            public void run() {
                mImageView.setImageResource(mFrameRess[pFrameNo]);
                if(pFrameNo == mLastFrameNo)
                    play(0);
                else
                    play(pFrameNo + 1);
            }
        }, mDurations[pFrameNo]);
    }


    private void playConstant(final int pFrameNo){
        mImageView.postDelayed(new Runnable(){
            public void run() {                    
                mImageView.setImageResource(mFrameRess[pFrameNo]);

                if(pFrameNo == mLastFrameNo)
                    playConstant(0);
                else
                    playConstant(pFrameNo + 1);
            }
        }, pFrameNo==mLastFrameNo && mBreakDelay>0 ? mBreakDelay : mDuration);
    }        
};

它的用法如下:

 private ImageView mTapScreenTextAnimImgView;    
private final int[] mTapScreenTextAnimRes = {R.drawable.tap0001_b, R.drawable.tap0002_b, R.drawable.tap0003_b, 
        R.drawable.tap0004_b, R.drawable.tap0005_b, R.drawable.tap0006_b, R.drawable.tap0005_b, R.drawable.tap0004_b,
        R.drawable.tap0003_b, R.drawable.tap0002_b, R.drawable.tap0001_b};
private final int mTapScreenTextAnimDuration = 100;
private final int mTapScreenTextAnimBreak = 500;

并在onCreate:

 mTapScreenTextAnimImgView = (ImageView) findViewById(R.id.scene1AnimBottom);
    new SceneAnimation(mTapScreenTextAnimImgView, mTapScreenTextAnimRes, mTapScreenTextAnimDuration, mTapScreenTextAnimBreak);

答案 4 :(得分:2)

我遇到了这个问题并通过以下两件事解决了这个问题:

  1. 将动画图像的分辨率切成两半......未压缩字节的大小为1/4。
  2. 将图像放在drawable-nodpi文件夹中,这样就不会为Android扩展它们。
  3. 执行第1步后,我的动画仍无法在某些手机上加载。 第2步让它在这些手机上工作。

    希望这能节省一些时间。

    编辑:在进入播放AnimationDrawable的Activity后我仍然遇到崩溃,但我现在正在使用它。以下是我做的其他事情:

    1. 不要在xml中使用动画列表。而是每次需要使用时创建AnimationDrawable。否则,下次从资源加载动画时,它仍然会尝试使用最终回收的位图。
    2. 完成使用后,回收AnimationDrawable中的位图。这是释放记忆的魔力。
    3. 使用Android设备监视器监视堆中分配的字节。
    4. 以下是我用于创建AnimationDrawable的代码:

          protected AnimationDrawable CreateLoadingAnimationDrawable()
          {
              AnimationDrawable animation = new AnimationDrawable ();
              animation.OneShot = false;
              for (int i = 0; i < kNumberOfFrames; ++i) {
                  int index = (i * 2) + 1;
                  string stringIndex = index.ToString ("00");
                  string bitmapStringId = kBaseAnimationName + stringIndex;
                  int resID = this.Resources.GetIdentifier (bitmapStringId, "drawable", this.PackageName);
                  Bitmap bitmap = BitmapFactory.DecodeResource (this.Resources, resID);
                  BitmapDrawable frame = new BitmapDrawable (bitmap);
                  //Drawable frame = Resources.GetDrawable (resID);
                  animation.AddFrame (frame, 111);
              }
              return animation;
          }
      

      用于在使用完位图后释放位图的代码。您可以在OnPause或OnDestroy中执行此操作。 _loadingAnimation是我上面创建的AnimationDrawable。在这种情况下,我很想知道SetCallback()为你做了什么。我只是从SO上的其他地方复制了它。

              if (_loadingAnimation != null) {
                  _loadingAnimation.Stop ();
                  _loadingImageView.SetBackgroundResource (Resource.Drawable.loading_anim_full7001);
                  for (int i = 0; i < _loadingAnimation.NumberOfFrames; ++i) {
                      BitmapDrawable frame = _loadingAnimation.GetFrame (i) as BitmapDrawable;
                      if (frame != null) {
                          Android.Graphics.Bitmap bitmap = frame.Bitmap;
                          bitmap.Recycle ();
                          frame.SetCallback(null);
                      }
                  }
                  _loadingAnimation.SetCallback(null);
                  _loadingAnimation = null;
              }
      

      泰德

答案 5 :(得分:1)

与其他答案类似,使用rxjava:

template <typename _Type>
double _test(...){
    return 0;
}

template <typename _Type>
auto _test(_Type&& t)->decltype(t == t){
    return 0;
}

template <typename _Type>
struct has_equal_to
{
    static const bool value = sizeof(_test(std::declval<_Type>())) == sizeof(char);
};

struct test{};

int main()
{
    std::cout << has_equal_to<test>::value << std::endl; // compile failed ~~~~
    return 1;
}

答案 6 :(得分:1)

我将解决方案移植到Xamarin Android并做了一些改进。

适用于方向更改,特别是300宽度和高度的图像(图像越大,加载图像所需的时间越长,闪烁越大)。

using Android.Content;
using Android.Graphics;
using Android.OS;
using Android.Widget;
using System;

namespace ...Droid.Util
{
    public class FramesSequenceAnimation
    {
        private int[] animationFrames;
        private int currentFrame;
        private bool shouldRun;   // true if the animation should continue running. Used to stop the animation
        private bool isRunning;   // true if the animation currently running. prevents starting the animation twice
        private ImageView imageview;
        private Handler handler;
        private int delayMillis;
        private bool oneShot = false;
        private FramesSequenceAnimationListener onAnimationStoppedListener;
        private Bitmap bitmap = null;
        private BitmapFactory.Options bitmapOptions;
        private Action action;

        private static object Lock = new object();

        public interface FramesSequenceAnimationListener
        {
            void AnimationStopped();
        }

        public void SetFramesSequenceAnimationListener(FramesSequenceAnimationListener onAnimationStoppedListener)
        {
            this.onAnimationStoppedListener = onAnimationStoppedListener;
        }

        public int GetCurrentFrame()
        {
            return currentFrame;
        }

        public void SetCurrentFrame(int currentFrame)
        {
            this.currentFrame = currentFrame;
        }

        public FramesSequenceAnimation(FramesSequenceAnimationListener onAnimationStoppedListener, ImageView imageview, int[] animationFrames, int fps)
        {
            this.onAnimationStoppedListener = onAnimationStoppedListener;
            this.imageview = imageview;
            this.animationFrames = animationFrames;

            delayMillis = 1000 / fps;

            currentFrame = -1;
            shouldRun = false;
            isRunning = false;
            handler = new Handler();
            imageview.SetImageResource(this.animationFrames[0]);

            //// use in place bitmap to save GC work (when animation images are the same size & type)
            //if (Build.VERSION.SdkInt >= BuildVersionCodes.Honeycomb)
            //{
            //    Bitmap bmp = ((BitmapDrawable)imageview.Drawable).Bitmap;
            //    int width = bmp.Width;
            //    int height = bmp.Height;
            //    Bitmap.Config config = bmp.GetConfig();
            //    bitmap = Bitmap.CreateBitmap(width, height, config);
            //    bitmapOptions = new BitmapFactory.Options(); // setup bitmap reuse options
            //    bitmapOptions.InBitmap = bitmap; // reuse this bitmap when loading content
            //    bitmapOptions.InMutable = true;
            //    bitmapOptions.InSampleSize = 1;
            //}

            bitmapOptions = newOptions();
            bitmap = decode(bitmapOptions, getNext());
            bitmapOptions.InBitmap = bitmap;
        }

        private BitmapFactory.Options newOptions()
        {
            BitmapFactory.Options options = new BitmapFactory.Options();
            options.InSampleSize = 1;
            options.InMutable = true;
            options.InJustDecodeBounds = true;
            options.InPurgeable = true;
            options.InInputShareable = true;
            options.InPreferredConfig = Bitmap.Config.Rgb565;
            return options;
        }

        private Bitmap decode(BitmapFactory.Options options, int imageRes)
        {
            return BitmapFactory.DecodeResource(imageview.Resources, imageRes, bitmapOptions);
        }

        public void SetOneShot(bool oneShot)
        {
            this.oneShot = oneShot;
        }

        private int getNext()
        {
            currentFrame++;
            if (currentFrame >= animationFrames.Length)
            {
                if (oneShot)
                {
                    shouldRun = false;
                    currentFrame = animationFrames.Length - 1;
                }
                else
                {
                    currentFrame = 0;
                }
            }
            return animationFrames[currentFrame];
        }

        public void stop()
        {
            lock (Lock)
            {
                shouldRun = false;
            }
        }

        public void start()
        {
            lock (Lock)
            {
                shouldRun = true;

                if (isRunning)
                {
                    return;
                }

                Action tempAction = new Action(delegate
                {
                    if (!shouldRun || imageview == null)
                    {
                        isRunning = false;
                        if (onAnimationStoppedListener != null)
                        {
                            onAnimationStoppedListener.AnimationStopped();
                            onAnimationStoppedListener = null;
                            handler.RemoveCallbacks(action);
                        }
                        return;
                    }

                    isRunning = true;

                    handler.PostDelayed(action, delayMillis);

                    if (imageview.IsShown)
                    {
                        int imageRes = getNext();
                        if (bitmap != null)
                        {
                            if (Build.VERSION.SdkInt >= BuildVersionCodes.Honeycomb)
                            {
                                if (bitmap != null && !bitmap.IsRecycled)
                                {
                                    bitmap.Recycle();
                                    bitmap = null;
                                }
                            }

                            try
                            {
                                bitmap = BitmapFactory.DecodeResource(imageview.Resources, imageRes, bitmapOptions);
                            }
                            catch (Exception e)
                            {
                                bitmap.Recycle();
                                bitmap = null;
                                Console.WriteLine("Exception: " + e.StackTrace);
                            }

                            if (bitmap != null)
                            {
                                imageview.SetImageBitmap(bitmap);
                            }
                            else
                            {
                                imageview.SetImageResource(imageRes);
                                bitmap.Recycle();
                                bitmap = null;
                            }
                        }
                        else
                        {
                            imageview.SetImageResource(imageRes);
                        }
                    }
                });

                action = tempAction;

                handler.Post(action);
            }
        }
    }
}

这是我的启动画面类:(此类从可绘制文件夹中读取名为&#34的图像; splash_0001,splash_0002 ......&#34;。因此无需在数组上命名图像资源。增加每秒帧数(FPS)以加快动画效果。)

using Android.App;
using Android.Content;
using Android.OS;
using Android.Widget;
using ...Droid.Base;
using ...Droid.Util;
using System;
using System.Collections.Generic;
using static ...Util.FramesSequenceAnimation;

namespace ...Droid.Activities
{
    [Activity(MainLauncher = true)]
    public class SplashActivity : BaseActivity, FramesSequenceAnimationListener
    {
        private FramesSequenceAnimation framesSequenceAnimation;

        private const string
            IMAGE_NAME_PREFIX = "splash_",
            KEY_CURRENT_FRAME = "key_current_frame";

        private int FPS = 50;

        private int numberOfImages;

        protected override OrientationEnum GetOrientation()
        {
            return OrientationEnum.ORIENTATION_CHECK_DEVICE_SIZE;
        }

        protected override void OnCreate(Bundle savedInstanceState)
        {
            base.OnCreate(savedInstanceState);
            SetContentView(Resource.Layout.activity_splash);

            RelativeLayout background = FindViewById<RelativeLayout>(Resource.Id.splash_background);
            background.Click += Click;

            ImageView imageView = FindViewById<ImageView>(Resource.Id.splash_imageview);
            imageView.Click += Click;

            numberOfImages = GetSplashImagesCount();

            framesSequenceAnimation = new FramesSequenceAnimation(this, imageView, GetImageResourcesIDs(), FPS);
            framesSequenceAnimation.SetOneShot(true);

            if (savedInstanceState != null)
            {
                int currentFrame = savedInstanceState.GetInt(KEY_CURRENT_FRAME) + 1;
                if (currentFrame < numberOfImages)
                {
                    framesSequenceAnimation.SetCurrentFrame(currentFrame);
                }
            }

            framesSequenceAnimation.start();
        }

        private int[] GetImageResourcesIDs()
        {
            List<int> list = new List<int>();

            for (int i = 1; i <= numberOfImages; i++)
            {
                var image_name = IMAGE_NAME_PREFIX + i.ToString().PadLeft(4, '0');
                int resID = Resources.GetIdentifier(image_name, "drawable", PackageName);
                list.Add(resID);
            }

            return list.ToArray();
        }

        private int GetSplashImagesCount()
        {
            // Count number of images in drawable folder
            int count = 0;
            var fields = typeof(Resource.Drawable).GetFields();
            foreach (var field in fields)
            {
                if (field.Name.StartsWith(IMAGE_NAME_PREFIX))
                {
                    count++;
                }
            }

            return count;
        }

        private void Click(object sender, EventArgs e)
        {
            framesSequenceAnimation.SetFramesSequenceAnimationListener(null);
            GoToLoginScreen();
        }

        private void GoToLoginScreen()
        {
            Finish();
            StartActivity(new Intent(this, typeof(LoginActivity)));
            OverridePendingTransition(0, Resource.Animation.abc_fade_out);
        }

        void FramesSequenceAnimationListener.AnimationStopped()
        {
            GoToLoginScreen();
        }

        protected override void OnSaveInstanceState(Bundle outState)
        {
            base.OnSaveInstanceState(outState);

            outState.PutInt(KEY_CURRENT_FRAME, framesSequenceAnimation.GetCurrentFrame());
        }
    }
}

答案 7 :(得分:0)

这是sdk的一个大问题,但它可以通过使用线程同时加载位图图像而不是同时加载整个图像来解决。

答案 8 :(得分:0)

我通过残酷地减少帧率并缩小gimp中的图像来解决我的outOfMemoryError问题。根据你正在做的事情,你可能会比你期望的fps少得多。

答案 9 :(得分:0)

我通过将所有图像放在数组中并在显示它们之后使用延迟来解决这个问题。 res / string中的图像数组源 <!-- Array table for the pictures to show on the spinner--> <array name="spinner_list"> <item>@drawable/arrows_loop__00000_org</item> <item>@drawable/arrows_loop__00005_org</item> <item >@drawable/arrows_loop__00010_org</item> <item>@drawable/arrows_loop__00015_org</item> <item >@drawable/arrows_loop__00020_org</item> <item >@drawable/arrows_loop__00025_org</item> . . . </array> 我声明了微调器imageView private static ImageView imagespinner;

然后在我的班上,我在这里称呼它:

      final TypedArray imgs = getResources().obtainTypedArray(R.array.spinner_list);
    runimage(imgs, imgs.length());

然后在runimage上我像这样延迟循环:

        /* handle the spinner frame by frame */

public void runimage(final TypedArray array,int index){

  int size = array.length();

    if(index<size) {// show in sequence the images

    final int localindex= index;

        handler.postDelayed(new Runnable() {
            public void run() {
                imagespinner.setImageResource(array.getResourceId(localindex, -1));// find the picture to show
                runimage(array,(localindex+1));// because use final arg need to do the increase inside
            }
        }, 55);

    }
    else // after show all images go ahead
    {
        textview2.setVisibility(View.VISIBLE);
        handler.postDelayed(myRunnablewait, 2000); // make some time to see text before go to ather fragment
    }

}

所以我在imagespinner上以55毫秒的延迟运行所有图像。完成nex工作后。