[android-developers] Re: BitmapFactory.decodeResource returning null sometimes for local resource

2011-09-29 Thread Sheado
Hi Joao,

Here it is:

BitmapFactory.Options opts = new BitmapFactory.Options();
opts.inScaled = false;
Bitmap b = BitmapFactory.decodeResource( context.getResources(),
R.drawable.testImage, opts );
b.getWidth(); //  NPE

This always works for me when I test it.
Thanks,
Chad


On Sep 29, 1:15 pm, Joao Braga jp.am.br...@gmail.com wrote:
 Paste your code here...just the line where you try to create the bitmap.

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Re: [android-developers] Re: BitmapFactory.decodeResource returning null sometimes for local resource

2011-09-29 Thread Joao Braga
Try this:

Bitmap bitmap;
bitmap = BitmapFactory.decodeResource(res, R.drawable.image);
bitmap = Bitmap.createScaledBitmap(bitmap, bitmap.getWidth(),
bitmap.getHeight(), false); //if you want to make it scaleble

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[android-developers] Re: BitmapFactory.decodeResource returning null sometimes for local resource

2011-09-29 Thread jtoolsdev
I got a null pointer when my PNG file was incorrectly saved.   Since I was 
developing on Linux, I loaded it into GIMP and saved it back out and it 
loaded.  So you might check using one of the image files supplied in the 
SDK. 

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Re: [android-developers] Re: BitmapFactory.decodeResource returning null sometimes for local resource

2011-09-29 Thread Joao Braga
ops, I forgot the resources:


Bitmap bitmap;
bitmap = BitmapFactory.decodeResource(getResources(), R.drawable.image);
bitmap = Bitmap.createScaledBitmap(bitmap, bitmap.getWidth(),
bitmap.getHeight(), false); //if you want to make it scaleble


Note: If you are creating this bitmap from the class of your main activity,
you can get the resources only by calling the getResources() (without
context).
I think you may be getting this problem cause of the context.getResources().
If you need to create the bitmap outside the class of your main activity you
set a parameter for the method (or the constructor) of the class will create
the bitmap like this:

public Bitmap CreateBitmapFactory (Resources res, int bitmapResourceId )
{
 return BitmapFactory.decodeResource(res, bitmapResourceId );
}

You should call it from your main Activity class for example:

Bitmap bmp = object.CreateBitmapFactory( gerResources(), R.drawable.image);

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Re: [android-developers] Re: BitmapFactory.decodeResource returning null sometimes for local resource

2011-09-29 Thread Chad Ata
Thanks for the response Joao,

Interesting. Do you think there's a bug in the decodeResource() when using
BitmapFactory.Options?

-Chad

On Thu, Sep 29, 2011 at 1:49 PM, Joao Braga jp.am.br...@gmail.com wrote:

 Try this:

 Bitmap bitmap;
 bitmap = BitmapFactory.decodeResource(res, R.drawable.image);
 bitmap = Bitmap.createScaledBitmap(bitmap, bitmap.getWidth(),
 bitmap.getHeight(), false); //if you want to make it scaleble

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Re: [android-developers] Re: BitmapFactory.decodeResource returning null sometimes for local resource

2011-09-29 Thread Joao Braga
Can you get to your resource through R.drawable.image name ?

You can get errors if you store pictures with invalid names for the
resources (spaces, special chars, numbers etc).

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Re: [android-developers] Re: BitmapFactory.decodeResource returning null sometimes for local resource

2011-09-29 Thread Joao Braga
Maybe, but I can't tell since I never used it.

Did the code work for you?

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Re: [android-developers] Re: BitmapFactory.decodeResource returning null sometimes for local resource

2011-09-29 Thread Chad Ata
Thanks for the responses guys,
Just a note: My code always works when I test it.
The bug is happening once every 200k sessions (as reported via Android
Market).

-Chad


On Thu, Sep 29, 2011 at 1:58 PM, Chad Ata chad...@gmail.com wrote:

 Thanks for the response Joao,

 Interesting. Do you think there's a bug in the decodeResource() when using
 BitmapFactory.Options?

 -Chad


 On Thu, Sep 29, 2011 at 1:49 PM, Joao Braga jp.am.br...@gmail.com wrote:

 Try this:

 Bitmap bitmap;
 bitmap = BitmapFactory.decodeResource(res, R.drawable.image);
 bitmap = Bitmap.createScaledBitmap(bitmap, bitmap.getWidth(),
 bitmap.getHeight(), false); //if you want to make it scaleble

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Re: [android-developers] Re: BitmapFactory.decodeResource returning null sometimes for local resource

2011-09-29 Thread Joao Braga
It's an architectural problem.
What's your application about?

What does it do?

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Re: [android-developers] Re: BitmapFactory.decodeResource returning null sometimes for local resource

2011-09-29 Thread Chad Ata
Hi Joao,

Yes that code works for me - actually I was already doing something similar
in a different part of my code.
Unfortunately, since it's such a rare bug I won't know if it really fixed
the problem until I deploy it to my users.

-Chad


On Thu, Sep 29, 2011 at 2:01 PM, Joao Braga jp.am.br...@gmail.com wrote:

 Maybe, but I can't tell since I never used it.

 Did the code work for you?

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Re: [android-developers] Re: BitmapFactory.decodeResource returning null sometimes for local resource

2011-09-29 Thread Chad Ata
It's a game.
At a certain part it loads a large transparent png - about 900x300 or
something like that.

This issue seems to happen only with the larger images, which is why I was
thinking it had to do with possible low memory situation.

-Chad


On Thu, Sep 29, 2011 at 2:05 PM, Joao Braga jp.am.br...@gmail.com wrote:

 It's an architectural problem.
 What's your application about?

 What does it do?

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Re: [android-developers] Re: BitmapFactory.decodeResource returning null sometimes for local resource

2011-09-29 Thread Joao Braga
I see, but it souldn't be a problem since the phones have enough memory to
load a image like that.
I'm just talking about the image, I don't know how the rest of your engine
is managing the memory.

But you said something about 200k sessions...how this sessions work?
The clients connect to a server (computer) or the clients (phones) can host
games and the crash happens when it is hosting a certain number of clients?
Tell us about your architecture

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Re: [android-developers] Re: BitmapFactory.decodeResource returning null sometimes for local resource

2011-09-29 Thread Chad Ata
On some phones, like the small screen Motorola's, we've found that we really
push the memory limitations. If a user has a lot of junk of the screen
(in-game), then they risk OOM exception. We are aggressively calling
bitmap.recycle() whenever an image is no longer being used - and that has
been really helpful. But every once in a while, we still notice these weird
bugs.

As for the sessions, I just mean the time between onResume() and onPause().
So if 200k users play the game once, 1 of them gets the error - which is
being reported via Android Market.

On Thu, Sep 29, 2011 at 2:16 PM, Joao Braga jp.am.br...@gmail.com wrote:

 I see, but it souldn't be a problem since the phones have enough memory to
 load a image like that.
 I'm just talking about the image, I don't know how the rest of your engine
 is managing the memory.

 But you said something about 200k sessions...how this sessions work?
 The clients connect to a server (computer) or the clients (phones) can host
 games and the crash happens when it is hosting a certain number of clients?
 Tell us about your architecture

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Re: [android-developers] Re: BitmapFactory.decodeResource returning null sometimes for local resource

2011-09-29 Thread Joao Braga
I see...
Well I don't know the style of your game and how it was developed.
I'm developing a game engine myself and for the memory issue, we are
building a Memory Manager that knows exactly when to allocate, when to free
and when to reuse an object of the game.

The result of it is less load time and less memory being used. On the other
hand it takes more time to create the game itself.

I don't know if it fits to your problem, but seems to me that it's a option
to be considered.

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Re: [android-developers] Re: BitmapFactory.decodeResource returning null sometimes for local resource

2011-09-29 Thread Chad Ata
Hi Joao,

Cool, that's similar to what we've done.
I think I'm going to ignore this problem until I get a few more bug reports
- hopefully with more details.

Thanks for helping out!
-Chad


On Thu, Sep 29, 2011 at 2:44 PM, Joao Braga jp.am.br...@gmail.com wrote:

 I see...
 Well I don't know the style of your game and how it was developed.
 I'm developing a game engine myself and for the memory issue, we are
 building a Memory Manager that knows exactly when to allocate, when to free
 and when to reuse an object of the game.

 The result of it is less load time and less memory being used. On the other
 hand it takes more time to create the game itself.

 I don't know if it fits to your problem, but seems to me that it's a option
 to be considered.

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