741 lines
42 KiB
Plaintext
741 lines
42 KiB
Plaintext
page.title=Managing Your App's Memory
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page.tags=ram,low memory,OutOfMemoryError,onTrimMemory
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page.article=true
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@jd:body
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<div id="tb-wrapper">
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<div id="tb">
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<h2>In this document</h2>
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<ol class="nolist">
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<li><a href="#Android">How Android Manages Memory</a>
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<ol>
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<li><a href="#SharingRAM">Sharing Memory</a></li>
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<li><a href="#AllocatingRAM">Allocating and Reclaiming App Memory</a></li>
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<li><a href="#RestrictingMemory">Restricting App Memory</a></li>
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<li><a href="#SwitchingApps">Switching Apps</a></li>
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</ol>
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</li>
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<li><a href="#YourApp">How Your App Should Manage Memory</a>
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<ol>
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<li><a href="#Services">Use services sparingly</a></li>
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<li><a href="#ReleaseMemoryAsUiGone">Release memory when your user interface becomes hidden</a></li>
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<li><a href="#ReleaseMemoryAsTight">Release memory as memory becomes tight</a></li>
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<li><a href="#CheckHowMuchMemory">Check how much memory you should use</a></li>
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<li><a href="#Bitmaps">Avoid wasting memory with bitmaps</a></li>
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<li><a href="#DataContainers">Use optimized data containers</a></li>
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<li><a href="#Overhead">Be aware of memory overhead</a></li>
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<li><a href="#Abstractions">Be careful with code abstractions</a></li>
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<li><a href="#NanoProto">Use nano protobufs for serialized data</a></li>
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<li><a href="#DependencyInjection">Avoid dependency injection frameworks</a></li>
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<li><a href="#ExternalLibs">Be careful about using external libraries</a></li>
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<li><a href="#OverallPerf">Optimize overall performance</a></li>
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<li><a href="#Proguard">Use ProGuard to strip out any unneeded code</a></li>
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<li><a href="#Zipalign">Use zipalign on your final APK</a></li>
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<li><a href="#AnalyzeRam">Analyze your RAM usage</a></li>
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<li><a href="#MultipleProcesses">Use multiple processes</a></li>
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</ol>
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</li>
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</ol>
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<h2>See Also</h2>
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<ul>
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<li><a href="{@docRoot}tools/debugging/debugging-memory.html">Investigating Your RAM Usage</a>
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</li>
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</ul>
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</div>
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</div>
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<p>Random-access memory (RAM) is a valuable resource in any software development environment, but
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it's even more valuable on a mobile operating system where physical memory is often constrained.
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Although Android's Dalvik virtual machine performs routine garbage collection, this doesn't allow
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you to ignore when and where your app allocates and releases memory.</p>
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<p>In order for the garbage collector to reclaim memory from your app, you need to avoid
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introducing memory leaks (usually caused by holding onto object references in global members) and
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release any {@link java.lang.ref.Reference} objects at the appropriate time (as defined by
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lifecycle callbacks discussed further below). For most apps, the Dalvik garbage collector takes
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care of the rest: the system reclaims your memory allocations when the corresponding objects leave
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the scope of your app's active threads.</p>
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<p>This document explains how Android manages app processes and memory allocation, and how you can
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proactively reduce memory usage while developing for Android. For more information about general
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practices to clean up your resources when programming in Java, refer to other books or online
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documentation about managing resource references. If you’re looking for information about how to
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analyze your app’s memory once you’ve already built it, read <a
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href="{@docRoot}tools/debugging/debugging-memory.html">Investigating Your RAM Usage</a>.</p>
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<h2 id="Android">How Android Manages Memory</h2>
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<p>Android does not offer swap space for memory, but it does use <a href=
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"http://en.wikipedia.org/wiki/Paging" class="external-link">paging</a> and <a href=
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"http://en.wikipedia.org/wiki/Memory-mapped_files" class="external-link">memory-mapping</a>
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(mmapping) to manage memory. This means that any memory you modify—whether by allocating
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new objects or touching mmapped pages—remains resident in RAM and cannot be paged out.
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So the only way to completely release memory from your app is to release object references you may
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be holding, making the memory available to the garbage collector. That is with one exception:
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any files mmapped in without modification, such as code, can be paged out of RAM if the system
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wants to use that memory elsewhere.</p>
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<h3 id="SharingRAM">Sharing Memory</h3>
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<p>In order to fit everything it needs in RAM, Android tries to share RAM pages across processes. It
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can do so in the following ways:</p>
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<ul>
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<li>Each app process is forked from an existing process called Zygote.
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The Zygote process starts when the system boots and loads common framework code and resources
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(such as activity themes). To start a new app process, the system forks the Zygote process then
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loads and runs the app's code in the new process. This allows most of the RAM pages allocated for
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framework code and resources to be shared across all app processes.</li>
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<li>Most static data is mmapped into a process. This not only allows that same data to be shared
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between processes but also allows it to be paged out when needed. Example static data include:
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Dalvik code (by placing it in a pre-linked {@code .odex} file for direct mmapping), app resources
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(by designing the resource table to be a structure that can be mmapped and by aligning the zip
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entries of the APK), and traditional project elements like native code in {@code .so} files.</li>
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<li>In many places, Android shares the same dynamic RAM across processes using explicitly allocated
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shared memory regions (either with ashmem or gralloc). For example, window surfaces use shared
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memory between the app and screen compositor, and cursor buffers use shared memory between the
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content provider and client.</li>
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</ul>
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<p>Due to the extensive use of shared memory, determining how much memory your app is using requires
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care. Techniques to properly determine your app's memory use are discussed in <a
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href="{@docRoot}tools/debugging/debugging-memory.html">Investigating Your RAM Usage</a>.</p>
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<h3 id="AllocatingRAM">Allocating and Reclaiming App Memory</h3>
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<p>Here are some facts about how Android allocates then reclaims memory from your app:</p>
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<ul>
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<li>The Dalvik heap for each process is constrained to a single virtual memory range. This defines
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the logical heap size, which can grow as it needs to (but only up to a limit that the system defines
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for each app).</li>
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<li>The logical size of the heap is not the same as the amount of physical memory used by the heap.
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When inspecting your app's heap, Android computes a value called the Proportional Set Size (PSS),
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which accounts for both dirty and clean pages that are shared with other processes—but only in an
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amount that's proportional to how many apps share that RAM. This (PSS) total is what the system
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considers to be your physical memory footprint. For more information about PSS, see the <a
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href="{@docRoot}tools/debugging/debugging-memory.html#ViewingAllocations">Investigating Your
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RAM Usage</a> guide.</li>
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<li>The Dalvik heap does not compact the logical size of the heap, meaning that Android does not
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defragment the heap to close up space. Android can only shrink the logical heap size when there
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is unused space at the end of the heap. But this doesn't mean the physical memory used by the heap
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can't shrink. After garbage collection, Dalvik walks the heap and finds unused pages, then returns
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those pages to the kernel using madvise. So, paired allocations and deallocations of large
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chunks should result in reclaiming all (or nearly all) the physical memory used. However,
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reclaiming memory from small allocations can be much less efficient because the page used
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for a small allocation may still be shared with something else that has not yet been freed.</li>
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</ul>
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<h3 id="RestrictingMemory">Restricting App Memory</h3>
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<p>To maintain a functional multi-tasking environment, Android sets a hard limit on the heap size
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for each app. The exact heap size limit varies between devices based on how much RAM the device
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has available overall. If your app has reached the heap capacity and tries to allocate more
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memory, it will receive an {@link java.lang.OutOfMemoryError}.</p>
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<p>In some cases, you might want to query the system to determine exactly how much heap space you
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have available on the current device—for example, to determine how much data is safe to keep in a
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cache. You can query the system for this figure by calling {@link
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android.app.ActivityManager#getMemoryClass()}. This returns an integer indicating the number of
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megabytes available for your app's heap. This is discussed further below, under
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<a href="#CheckHowMuchMemory">Check how much memory you should use</a>.</p>
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<h3 id="SwitchingApps">Switching Apps</h3>
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<p>Instead of using swap space when the user switches between apps, Android keeps processes that
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are not hosting a foreground ("user visible") app component in a least-recently used (LRU) cache.
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For example, when the user first launches an app, a process is created for it, but when the user
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leaves the app, that process does <em>not</em> quit. The system keeps the process cached, so if
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the user later returns to the app, the process is reused for faster app switching.</p>
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<p>If your app has a cached process and it retains memory that it currently does not need,
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then your app—even while the user is not using it—is constraining the system's
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overall performance. So, as the system runs low on memory, it may kill processes in the LRU cache
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beginning with the process least recently used, but also giving some consideration toward
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which processes are most memory intensive. To keep your process cached as long as possible, follow
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the advice in the following sections about when to release your references.</p>
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<p>More information about how processes are cached while not running in the foreground and how
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Android decides which ones
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can be killed is available in the <a href="{@docRoot}guide/components/processes-and-threads.html"
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>Processes and Threads</a> guide.</p>
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<h2 id="YourApp">How Your App Should Manage Memory</h2>
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<p>You should consider RAM constraints throughout all phases of development, including during app
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design (before you begin development). There are many
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ways you can design and write code that lead to more efficient results, through aggregation of the
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same techniques applied over and over.</p>
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<p>You should apply the following techniques while designing and implementing your app to make it
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more memory efficient.</p>
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<h3 id="Services">Use services sparingly</h3>
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<p>If your app needs a <a href="{@docRoot}guide/components/services.html">service</a>
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to perform work in the background, do not keep it running unless
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it's actively performing a job. Also be careful to never leak your service by failing to stop it
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when its work is done.</p>
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<p>When you start a service, the system prefers to always keep the process for that service
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running. This makes the process very expensive because the RAM used by the service can’t be used by
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anything else or paged out. This reduces the number of cached processes that the system can keep in
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the LRU cache, making app switching less efficient. It can even lead to thrashing in the system
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when memory is tight and the system can’t maintain enough processes to host all the services
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currently running.</p>
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<p>The best way to limit the lifespan of your service is to use an {@link
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android.app.IntentService}, which finishes
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itself as soon as it's done handling the intent that started it. For more information, read
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<a href="{@docRoot}training/run-background-service/index.html">Running in a Background Service</a>
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.</p>
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<p>Leaving a service running when it’s not needed is <strong>one of the worst memory-management
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mistakes</strong> an Android app can make. So don’t be greedy by keeping a service for your app
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running. Not only will it increase the risk of your app performing poorly due to RAM constraints,
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but users will discover such misbehaving apps and uninstall them.</p>
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<h3 id="ReleaseMemoryAsUiGone">Release memory when your user interface becomes hidden</h3>
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<p>When the user navigates to a different app and your UI is no longer visible, you should
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release any resources that are used by only your UI. Releasing UI resources at this time can
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significantly increase the system's capacity for cached processes, which has a direct impact on the
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quality of the user experience.</p>
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<p>To be notified when the user exits your UI, implement the {@link
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android.content.ComponentCallbacks2#onTrimMemory onTrimMemory()} callback in your {@link
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android.app.Activity} classes. You should use this
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method to listen for the {@link android.content.ComponentCallbacks2#TRIM_MEMORY_UI_HIDDEN} level,
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which indicates your UI is now hidden from view and you should free resources that only your UI
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uses.</p>
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<p>Notice that your app receives the {@link android.content.ComponentCallbacks2#onTrimMemory
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onTrimMemory()} callback with {@link android.content.ComponentCallbacks2#TRIM_MEMORY_UI_HIDDEN}
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only when <em>all the UI components</em> of your app process become hidden from the user.
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This is distinct
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from the {@link android.app.Activity#onStop onStop()} callback, which is called when an {@link
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android.app.Activity} instance becomes hidden, which occurs even when the user moves to
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another activity in your app. So although you should implement {@link android.app.Activity#onStop
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onStop()} to release activity resources such as a network connection or to unregister broadcast
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receivers, you usually should not release your UI resources until you receive {@link
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android.content.ComponentCallbacks2#onTrimMemory onTrimMemory(TRIM_MEMORY_UI_HIDDEN)}. This ensures
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that if the user navigates <em>back</em> from another activity in your app, your UI resources are
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still available to resume the activity quickly.</p>
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<h3 id="ReleaseMemoryAsTight">Release memory as memory becomes tight</h3>
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<p>During any stage of your app's lifecycle, the {@link
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android.content.ComponentCallbacks2#onTrimMemory onTrimMemory()} callback also tells you when
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the overall device memory is getting low. You should respond by further releasing resources based
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on the following memory levels delivered by {@link android.content.ComponentCallbacks2#onTrimMemory
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onTrimMemory()}:</p>
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<ul>
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<li>{@link android.content.ComponentCallbacks2#TRIM_MEMORY_RUNNING_MODERATE}
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<p>Your app is running and not considered killable, but the device is running low on memory and the
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system is actively killing processes in the LRU cache.</p>
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</li>
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<li>{@link android.content.ComponentCallbacks2#TRIM_MEMORY_RUNNING_LOW}
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<p>Your app is running and not considered killable, but the device is running much lower on
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memory so you should release unused resources to improve system performance (which directly
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impacts your app's performance).</p>
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</li>
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<li>{@link android.content.ComponentCallbacks2#TRIM_MEMORY_RUNNING_CRITICAL}
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<p>Your app is still running, but the system has already killed most of the processes in the
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LRU cache, so you should release all non-critical resources now. If the system cannot reclaim
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sufficient amounts of RAM, it will clear all of the LRU cache and begin killing processes that
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the system prefers to keep alive, such as those hosting a running service.</p>
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</li>
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</ul>
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<p>Also, when your app process is currently cached, you may receive one of the following
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levels from {@link android.content.ComponentCallbacks2#onTrimMemory onTrimMemory()}:</p>
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<ul>
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<li>{@link android.content.ComponentCallbacks2#TRIM_MEMORY_BACKGROUND}
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<p>The system is running low on memory and your process is near the beginning of the LRU list.
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Although your app process is not at a high risk of being killed, the system may already be killing
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processes in the LRU cache. You should release resources that are easy to recover so your process
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will remain in the list and resume quickly when the user returns to your app.</p>
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</li>
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<li>{@link android.content.ComponentCallbacks2#TRIM_MEMORY_MODERATE}
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<p>The system is running low on memory and your process is near the middle of the LRU list. If the
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system becomes further constrained for memory, there's a chance your process will be killed.</p>
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</li>
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<li>{@link android.content.ComponentCallbacks2#TRIM_MEMORY_COMPLETE}
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<p>The system is running low on memory and your process is one of the first to be killed if the
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system does not recover memory now. You should release everything that's not critical to
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resuming your app state.</p>
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</li>
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</ul>
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<p>Because the {@link android.content.ComponentCallbacks2#onTrimMemory onTrimMemory()} callback was
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added in API level 14, you can use the {@link android.content.ComponentCallbacks#onLowMemory()}
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callback as a fallback for older versions, which is roughly equivalent to the {@link
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android.content.ComponentCallbacks2#TRIM_MEMORY_COMPLETE} event.</p>
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<p class="note"><strong>Note:</strong> When the system begins killing processes in the LRU cache,
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although it primarily works bottom-up, it does give some consideration to which processes are
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consuming more memory and will thus provide the system more memory gain if killed.
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So the less memory you consume while in the LRU list overall, the better your chances are
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to remain in the list and be able to quickly resume.</p>
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<h3 id="CheckHowMuchMemory">Check how much memory you should use</h3>
|
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|
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<p>As mentioned earlier, each Android-powered device has a different amount of RAM available to the
|
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system and thus provides a different heap limit for each app. You can call {@link
|
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android.app.ActivityManager#getMemoryClass()} to get an estimate of your app's available heap in
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megabytes. If your app tries to allocate more memory than is available here, it will receive an
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{@link java.lang.OutOfMemoryError}.</p>
|
||
|
||
<p>In very special situations, you can request a larger heap size by setting the <a
|
||
href="{@docRoot}guide/topics/manifest/application-element.html#largeHeap">{@code largeHeap}</a>
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||
attribute to "true" in the manifest <a
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||
href="{@docRoot}guide/topics/manifest/application-element.html">{@code <application>}</a>
|
||
tag. If you do so, you can call {@link
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android.app.ActivityManager#getLargeMemoryClass()} to get an estimate of the large heap size.</p>
|
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<p>However, the ability to request a large heap is intended only for a small set of apps that can
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justify the need to consume more RAM (such as a large photo editing app). <strong>Never request a
|
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large heap simply because you've run out of memory</strong> and you need a quick fix—you
|
||
should use it only when you know exactly where all your memory is being allocated and why it must
|
||
be retained. Yet, even when you're confident your app can justify the large heap, you should avoid
|
||
requesting it to whatever extent possible. Using the extra memory will increasingly be to the
|
||
detriment of the overall user experience because garbage collection will take longer and system
|
||
performance may be slower when task switching or performing other common operations.</p>
|
||
|
||
<p>Additionally, the large heap size is not the same on all devices and, when running on
|
||
devices that have limited RAM, the large heap size may be exactly the same as the regular heap
|
||
size. So even if you do request the large heap size, you should call {@link
|
||
android.app.ActivityManager#getMemoryClass()} to check the regular heap size and strive to always
|
||
stay below that limit.</p>
|
||
|
||
|
||
<h3 id="Bitmaps">Avoid wasting memory with bitmaps</h3>
|
||
|
||
<p>When you load a bitmap, keep it in RAM only at the resolution you need for the current device's
|
||
screen, scaling it down if the original bitmap is a higher resolution. Keep in mind that an
|
||
increase in bitmap resolution results in a corresponding (increase<sup>2</sup>) in memory needed,
|
||
because both the X and Y dimensions increase.</p>
|
||
|
||
<p class="note"><strong>Note:</strong> On Android 2.3.x (API level 10) and below, bitmap objects
|
||
always appear as the same size in your app heap regardless of the image resolution (the actual
|
||
pixel data is stored separately in native memory). This makes it more difficult to debug the bitmap
|
||
memory allocation because most heap analysis tools do not see the native allocation. However,
|
||
beginning in Android 3.0 (API level 11), the bitmap pixel data is allocated in your app's Dalvik
|
||
heap, improving garbage collection and debuggability. So if your app uses bitmaps and you're having
|
||
trouble discovering why your app is using some memory on an older device, switch to a device
|
||
running Android 3.0 or higher to debug it.</p>
|
||
|
||
<p>For more tips about working with bitmaps, read <a
|
||
href="{@docRoot}training/displaying-bitmaps/manage-memory.html">Managing Bitmap Memory</a>.</p>
|
||
|
||
|
||
<h3 id="DataContainers">Use optimized data containers</h3>
|
||
|
||
<p>Take advantage of optimized containers in the Android framework, such as {@link
|
||
android.util.SparseArray}, {@link android.util.SparseBooleanArray}, and {@link
|
||
android.support.v4.util.LongSparseArray}. The generic {@link java.util.HashMap}
|
||
implementation can be quite memory
|
||
inefficient because it needs a separate entry object for every mapping. Additionally, the {@link
|
||
android.util.SparseArray} classes are more efficient because they avoid the system's need
|
||
to <acronym title=
|
||
"Automatic conversion from primitive types to object classes (such as int to Integer)"
|
||
>autobox</acronym>
|
||
the key and sometimes value (which creates yet another object or two per entry). And don't be
|
||
afraid of dropping down to raw arrays when that makes sense.</p>
|
||
|
||
|
||
|
||
<h3 id="Overhead">Be aware of memory overhead</h3>
|
||
|
||
<p>Be knowledgeable about the cost and overhead of the language and libraries you are using, and
|
||
keep this information in mind when you design your app, from start to finish. Often, things on the
|
||
surface that look innocuous may in fact have a large amount of overhead. Examples include:</p>
|
||
<ul>
|
||
<li>Enums often require more than twice as much memory as static constants. You should strictly
|
||
avoid using enums on Android.</li>
|
||
|
||
<li>Every class in Java (including anonymous inner classes) uses about 500 bytes of code.</li>
|
||
|
||
<li>Every class instance has 12-16 bytes of RAM overhead.</li>
|
||
|
||
<li>Putting a single entry into a {@link java.util.HashMap} requires the allocation of an
|
||
additional entry object that takes 32 bytes (see the previous section about <a
|
||
href="#DataContainers">optimized data containers</a>).</li>
|
||
</ul>
|
||
|
||
<p>A few bytes here and there quickly add up—app designs that are class- or object-heavy will suffer
|
||
from this overhead. That can leave you in the difficult position of looking at a heap analysis and
|
||
realizing your problem is a lot of small objects using up your RAM.</p>
|
||
|
||
|
||
<h3 id="Abstractions">Be careful with code abstractions</h3>
|
||
|
||
<p>Often, developers use abstractions simply as a "good programming practice," because abstractions
|
||
can improve code flexibility and maintenance. However, abstractions come at a significant cost:
|
||
generally they require a fair amount more code that needs to be executed, requiring more time and
|
||
more RAM for that code to be mapped into memory. So if your abstractions aren't supplying a
|
||
significant benefit, you should avoid them.</p>
|
||
|
||
|
||
<h3 id="NanoProto">Use nano protobufs for serialized data</h3>
|
||
|
||
<p><a href="https://developers.google.com/protocol-buffers/docs/overview">Protocol
|
||
buffers</a> are a language-neutral, platform-neutral, extensible mechanism designed by Google for
|
||
serializing structured data—think XML, but smaller, faster, and simpler. If you decide to use
|
||
protobufs for your data, you should always use nano protobufs in your client-side code. Regular
|
||
protobufs generate extremely verbose code, which will cause many kinds of problems in your app:
|
||
increased RAM use, significant APK size increase, slower execution, and quickly hitting the DEX
|
||
symbol limit.</p>
|
||
|
||
<p>For more information, see the "Nano version" section in the <a
|
||
href="https://android.googlesource.com/platform/external/protobuf/+/master/java/README.txt"
|
||
class="external-link">protobuf readme</a>.</p>
|
||
|
||
|
||
|
||
<h3 id="DependencyInjection">Avoid dependency injection frameworks</h3>
|
||
|
||
<p>Using a dependency injection framework such as <a
|
||
href="https://code.google.com/p/google-guice/" class="external-link">Guice</a> or
|
||
<a href="https://github.com/roboguice/roboguice" class="external-link">RoboGuice</a> may be
|
||
attractive because they can simplify the code you write and provide an adaptive environment
|
||
that's useful for testing and other configuration changes. However, these frameworks tend to perform
|
||
a lot of process initialization by scanning your code for annotations, which can require significant
|
||
amounts of your code to be mapped into RAM even though you don't need it. These mapped pages are
|
||
allocated into clean memory so Android can drop them, but that won't happen until the pages have
|
||
been left in memory for a long period of time.</p>
|
||
|
||
|
||
<h3 id="ExternalLibs">Be careful about using external libraries</h3>
|
||
|
||
<p>External library code is often not written for mobile environments and can be inefficient when used
|
||
for work on a mobile client. At the very least, when you decide to use an external library, you
|
||
should assume you are taking on a significant porting and maintenance burden to optimize the
|
||
library for mobile. Plan for that work up-front and analyze the library in terms of code size and
|
||
RAM footprint before deciding to use it at all.</p>
|
||
|
||
<p>Even libraries supposedly designed for use on Android are potentially dangerous because each
|
||
library may do things differently. For example, one library may use nano protobufs while another
|
||
uses micro protobufs. Now you have two different protobuf implementations in your app. This can and
|
||
will also happen with different implementations of logging, analytics, image loading frameworks,
|
||
caching, and all kinds of other things you don't expect. <a
|
||
href="{@docRoot}tools/help/proguard.html">ProGuard</a> won't save you here because these
|
||
will all be lower-level dependencies that are required by the features for which you want the
|
||
library. This becomes especially problematic when you use an {@link android.app.Activity}
|
||
subclass from a library (which
|
||
will tend to have wide swaths of dependencies), when libraries use reflection (which is common and
|
||
means you need to spend a lot of time manually tweaking ProGuard to get it to work), and so on.</p>
|
||
|
||
<p>Also be careful not to fall into the trap of using a shared library for one or two features out of
|
||
dozens of other things it does; you don't want to pull in a large amount of code and overhead that
|
||
you don't even use. At the end of the day, if there isn't an existing implementation that is a
|
||
strong match for what you need to do, it may be best if you create your own implementation.</p>
|
||
|
||
|
||
<h3 id="OverallPerf">Optimize overall performance</h3>
|
||
|
||
<p>A variety of information about optimizing your app's overall performance is available
|
||
in other documents listed in <a href="{@docRoot}training/best-performance.html">Best Practices
|
||
for Performance</a>. Many of these documents include optimizations tips for CPU performance, but
|
||
many of these tips also help optimize your app's memory use, such as by reducing the number of
|
||
layout objects required by your UI.</p>
|
||
|
||
<p>You should also read about <a href="{@docRoot}tools/debugging/debugging-ui.html">optimizing
|
||
your UI</a> with the layout debugging tools and take advantage of
|
||
the optimization suggestions provided by the <a
|
||
href="{@docRoot}tools/debugging/improving-w-lint.html">lint tool</a>.</p>
|
||
|
||
|
||
<h3 id="Proguard">Use ProGuard to strip out any unneeded code</h3>
|
||
|
||
<p>The <a href="{@docRoot}tools/help/proguard.html">ProGuard</a> tool shrinks,
|
||
optimizes, and obfuscates your code by removing unused code and renaming classes, fields, and
|
||
methods with semantically obscure names. Using ProGuard can make your code more compact, requiring
|
||
fewer RAM pages to be mapped.</p>
|
||
|
||
|
||
<h3 id="Zipalign">Use zipalign on your final APK</h3>
|
||
|
||
<p>If you do any post-processing of an APK generated by a build system (including signing it
|
||
with your final production certificate), then you must run <a
|
||
href="{@docRoot}tools/help/zipalign.html">zipalign</a> on it to have it re-aligned.
|
||
Failing to do so can cause your app to require significantly more RAM, because things like
|
||
resources can no longer be mmapped from the APK.</p>
|
||
|
||
<p class="note"><strong>Note:</strong> Google Play Store does not accept APK files that
|
||
are not zipaligned.</p>
|
||
|
||
|
||
<h3 id="AnalyzeRam">Analyze your RAM usage</h3>
|
||
|
||
<p>Once you achieve a relatively stable build, begin analyzing how much RAM your app is using
|
||
throughout all stages of its lifecycle. For information about how to analyze your app, read <a
|
||
href="{@docRoot}tools/debugging/debugging-memory.html">Investigating Your RAM Usage</a>.</p>
|
||
|
||
|
||
|
||
|
||
<h3 id="MultipleProcesses">Use multiple processes</h3>
|
||
|
||
<p>If it's appropriate for your app, an advanced technique that may help you manage your app's
|
||
memory is dividing components of your app into multiple processes. This technique must always be
|
||
used carefully and <strong>most apps should not run multiple processes</strong>, as it can easily
|
||
increase—rather than decrease—your RAM footprint if done incorrectly. It is primarily
|
||
useful to apps that may run significant work in the background as well as the foreground and can
|
||
manage those operations separately.</p>
|
||
|
||
|
||
<p>An example of when multiple processes may be appropriate is when building a music player that
|
||
plays music from a service for long period of time. If
|
||
the entire app runs in one process, then many of the allocations performed for its activity UI must
|
||
be kept around as long as it is playing music, even if the user is currently in another app and the
|
||
service is controlling the playback. An app like this may be split into two process: one for its
|
||
UI, and the other for the work that continues running in the background service.</p>
|
||
|
||
<p>You can specify a separate process for each app component by declaring the <a href=
|
||
"{@docRoot}guide/topics/manifest/service-element.html#proc">{@code android:process}</a> attribute
|
||
for each component in the manifest file. For example, you can specify that your service should run
|
||
in a process separate from your app's main process by declaring a new process named "background"
|
||
(but you can name the process anything you like):</p>
|
||
|
||
<pre>
|
||
<service android:name=".PlaybackService"
|
||
android:process=":background" />
|
||
</pre>
|
||
|
||
<p>Your process name should begin with a colon (':') to ensure that the process remains private to
|
||
your app.</p>
|
||
|
||
<p>Before you decide to create a new process, you need to understand the memory implications.
|
||
To illustrate the consequences of each process, consider that an empty process doing basically
|
||
nothing has an extra memory footprint of about 1.4MB, as shown by the memory information
|
||
dump below.</p>
|
||
|
||
<pre class="no-pretty-print">
|
||
adb shell dumpsys meminfo com.example.android.apis:empty
|
||
|
||
** MEMINFO in pid 10172 [com.example.android.apis:empty] **
|
||
Pss Pss Shared Private Shared Private Heap Heap Heap
|
||
Total Clean Dirty Dirty Clean Clean Size Alloc Free
|
||
------ ------ ------ ------ ------ ------ ------ ------ ------
|
||
Native Heap 0 0 0 0 0 0 1864 1800 63
|
||
Dalvik Heap 764 0 5228 316 0 0 5584 5499 85
|
||
Dalvik Other 619 0 3784 448 0 0
|
||
Stack 28 0 8 28 0 0
|
||
Other dev 4 0 12 0 0 4
|
||
.so mmap 287 0 2840 212 972 0
|
||
.apk mmap 54 0 0 0 136 0
|
||
.dex mmap 250 148 0 0 3704 148
|
||
Other mmap 8 0 8 8 20 0
|
||
Unknown 403 0 600 380 0 0
|
||
TOTAL 2417 148 12480 1392 4832 152 7448 7299 148
|
||
</pre>
|
||
|
||
<p class="note"><strong>Note:</strong> More information about how to read this output is provided
|
||
in <a href="{@docRoot}tools/debugging/debugging-memory.html#ViewingAllocations">Investigating
|
||
Your RAM Usage</a>. The key data here is the <em>Private Dirty</em> and <em>Private
|
||
Clean</em> memory, which shows that this process is using almost 1.4MB of non-pageable RAM
|
||
(distributed across the Dalvik heap, native allocations, book-keeping, and library-loading),
|
||
and another 150K of RAM for code that has been mapped in to execute.</p>
|
||
|
||
<p>This memory footprint for an empty process is fairly significant and it can quickly
|
||
grow as you start doing work in that process. For
|
||
example, here is the memory use of a process that is created only to show an activity with some
|
||
text in it:</p>
|
||
|
||
<pre class="no-pretty-print">
|
||
** MEMINFO in pid 10226 [com.example.android.helloactivity] **
|
||
Pss Pss Shared Private Shared Private Heap Heap Heap
|
||
Total Clean Dirty Dirty Clean Clean Size Alloc Free
|
||
------ ------ ------ ------ ------ ------ ------ ------ ------
|
||
Native Heap 0 0 0 0 0 0 3000 2951 48
|
||
Dalvik Heap 1074 0 4928 776 0 0 5744 5658 86
|
||
Dalvik Other 802 0 3612 664 0 0
|
||
Stack 28 0 8 28 0 0
|
||
Ashmem 6 0 16 0 0 0
|
||
Other dev 108 0 24 104 0 4
|
||
.so mmap 2166 0 2824 1828 3756 0
|
||
.apk mmap 48 0 0 0 632 0
|
||
.ttf mmap 3 0 0 0 24 0
|
||
.dex mmap 292 4 0 0 5672 4
|
||
Other mmap 10 0 8 8 68 0
|
||
Unknown 632 0 412 624 0 0
|
||
TOTAL 5169 4 11832 4032 10152 8 8744 8609 134
|
||
</pre>
|
||
|
||
<p>The process has now almost tripled in size, to 4MB, simply by showing some text in the UI. This
|
||
leads to an important conclusion: If you are going to split your app into multiple processes, only
|
||
one process should be responsible for UI. Other processes should avoid any UI, as this will quickly
|
||
increase the RAM required by the process (especially once you start loading bitmap assets and other
|
||
resources). It may then be hard or impossible to reduce the memory usage once the UI is drawn.</p>
|
||
|
||
<p>Additionally, when running more than one process, it's more important than ever that you keep your
|
||
code as lean as possible, because any unnecessary RAM overhead for common implementations are now
|
||
replicated in each process. For example, if you are using enums (though <a
|
||
href="#Overhead">you should not use enums</a>), all of
|
||
the RAM needed to create and initialize those constants is duplicated in each process, and any
|
||
abstractions you have with adapters and temporaries or other overhead will likewise be replicated.</p>
|
||
|
||
<p>Another concern with multiple processes is the dependencies that exist between them. For example,
|
||
if your app has a content provider that you have running in the default process which also hosts
|
||
your UI, then code in a background process that uses that content provider will also require that
|
||
your UI process remain in RAM. If your goal is to have a background process that can run
|
||
independently of a heavy-weight UI process, it can't have dependencies on content providers or
|
||
services that execute in the UI process.</p>
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
<!-- THE FOLLOWING IS OVERWHELMING AND NOT NECESSARY FOR MOST APPS, LEAVING OUT FOR NOW
|
||
|
||
|
||
<p>You can examine the dependencies between your processes with the command:</p>
|
||
|
||
<pre class="no-pretty-print">
|
||
adb shell dumpsys activity
|
||
</pre>
|
||
|
||
<p>This dumps various information about the Activity Manager's state, ending with a list of all
|
||
processes in their memory management order, including the reason each process is at its given
|
||
level. For example, below is a dump with the Music app in the foreground.</p>
|
||
|
||
<pre class="no-pretty-print">
|
||
ACTIVITY MANAGER RUNNING PROCESSES (dumpsys activity processes)
|
||
Process LRU list (sorted by oom_adj):
|
||
PERS # 4: adj=sys /F trm= 0 20674:system/1000 (fixed)
|
||
PERS #39: adj=pers /F trm= 0 20964:com.android.nfc/1027 (fixed)
|
||
PERS # 2: adj=pers /F trm= 0 20959:com.android.phone/1001 (fixed)
|
||
PERS # 1: adj=pers /F trm= 0 20779:com.android.systemui/u0a10057 (fixed)
|
||
Proc #11: adj=fore /FA trm= 0 8663:com.google.android.music:ui/u0a10043 (top-activity)
|
||
Proc #10: adj=fore /F trm= 0 30881:com.google.android.music:main/u0a10043 (provider)
|
||
com.google.android.music/.store.MusicContentProvider<=Proc{8663:com.google.android.music:ui/u0a10043}
|
||
Proc # 6: adj=fore /F trm= 0 21014:com.google.process.gapps/u0a10023 (provider)
|
||
com.google.android.gsf/.settings.GoogleSettingsProvider<=Proc{20935:com.google.process.location/u0a10023}
|
||
Proc #38: adj=vis /F trm= 0 21028:com.android.nfc:handover/1027 (service)
|
||
com.android.nfc/.handover.HandoverService<=Proc{20964:com.android.nfc/1027}
|
||
Proc # 7: adj=vis /B trm= 0 20935:com.google.process.location/u0a10023 (service)
|
||
com.google.android.location/.GeocodeService<=Proc{20674:system/1000}
|
||
Proc # 3: adj=vis /F trm= 0 21225:com.android.bluetooth/1002 (service)
|
||
com.android.bluetooth/.hfp.HeadsetService<=Proc{20674:system/1000}
|
||
Proc # 0: adj=vis /F trm= 0 20908:com.google.android.inputmethod.latin/u0a10035 (service)
|
||
com.google.android.inputmethod.latin/com.android.inputmethod.latin.LatinIME<=Proc{20674:system/1000}
|
||
Proc #34: adj=svc /B trm= 0 16765:com.google.android.apps.currents/u0a10012 (started-services)
|
||
Proc #14: adj=svc /B trm= 0 21148:com.google.android.gms/u0a10023 (started-services)
|
||
Proc #12: adj=home /B trm= 0 20989:com.android.launcher/u0a10036 (home)
|
||
Proc #37: adj=svcb /B trm= 0 15194:com.google.android.apps.googlevoice/u0a10089 (started-services)
|
||
Proc #17: adj=svcb /B trm= 0 24537:android.process.media/u0a10016 (started-services)
|
||
Proc #35: adj=bak /B trm= 0 16087:com.android.defcontainer/u0a10013 (service)
|
||
com.android.defcontainer/.DefaultContainerService<=Proc{16050:com.android.settings/1000}
|
||
Proc #16: adj=bak /B trm= 0 7334:com.google.android.gm/u0a10022 (bg-act)
|
||
Proc #15: adj=bak /B trm= 0 22499:com.google.android.googlequicksearchbox/u0a10060 (bg-act)
|
||
Proc # 9: adj=bak /B trm= 0 20856:com.google.android.gsf.login/u0a10023 (bg-empty)
|
||
Proc #26: adj=bak+1/B trm= 0 9923:com.android.mms/u0a10042 (bg-act)
|
||
Proc #23: adj=bak+1/B trm= 0 16721:com.android.chrome/u0a10010 (bg-act)
|
||
Proc #22: adj=bak+1/B trm= 0 17596:com.android.chrome:sandboxed_process0/u0a10010i33 (service)
|
||
com.android.chrome/org.chromium.content.app.SandboxedProcessService0<=Proc{16721:com.android.chrome/u0a10010}
|
||
Proc #19: adj=bak+1/B trm= 0 17442:com.google.android.youtube/u0a10067 (bg-services)
|
||
Proc #18: adj=bak+2/B trm= 0 16740:com.google.android.apps.plus/u0a10052 (bg-empty)
|
||
Proc #13: adj=bak+2/B trm= 0 7707:com.android.musicfx/u0a10044 (bg-empty)
|
||
Proc #36: adj=bak+3/B trm= 0 16050:com.android.settings/1000 (bg-act)
|
||
Proc #33: adj=bak+3/B trm= 0 16863:com.android.dialer/u0a10015 (bg-act)
|
||
</pre>
|
||
|
||
|
||
<p class="note"><strong>Note:</strong> The exact details of what is shown here will vary across
|
||
platform versions as process management policies are tweaked and improved.</p>
|
||
|
||
|
||
<p>Details on the highlighted sections are:</p>
|
||
|
||
<ol>
|
||
<li>Foreground app: This is the current app running in the foreground -- it is in the "fore" memory
|
||
class because it is the top activity on the activity stack.</li>
|
||
|
||
<li>Persistent processes: These are processes that are part of the core system that must always be
|
||
running.</li>
|
||
|
||
<li>Dependent process: This shows how the Music app is using two processes. Its UI process has a
|
||
dependency on the "main" process (through a content provider). So while the UI process is in use,
|
||
the main process must also be kept around. This means the app's memory footprint is actually the
|
||
sum of both processes. You will have this kind of connection on a content provider any time you
|
||
have active calls into it or have unclosed cursors or file streams that came from it.</li>
|
||
|
||
<li>Visible processes: These are processes that count in some way as "visible" to the user. This
|
||
generally means that it is either something the user can literally see (such as a process hosting a
|
||
paused but visible activity that is behind a non-full-screen dialog) or is something the user might
|
||
notice if the process disappeared (such as a foreground service playing music). You should be
|
||
certain that any process you have running at the "visible" level is indeed critical to the user,
|
||
because they are very expensive to the overall RAM load.</li>
|
||
|
||
<li>Service processes: These are processes running long-term jobs in a service. This level of the
|
||
list is the start of less-critical processes, which the system has some freedom to kill if RAM is
|
||
needed elsewhere. These services are still quite expensive because they can be killed only
|
||
temporarily and the system tries to keep them running whenever possible.</li>
|
||
|
||
<li>Home process: A special slot for the process that hosts the current Home activity, to try to
|
||
prevent it from being killed as much as possible. Killing this process is much more damaging to the
|
||
user experience than killing other cached processes, because so much user interaction goes through
|
||
home.</li>
|
||
|
||
<li>Secondary service processes: These are services that have been running for a relatively long time
|
||
and so should be killed more aggressively when RAM is needed elsewhere.</li>
|
||
|
||
<li>Cached processes: These are cached processes held in the LRU cache, which allow for fast app
|
||
switching and component launching. These processes are not required and the system will kill them
|
||
as needed to reclaim memory. You will often see a process hosting a running service here—this is
|
||
part of a platform policy of allowing very long-running services to drop down into the LRU list and
|
||
eventually be killed. If the service should continue running (as defined by the {@link
|
||
android.app.Service#onStartCommand onStartCommand()} return value, such as {@link
|
||
android.app.Service#START_STICKY}), the the system eventually restarts it. This avoids issues with
|
||
such services having memory leaks that over time reduce the number of regular cached processes that
|
||
can be kept.</li>
|
||
|
||
</ol>
|
||
|
||
<p>This numbered list of processes is essentially the LRU list of processes that the framework
|
||
provides to the kernel to help it determine which processes it should kill as it needs more RAM.
|
||
The kernel's out of memory killer will generally begin from the bottom of this list, killing the
|
||
last process and working its way up. It may not do it in exactly this order, as it can also take
|
||
into consideration other factors such as the relative RAM footprint of processes to some degree.</p>
|
||
|
||
<p>There are many other options you can use with the activity command to analyze further details of
|
||
your app's state—use <code>adb shell dumpsys activity -h</code> for help on its use.</p>
|
||
|
||
-->
|