PATRIK27 / osmdroid

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OOME causes huge amount of data transfer #178

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
What steps will reproduce the problem?

1. Reproduce the OutOfMemoryExcpetion as described in issue 156, e.g.
   start and finish the OpenStreetMapViewer sample several times
   with enabled compass or enabled myLocation 

What is the expected output? What do you see instead?

   Since the map tiles are cached, I expect that there is no data
   transfer from the tile server. But as soon as the OOME occurs,
   osmdroid seems to constantly reading map tiles from the server

What version of the product are you using? On what operating system?

   Osmdroid: a version without fix of issue 156
   Android: 1.6 to 2.2, I did not test higher versions

Please provide any additional information below.

I didn't check in detail, but i assume the following flow: if a tile request 
fails because of the OOME, osmdroid tries to get the tile from the server, 
which also fails because of the OOME. Then the map is redrawn, which causes a 
new tile request, causing a loop of constantly server access.
This leads to an unexptected huge amount of data transfer which may become 
expensive for the user.

Issue 156 is closed now, but there may be other causes for OOME, so it would be 
good to find a solution for this. For example, osmdroid could ignore tile 
requests after an OOME as long as the memory usage is still high.

Original issue reported on code.google.com by sepp.dot...@googlemail.com on 4 Mar 2011 at 2:01

GoogleCodeExporter commented 8 years ago
It sounds like the issue here is that if we are in a low memory situation, then 
the filesystem provider will OOM, which will then proceed to the tile download 
provider. The tile download provider will then download the data, try to create 
a Bitmap, and OOM. So the phone downloaded the data from the Internet and has 
nothing to show for it. The screen then gets refreshed causing another tile 
request and more wasted data traffic.

It's a tough situation - how do we know we are in a "major failure" situation 
and then how do we know when we've recovered?

I think one way we can greatly limit the impact of this situation is to throw a 
CantContinueException from the TileDownloader when we get an OOM. This will 
clear the pending queue for the TileDownloader, preventing needless download + 
OOM cycles, while still allowing at least one tile request to determine if we 
are still in a low-memory situation. We will probably have to have make 
ITileSource.getDrawable throw OOM rather than return null and require the tile 
providers to handle the exception so they can throw CantContinueException.

Original comment by kurtzm...@gmail.com on 6 Mar 2011 at 2:02

GoogleCodeExporter commented 8 years ago
Java purists are suggesting to not even catch OOM:

http://stackoverflow.com/questions/1692230/is-it-possible-to-catch-out-of-memory
-exception-in-java

but maybe in our case it's applicable since we are dealing with sizable 
allocations and we have a cache where we can reclaim memory to make room.

There is a lot of talk about using SoftReferences. This seems like a great 
solution, but apparently SoftReferences are broken in Android 1.5 - 1.6:

http://www.mail-archive.com/android-developers@googlegroups.com/msg47879.html
http://stackoverflow.com/questions/4337285/android-heap-size-and-softreferences
http://stackoverflow.com/questions/4014033/android-the-gc-doesnt-respect-softref
erences

So, maybe when we get an OOM the behavior should be to make a call to something 
like mTileCache.freeLRUTile() and then to try again. This would allow 
downloaded tiles to download and (eventually) properly render and save to the 
file cache. The unfortunate visual side-effect of an OOM situation would be 
"flashing" loading tiles on the screen since there isn't enough memory for all 
tiles on the screen in the cache. Also, the app would stutter as the GC hammers 
the system.

I am not an Android memory expert, so is it reasonable to assume that if we get 
an OOM even after a GC that we will eventually get some memory back for our 
process and recover? Looking at the responses in the first link, it sounds like 
once you hit OOM, you're on the road to ruin and you can't really recover. So, 
what is our best-case scenario during a low-memory situation? Should we try to 
run things the best we can and perform poorly, or should we gracefully refuse 
to display tiles until the user frees up some memory? Perhaps offer the option 
of both?

Original comment by kurtzm...@gmail.com on 6 Mar 2011 at 3:10

GoogleCodeExporter commented 8 years ago
I am submitting the following patch as the solution described in comment 1. We 
bubble up a LowMemoryException to the tile provider modules, who then throw a 
CantContinueException which causes their tile request queue to clear.

Original comment by kurtzm...@gmail.com on 6 Mar 2011 at 4:01

Attachments:

GoogleCodeExporter commented 8 years ago
I don't know which is the best way to recover from low memory situations, but I 
am sure that a waste of data traffic must be prevent in any case. Even a 
termination of the app as worst case scenario would be better than that.
In consideration of the fact that an OOME should be a very seldom exceptional 
event, I even would accept an error message, followed by the termination.

Original comment by sepp.dot...@googlemail.com on 7 Mar 2011 at 8:41

GoogleCodeExporter commented 8 years ago
I am going to apply this patch, and close this ticket. I think the idea of 
allowing an optional "Low memory warning" fallback view is worth exploring so I 
will add a new ticket for that.

Original comment by kurtzm...@gmail.com on 11 Mar 2011 at 5:16

GoogleCodeExporter commented 8 years ago
Fixed by r870

Original comment by kurtzm...@gmail.com on 11 Mar 2011 at 5:31

GoogleCodeExporter commented 8 years ago

Original comment by kurtzm...@gmail.com on 11 Mar 2011 at 5:31