KAIST 셔틀 for Android

Posted by epicdev Archive : 2012. 9. 15. 16:35




KAIST의 기숙사 생들을 위한 셔틀버스 App입니다


https://play.google.com/store/apps/details?id=com.epicdevs.kaistshuttle



=====================================================================


카이스트 본원-문지-화암 간 셔틀 시간표 앱입니다.

위젯으로 간단하게 버스 시간을 체크할 수 있고

알람으로 버스 도착 시간을 미리 알려줍니다.


[주요 기능]

- 본원-문지-화암 간 셔틀 시간표 탑재

- 다음 배차까지 남은 시간 확인 가능

- 위젯을 통해서 간단하게 시간 확인 가능

- 다음 배차시간 알람 기능


[상세 기능]

기본적으로 이 앱은 위젯을 기반으로 동작합니다.

위젯은 3가지 버튼으로 구성되어 있으며, 왼쪽 버튼을 누르면 현재 설정된 출발지의 전체 시간표가 화면에 나타납니다. 가운데 버튼을 누르면 동기화가 작동하여, 실시간으로 남은 시간을 업데이트하게 됩니다. 위젯의 동기화가 작동 중인 경우 설정해 놓은 알람 시간에 맞추어 진동 알람 및 알림창이 뜨게 됩니다. 오른쪽 버튼을 누르면 현재 설정된 출발지에서 다른 출발지로 바뀌게 됩니다.

  

Camera의 setDisplayOrientation 메소드

Posted by epicdev Archive : 2011. 10. 3. 15:52
출처: http://developer.android.com/reference/android/hardware/Camera.html#setDisplayOrientation(int)

public final void setDisplayOrientation (int degrees)

Since: API Level 8

Set the clockwise rotation of preview display in degrees. This affects the preview frames and the picture displayed after snapshot. This method is useful for portrait mode applications. Note that preview display of front-facing cameras is flipped horizontally before the rotation, that is, the image is reflected along the central vertical axis of the camera sensor. So the users can see themselves as looking into a mirror.

This does not affect the order of byte array passed in onPreviewFrame(byte[], Camera), JPEG pictures, or recorded videos. This method is not allowed to be called during preview.

If you want to make the camera image show in the same orientation as the display, you can use the following code.

 public static void setCameraDisplayOrientation(Activity activity,
         
int cameraId, android.hardware.Camera camera) {
     android
.hardware.Camera.CameraInfo info =
             
new android.hardware.Camera.CameraInfo();
     android
.hardware.Camera.getCameraInfo(cameraId, info);
     
int rotation = activity.getWindowManager().getDefaultDisplay()
             
.getRotation();
     
int degrees = 0;
     
switch (rotation) {
         
case Surface.ROTATION_0: degrees = 0; break;
         
case Surface.ROTATION_90: degrees = 90; break;
         
case Surface.ROTATION_180: degrees = 180; break;
         
case Surface.ROTATION_270: degrees = 270; break;
     
}

     
int result;
     
if (info.facing == Camera.CameraInfo.CAMERA_FACING_FRONT) {
         result
= (info.orientation + degrees) % 360;
         result
= (360 - result) % 360;  // compensate the mirror
     
} else {  // back-facing
         result
= (info.orientation - degrees + 360) % 360;
     
}
     camera
.setDisplayOrientation(result);
 
}
 

Parameters
degreesthe angle that the picture will be rotated clockwise. Valid values are 0, 90, 180, and 270. The starting position is 0 (landscape).
  

리소스가 없다고 자꾸 뜰 경우

Posted by epicdev Archive : 2011. 9. 29. 09:57
안드로이드 작업 할 때 xml이나 기타 리소스 들을 수정하고 나서
곧바로 실행을 시키면 리소스가 없다고 뜨거나
xml 수정한 사항이 적용이 되지 않을 경우가 종종 발생한다.
그럴땐 eclipse에서 프로젝트를 clean 해 준다음 실행하면 잘 된다.
  

EditText에 Action Listener 다는 법

Posted by epicdev Archive : 2011. 9. 23. 03:07
mOutEditText.setOnEditorActionListener(mWriteListener);

private TextView.OnEditorActionListener mWriteListener = new TextView.OnEditorActionListener()
{
public boolean onEditorAction(TextView view, int actionId, KeyEvent event)
{
// If the action is a key-up event on the return key, send the message
if(actionId == EditorInfo.IME_NULL && event.getAction() == KeyEvent.ACTION_UP)
{
String message = view.getText().toString();
sendMessage(message);
}
if(D) Log.i(TAG, "END onEditorAction");
return true;
}
};

출처: http://developer.android.com/reference/android/widget/TextView.OnEditorActionListener.html

public static interface

TextView.OnEditorActionListener

android.widget.TextView.OnEditorActionListener

Class Overview

Interface definition for a callback to be invoked when an action is performed on the editor.

Summary

Public Methods
abstract boolean onEditorAction(TextView v, int actionId, KeyEvent event)
Called when an action is being performed.

Public Methods

public abstract boolean onEditorAction (TextView v, int actionId, KeyEvent event)

Since: API Level 3

Called when an action is being performed.

Parameters
vThe view that was clicked.
actionIdIdentifier of the action. This will be either the identifier you supplied, or EditorInfo.IME_NULL if being called due to the enter key being pressed.
eventIf triggered by an enter key, this is the event; otherwise, this is null.
Returns
  • Return true if you have consumed the action, else false.
 
  

안드로이드 액티비티의 생명주기

Posted by epicdev Archive : 2011. 9. 23. 02:28
출처: http://developer.android.com/reference/android/app/Activity.html

 Activity Lifecycle

Activities in the system are managed as an activity stack. When a new activity is started, it is placed on the top of the stack and becomes the running activity -- the previous activity always remains below it in the stack, and will not come to the foreground again until the new activity exits.

An activity has essentially four states:

  • If an activity in the foreground of the screen (at the top of the stack), it is active or running.
  • If an activity has lost focus but is still visible (that is, a new non-full-sized or transparent activity has focus on top of your activity), it is paused. A paused activity is completely alive (it maintains all state and member information and remains attached to the window manager), but can be killed by the system in extreme low memory situations.
  • If an activity is completely obscured by another activity, it is stopped. It still retains all state and member information, however, it is no longer visible to the user so its window is hidden and it will often be killed by the system when memory is needed elsewhere.
  • If an activity is paused or stopped, the system can drop the activity from memory by either asking it to finish, or simply killing its process. When it is displayed again to the user, it must be completely restarted and restored to its previous state.

The following diagram shows the important state paths of an Activity. The square rectangles represent callback methods you can implement to perform operations when the Activity moves between states. The colored ovals are major states the Activity can be in.
 


There are three key loops you may be interested in monitoring within your activity:

  • The entire lifetime of an activity happens between the first call to onCreate(Bundle) through to a single final call to onDestroy(). An activity will do all setup of "global" state in onCreate(), and release all remaining resources in onDestroy(). For example, if it has a thread running in the background to download data from the network, it may create that thread in onCreate() and then stop the thread in onDestroy().
  • The visible lifetime of an activity happens between a call to onStart() until a corresponding call to onStop(). During this time the user can see the activity on-screen, though it may not be in the foreground and interacting with the user. Between these two methods you can maintain resources that are needed to show the activity to the user. For example, you can register a BroadcastReceiver in onStart() to monitor for changes that impact your UI, and unregister it in onStop() when the user an no longer see what you are displaying. The onStart() and onStop() methods can be called multiple times, as the activity becomes visible and hidden to the user.
  • The foreground lifetime of an activity happens between a call to onResume() until a corresponding call to onPause(). During this time the activity is in front of all other activities and interacting with the user. An activity can frequently go between the resumed and paused states -- for example when the device goes to sleep, when an activity result is delivered, when a new intent is delivered -- so the code in these methods should be fairly lightweight.

The entire lifecycle of an activity is defined by the following Activity methods. All of these are hooks that you can override to do appropriate work when the activity changes state. All activities will implement onCreate(Bundle) to do their initial setup; many will also implementonPause() to commit changes to data and otherwise prepare to stop interacting with the user. You should always call up to your superclass when implementing these methods.

 public class Activity extends ApplicationContext {
     
protected void onCreate(Bundle savedInstanceState);

     
protected void onStart();
     
     
protected void onRestart();

     
protected void onResume();

     
protected void onPause();

     
protected void onStop();

     
protected void onDestroy();
 
}
 

In general the movement through an activity's lifecycle looks like this:

MethodDescriptionKillable?Next
onCreate()Called when the activity is first created. This is where you should do all of your normal static set up: create views, bind data to lists, etc. This method also provides you with a Bundle containing the activity's previously frozen state, if there was one.

Always followed by onStart().

No onStart()
     onRestart()Called after your activity has been stopped, prior to it being started again.

Always followed by onStart()

No onStart()
onStart()Called when the activity is becoming visible to the user.

Followed by onResume() if the activity comes to the foreground, or onStop() if it becomes hidden.

No onResume()or onStop()
     onResume()Called when the activity will start interacting with the user. At this point your activity is at the top of the activity stack, with user input going to it.

Always followed by onPause().

No onPause()
onPause()Called when the system is about to start resuming a previous activity. This is typically used to commit unsaved changes to persistent data, stop animations and other things that may be consuming CPU, etc. Implementations of this method must be very quick because the next activity will not be resumed until this method returns.

Followed by either onResume() if the activity returns back to the front, or onStop() if it becomes invisible to the user.

Pre-HONEYCOMB onResume()or
onStop()
onStop()Called when the activity is no longer visible to the user, because another activity has been resumed and is covering this one. This may happen either because a new activity is being started, an existing one is being brought in front of this one, or this one is being destroyed.

Followed by either onRestart() if this activity is coming back to interact with the user, or onDestroy() if this activity is going away.

Yes onRestart()or
onDestroy()
onDestroy()The final call you receive before your activity is destroyed. This can happen either because the activity is finishing (someone called finish() on it, or because the system is temporarily destroying this instance of the activity to save space. You can distinguish between these two scenarios with the isFinishing()method. Yes nothing

Note the "Killable" column in the above table -- for those methods that are marked as being killable, after that method returns the process hosting the activity may killed by the system at any time without another line of its code being executed. Because of this, you should use theonPause() method to write any persistent data (such as user edits) to storage. In addition, the method onSaveInstanceState(Bundle) is called before placing the activity in such a background state, allowing you to save away any dynamic instance state in your activity into the given Bundle, to be later received in onCreate(Bundle) if the activity needs to be re-created. See the Process Lifecycle section for more information on how the lifecycle of a process is tied to the activities it is hosting. Note that it is important to save persistent data inonPause() instead of onSaveInstanceState(Bundle) because the latter is not part of the lifecycle callbacks, so will not be called in every situation as described in its documentation.

Be aware that these semantics will change slightly between applications targeting platforms starting with HONEYCOMB vs. those targeting prior platforms. Starting with Honeycomb, an application is not in the killable state until its onStop() has returned. This impacts whenonSaveInstanceState(Bundle) may be called (it may be safely called after onPause() and allows and application to safely wait until onStop() to save persistent state.

For those methods that are not marked as being killable, the activity's process will not be killed by the system starting from the time the method is called and continuing after it returns. Thus an activity is in the killable state, for example, between after onPause() to the start ofonResume(). 

  

안드로이드에서의 Multithreading 예제

Posted by epicdev Archive : 2011. 9. 21. 02:37
출처: http://android-developers.blogspot.com/2010/07/multithreading-for-performance.html
번역글: http://nom3203.egloos.com/2675253

Multithreading For Performance

[This post is by Gilles Debunne, an engineer in the Android group who loves to get multitasked. — Tim Bray]

A good practice in creating responsive applications is to make sure your main UI thread does the minimum amount of work. Any potentially long task that may hang your application should be handled in a different thread. Typical examples of such tasks are network operations, which involve unpredictable delays. Users will tolerate some pauses, especially if you provide feedback that something is in progress, but a frozen application gives them no clue.

In this article, we will create a simple image downloader that illustrates this pattern. We will populate a ListView with thumbnail images downloaded from the internet. Creating an asynchronous task that downloads in the background will keep our application fast.

An Image downloader

Downloading an image from the web is fairly simple, using the HTTP-related classes provided by the framework. Here is a possible implementation:

static Bitmap downloadBitmap(String url) {
   
final AndroidHttpClient client = AndroidHttpClient.newInstance("Android");
   
final HttpGet getRequest = new HttpGet(url);

   
try {
       
HttpResponse response = client.execute(getRequest);
       
final int statusCode = response.getStatusLine().getStatusCode();
       
if (statusCode != HttpStatus.SC_OK) {
           
Log.w("ImageDownloader", "Error " + statusCode + " while retrieving bitmap from " + url);
           
return null;
       
}
       
       
final HttpEntity entity = response.getEntity();
       
if (entity != null) {
           
InputStream inputStream = null;
           
try {
                inputStream
= entity.getContent();
               
final Bitmap bitmap = BitmapFactory.decodeStream(inputStream);
               
return bitmap;
           
} finally {
               
if (inputStream != null) {
                    inputStream
.close();  
               
}
                entity
.consumeContent();
           
}
       
}
   
} catch (Exception e) {
       
// Could provide a more explicit error message for IOException or IllegalStateException
        getRequest
.abort();
       
Log.w("ImageDownloader", "Error while retrieving bitmap from " + url, e.toString());
   
} finally {
       
if (client != null) {
            client
.close();
       
}
   
}
   
return null;
}

A client and an HTTP request are created. If the request succeeds, the response entity stream containing the image is decoded to create the resulting Bitmap. Your applications' manifest must ask for the INTERNET to make this possible.

Note: a bug in the previous versions of BitmapFactory.decodeStream may prevent this code from working over a slow connection. Decode a newFlushedInputStream(inputStream) instead to fix the problem. Here is the implementation of this helper class:

static class FlushedInputStream extends FilterInputStream {
   
public FlushedInputStream(InputStream inputStream) {
       
super(inputStream);
   
}

   
@Override
   
public long skip(long n) throws IOException {
       
long totalBytesSkipped = 0L;
       
while (totalBytesSkipped < n) {
           
long bytesSkipped = in.skip(n - totalBytesSkipped);
           
if (bytesSkipped == 0L) {
                 
int byte = read();
                 
if (byte < 0) {
                     
break;  // we reached EOF
                 
} else {
                      bytesSkipped
= 1; // we read one byte
                 
}
           
}
            totalBytesSkipped
+= bytesSkipped;
       
}
       
return totalBytesSkipped;
   
}
}

This ensures that skip() actually skips the provided number of bytes, unless we reach the end of file.

If you were to directly use this method in your ListAdapter's getView method, the resulting scrolling would be unpleasantly jaggy. Each display of a new view has to wait for an image download, which prevents smooth scrolling.

Indeed, this is such a bad idea that the AndroidHttpClient does not allow itself to be started from the main thread. The above code will display "This thread forbids HTTP requests" error messages instead. Use the DefaultHttpClient instead if you really want to shoot yourself in the foot.

Introducing asynchronous tasks

The AsyncTask class provides one of the simplest ways to fire off a new task from the UI thread. Let's create an ImageDownloader class which will be in charge of creating these tasks. It will provide a download method which will assign an image downloaded from its URL to an ImageView:

public class ImageDownloader {

   
public void download(String url, ImageView imageView) {
           
BitmapDownloaderTask task = new BitmapDownloaderTask(imageView);
            task
.execute(url);
       
}
   
}

   
/* class BitmapDownloaderTask, see below */
}

The BitmapDownloaderTask is the AsyncTask which will actually download the image. It is started using execute, which returns immediately hence making this method really fast which is the whole purpose since it will be called from the UI thread. Here is the implementation of this class:

class BitmapDownloaderTask extends AsyncTask<String, Void, Bitmap> {
   
private String url;
   
private final WeakReference<ImageView> imageViewReference;

   
public BitmapDownloaderTask(ImageView imageView) {
        imageViewReference
= new WeakReference<ImageView>(imageView);
   
}

   
@Override
   
// Actual download method, run in the task thread
   
protected Bitmap doInBackground(String... params) {
         
// params comes from the execute() call: params[0] is the url.
         
return downloadBitmap(params[0]);
   
}

   
@Override
   
// Once the image is downloaded, associates it to the imageView
   
protected void onPostExecute(Bitmap bitmap) {
       
if (isCancelled()) {
            bitmap
= null;
       
}

       
if (imageViewReference != null) {
           
ImageView imageView = imageViewReference.get();
           
if (imageView != null) {
                imageView
.setImageBitmap(bitmap);
           
}
       
}
   
}
}

The doInBackground method is the one which is actually run in its own process by the task. It simply uses the downloadBitmap method we implemented at the beginning of this article.

onPostExecute is run in the calling UI thread when the task is finished. It takes the resulting Bitmap as a parameter, which is simply associated with the imageView that was provided to download and was stored in the BitmapDownloaderTask. Note that this ImageView is stored as a WeakReference, so that a download in progress does not prevent a killed activity's ImageView from being garbage collected. This explains why we have to check that both the weak reference and the imageView are not null (i.e. were not collected) before using them in onPostExecute.

This simplified example illustrates the use on an AsyncTask, and if you try it, you'll see that these few lines of code actually dramatically improved the performance of the ListView which now scrolls smoothly. Read Painless threading for more details on AsyncTasks.

However, a ListView-specific behavior reveals a problem with our current implementation. Indeed, for memory efficiency reasons, ListView recycles the views that are displayed when the user scrolls. If one flings the list, a given ImageView object will be used many times. Each time it is displayed the ImageView correctly triggers an image download task, which will eventually change its image. So where is the problem? As with most parallel applications, the key issue is in the ordering. In our case, there's no guarantee that the download tasks will finish in the order in which they were started. The result is that the image finally displayed in the list may come from a previous item, which simply happened to have taken longer to download. This is not an issue if the images you download are bound once and for all to given ImageViews, but let's fix it for the common case where they are used in a list.

Handling concurrency

To solve this issue, we should remember the order of the downloads, so that the last started one is the one that will effectively be displayed. It is indeed sufficient for each ImageView to remember its last download. We will add this extra information in the ImageView using a dedicated Drawable subclass, which will be temporarily bind to the ImageView while the download is in progress. Here is the code of our DownloadedDrawable class:

static class DownloadedDrawable extends ColorDrawable {
   
private final WeakReference<BitmapDownloaderTask> bitmapDownloaderTaskReference;

   
public DownloadedDrawable(BitmapDownloaderTask bitmapDownloaderTask) {
       
super(Color.BLACK);
        bitmapDownloaderTaskReference
=
           
new WeakReference<BitmapDownloaderTask>(bitmapDownloaderTask);
   
}

   
public BitmapDownloaderTask getBitmapDownloaderTask() {
       
return bitmapDownloaderTaskReference.get();
   
}
}

This implementation is backed by a ColorDrawable, which will result in the ImageView displaying a black background while its download is in progress. One could use a “download in progress” image instead, which would provide feedback to the user. Once again, note the use of a WeakReference to limit object dependencies.

Let's change our code to take this new class into account. First, the download method will now create an instance of this class and associate it with the imageView:

public void download(String url, ImageView imageView) {
     
if (cancelPotentialDownload(url, imageView)) {
         
BitmapDownloaderTask task = new BitmapDownloaderTask(imageView);
         
DownloadedDrawable downloadedDrawable = new DownloadedDrawable(task);
         imageView
.setImageDrawable(downloadedDrawable);
         task
.execute(url, cookie);
     
}
}

The cancelPotentialDownload method will stop the possible download in progress on this imageView since a new one is about to start. Note that this is not sufficient to guarantee that the newest download is always displayed, since the task may be finished, waiting in its onPostExecute method, which may still may be executed after the one of this new download.

private static boolean cancelPotentialDownload(String url, ImageView imageView) {
   
BitmapDownloaderTask bitmapDownloaderTask = getBitmapDownloaderTask(imageView);

   
if (bitmapDownloaderTask != null) {
       
String bitmapUrl = bitmapDownloaderTask.url;
       
if ((bitmapUrl == null) || (!bitmapUrl.equals(url))) {
            bitmapDownloaderTask
.cancel(true);
       
} else {
           
// The same URL is already being downloaded.
           
return false;
       
}
   
}
   
return true;
}

cancelPotentialDownload uses the cancel method of the AsyncTask class to stop the download in progress. It returns true most of the time, so that the download can be started in download. The only reason we don't want this to happen is when a download is already in progress on the same URL in which case we let it continue. Note that with this implementation, if an ImageView is garbage collected, its associated download is not stopped. ARecyclerListener might be used for that.

This method uses a helper getBitmapDownloaderTask function, which is pretty straigthforward:

private static BitmapDownloaderTask getBitmapDownloaderTask(ImageView imageView) {
   
if (imageView != null) {
       
Drawable drawable = imageView.getDrawable();
       
if (drawable instanceof DownloadedDrawable) {
           
DownloadedDrawable downloadedDrawable = (DownloadedDrawable)drawable;
           
return downloadedDrawable.getBitmapDownloaderTask();
       
}
   
}
   
return null;
}

Finally, onPostExecute has to be modified so that it will bind the Bitmap only if this ImageView is still associated with this download process:

if (imageViewReference != null) {
   
ImageView imageView = imageViewReference.get();
   
BitmapDownloaderTask bitmapDownloaderTask = getBitmapDownloaderTask(imageView);
   
// Change bitmap only if this process is still associated with it
   
if (this == bitmapDownloaderTask) {
        imageView
.setImageBitmap(bitmap);
   
}
}

With these modifications, our ImageDownloader class provides the basic services we expect from it. Feel free to use it or the asynchronous pattern it illustrates in your applications to ensure their responsiveness.

Demo

The source code of this article is available online on Google Code. You can switch between and compare the three different implementations that are described in this article (no asynchronous task, no bitmap to task association and the final correct version). Note that the cache size has been limited to 10 images to better demonstrate the issues.

Future work

This code was simplified to focus on its parallel aspects and many useful features are missing from our implementation. The ImageDownloader class would first clearly benefit from a cache, especially if it is used in conjuction with a ListView, which will probably display the same image many times as the user scrolls back and forth. This can easily be implemented using a Least Recently Used cache backed by a LinkedHashMap of URL to BitmapSoftReferences. More involved cache mechanism could also rely on a local disk storage of the image. Thumbnails creation and image resizing could also be added if needed.

Download errors and time-outs are correctly handled by our implementation, which will return a null Bitmap in these case. One may want to display an error image instead.

Our HTTP request is pretty simple. One may want to add parameters or cookies to the request as required by certain web sites.

The AsyncTask class used in this article is a really convenient and easy way to defer some work from the UI thread. You may want to use the Handlerclass to have a finer control on what you do, such as controlling the total number of download threads which are running in parallel in this case. 
  

Avoiding Memory Leaks

Android applications are, at least on the T-Mobile G1, limited to 16 MB of heap. It's both a lot of memory for a phone and yet very little for what some developers want to achieve. Even if you do not plan on using all of this memory, you should use as little as possible to let other applications run without getting them killed. The more applications Android can keep in memory, the faster it will be for the user to switch between his apps. As part of my job, I ran into memory leaks issues in Android applications and they are most of the time due to the same mistake: keeping a long-lived reference to a Context.

On Android, a Context is used for many operations but mostly to load and access resources. This is why all the widgets receive a Context parameter in their constructor. In a regular Android application, you usually have two kinds of ContextActivity and Application. It's usually the first one that the developer passes to classes and methods that need a Context:

@Override
protected void onCreate(Bundle state) {
 
super.onCreate(state);
 
 
TextView label = new TextView(this);
  label
.setText("Leaks are bad");
 
  setContentView
(label);
}

This means that views have a reference to the entire activity and therefore to anything your activity is holding onto; usually the entire View hierarchy and all its resources. Therefore, if you leak the Context ("leak" meaning you keep a reference to it thus preventing the GC from collecting it), you leak a lot of memory. Leaking an entire activity can be really easy if you're not careful.

When the screen orientation changes the system will, by default, destroy the current activity and create a new one while preserving its state. In doing so, Android will reload the application's UI from the resources. Now imagine you wrote an application with a large bitmap that you don't want to load on every rotation. The easiest way to keep it around and not having to reload it on every rotation is to keep in a static field:

private static Drawable sBackground;
 
@Override
protected void onCreate(Bundle state) {
 
super.onCreate(state);
 
 
TextView label = new TextView(this);
  label
.setText("Leaks are bad");
 
 
if (sBackground == null) {
    sBackground
= getDrawable(R.drawable.large_bitmap);
 
}
  label
.setBackgroundDrawable(sBackground);
 
  setContentView
(label);
}

This code is very fast and also very wrong; it leaks the first activity created upon the first screen orientation change. When a Drawable is attached to a view, the view is set as a callback on the drawable. In the code snippet above, this means the drawable has a reference to theTextView which itself has a reference to the activity (the Context) which in turns has references to pretty much anything (depending on your code.)

This example is one of the simplest cases of leaking the Context and you can see how we worked around it in the Home screen's source code (look for the unbindDrawables() method) by setting the stored drawables' callbacks to null when the activity is destroyed. Interestingly enough, there are cases where you can create a chain of leaked contexts, and they are bad. They make you run out of memory rather quickly.

There are two easy ways to avoid context-related memory leaks. The most obvious one is to avoid escaping the context outside of its own scope. The example above showed the case of a static reference but inner classes and their implicit reference to the outer class can be equally dangerous. The second solution is to use the Application context. This context will live as long as your application is alive and does not depend on the activities life cycle. If you plan on keeping long-lived objects that need a context, remember the application object. You can obtain it easily by calling Context.getApplicationContext() or Activity.getApplication().

In summary, to avoid context-related memory leaks, remember the following:

  • Do not keep long-lived references to a context-activity (a reference to an activity should have the same life cycle as the activity itself)
  • Try using the context-application instead of a context-activity
  • Avoid non-static inner classes in an activity if you don't control their life cycle, use a static inner class and make a weak reference to the activity inside. The solution to this issue is to use a static inner class with a WeakReference to the outer class, as done in ViewRoot and its W inner class for instance
  • A garbage collector is not an insurance against memory leaks

    출처:  http://developer.android.com/resources/articles/avoiding-memory-leaks.html
  
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