Android Memory: Reduce, Reuse, Recycle

原文链接

Development on most platforms has it source of frustrations. Android is no different. One of the main sources of developer angst in Android is memory, as we never seem to have enough of it. Our apps’ heap space — the memory in which our objects go — could be as low as 16MB, though 32-64MB is more common nowadays. Still, this is a far cry from the memory you can use in, say, a Java Web app.

A lot of Android developers run into OutOfMemoryError messages. Some who do are quick to blame these small heap sizes, and they no doubt contribute to the problem. However, another reason for those errors is that Android does not today use a compacting or “moving” garbage collector. If you allocate a bunch of objects, and you free just some of them, you wind up fragmenting your heap. Android’s Dalvik VM will not move objects around in memory to try to compact the used memory space and allow all available memory to be allocated as once. If you get an OutOfMemoryError on Android, what Android is really saying is that there is no single block of memory big enough for your request, so while you may have enough free heap space, the allocation cannot succeed.

Google is working on replacing the Dalvik VM with the new ART runtime, and eventually it will offer a moving garbage collector. When your app is in the background, the moving garbage collector will clean up your heap to make it possible for you to allocate big blocks of memory again. But it will be years before ART is predominant on Android devices.

In the meantime, Android developers need to use the mantra adopted for consumer product packaging: reducereuse, and recycle.

We often get the OutOfMemoryError message when loading a bitmap, because bitmaps are typically the single biggest objects we try creating, and so they are the ones most likely to run into a case where there is no big enough free block. In many cases, you do not need the full image in memory, because your planned uses for it call for something smaller, such as a thumbnail of a photo. In those cases, you can use inSampleSize on your BitmapFactory.Options to tell the framework to sample the image, loading every Nth pixels, so that your resulting image takes up a fraction of the normal amount of memory. You may also be able to get away with usingRGB_565 representation for the pixels, which take up half the memory of ARGB_8888 pixels, at the cost of reduced bit depth and no more alpha channel. And, beyond bitmaps, only load stuff into memory when you are sure that you need it — loading the entire contents of a database to populate a ListView is wasteful if the list is so long that the user would never scroll through the whole thing anyway.

Given that we have to allocate memory to get work done, it is better to reuse that memory, rather than simply allow garbage collection to “do its thing”. This is particularly true for bitmaps, as while we can allocate a large block of memory early on in our process’ lifetime, we may not be able to do so later on as the heap gets fragmented. Savvy developers will use techniques likeinBitmap on the BitmapFactory.Options object, to tell the framework to reuse an already-allocated memory block for a bitmap, rather than allocating a fresh block. The developer can then maintain an “object pool” of bitmaps, reusing ones that are no longer needed elsewhere in the app. Such object pools are a common technique, particularly among game developers, to reduce the overhead of garbage collection.

Beyond that, the biggest thing to do is not not leak memory, as leaks tie up heap space that could be put to more productive uses. In a garbage-collected language like Java, a memory leak comes from when an object that will no longer be used is reachable from something static, like a thread or one of your own singletons. Android developers can use tools like Eclipse’s MAT to help identify memory leaks. Sometimes, though, the “leak” is really a cache, representing objects that could be rebuilt later but are being kept around to save on disk I/O, network I/O, etc. Developers need to make sure that their caches do not consume too much heap space. You can perhaps reduce your cache size when onTrimMemory() is called, letting you know that it is a good time to reduce your memory usage.

There are a number of patterns for improving memory usage in Android development. And since ART will not solve all problems, developers need to employ these patterns to avoid an OutOfMemoryError in production apps.


资源下载链接为: https://pan.quark.cn/s/9e7ef05254f8 行列式是线性代数的核心概念,在求解线性方程组、分析矩阵特性以及几何计算中都极为关键。本教程将讲解如何用C++实现行列式的计算,重点在于如何输出分数形式的结果。 行列式定义如下:对于n阶方阵A=(a_ij),其行列式由主对角线元素的乘积,按行或列的奇偶性赋予正负号后求和得到,记作det(A)。例如,2×2矩阵的行列式为det(A)=a11×a22-a12×a21,而更高阶矩阵的行列式可通过Laplace展开或Sarrus规则递归计算。 在C++中实现行列式计算时,首先需定义矩阵类或结构体,用二维数组存储矩阵元素,并实现初始化、加法、乘法、转置等操作。为支持分数形式输出,需引入分数类,包含分子和分母两个整数,并提供与整数、浮点数的转换以及加、减、乘、除等运算。C++中可借助std::pair表示分数,或自定义结构体并重载运算符。 计算行列式的函数实现上,3×3及以下矩阵可直接按定义计算,更大矩阵可采用Laplace展开或高斯 - 约旦消元法。Laplace展开是沿某行或列展开,将矩阵分解为多个小矩阵的行列式乘积,再递归计算。在处理分数输出时,需注意避免无限循环和除零错误,如在分数运算前先约简,确保分子分母互质,且所有计算基于整数进行,最后再转为浮点数,以避免浮点数误差。 为提升代码可读性和可维护性,建议采用面向对象编程,将矩阵类和分数类封装,每个类有明确功能和接口,便于后续扩展如矩阵求逆、计算特征值等功能。 总结C++实现行列式计算的关键步骤:一是定义矩阵类和分数类;二是实现矩阵基本操作;三是设计行列式计算函数;四是用分数类处理精确计算;五是编写测试用例验证程序正确性。通过这些步骤,可构建一个高效准确的行列式计算程序,支持分数形式计算,为C++编程和线性代数应用奠定基础。
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