You need to call the recycle method on the previously decoded Bitmap.

On Tuesday, June 26, 2012 9:52:04 AM UTC-5, Vijay Krishnan wrote:
>
> this error occurs when i read the stream for the second time
>
> On Tue, Jun 26, 2012 at 8:15 PM, Francisco M. Marzoa Alonso <
> fmmar...@gmail.com> wrote:
>
>> Greetings,
>>
>> I have had a lot of those.
>>
>> You can reduce the sampling as told by Justin, and also use less bits
>> per pixel: default is ARGB_8888, but you have also ARGB_4444 and
>> ARGB_565. You should now anyway that use of ARGB_4444 is discouraged
>> because it may generate a really bad quality output in some cases. I was
>> using it to save memory but I have found that several images, specially
>> those that includes gradients, looks really ugly in that mode.
>>
>> Anyway the BEST way to solve this is to make a more rational use of the
>> available memory.
>>
>> I used to load ALL my application bitmaps into static members of a class
>> at app loading, so they were available for the rest of the session. It
>> was not a problem on my first app version, but the app grew and I
>> started to have OutOfMemoryError exceptions in some devices.
>>
>> So what I do now is freeing those bitmaps that I do not need for a
>> while, and load those needed by demand.
>>
>> For example, if you have a game with a main menu and a "Play" button,
>> there is no reason to:
>>
>> a) Load game bitmaps before the user touches Play button.
>> b) Keep main menu bitmaps in memory after the user touches Play button.
>>
>> So my advice is to review your code and try to load/recycle bitmaps as
>> needed in each different application screen or state.
>>
>> Best regards,
>>
>>
>>
>> On 26/06/12 14:54, Vijay Krishnan wrote:
>> > Hi all,
>> >          How to resolve the java.lang.OutOfMemoryError while calling
>> > BitmapFactory.decodeStream(stream).
>> >
>> > Thanks,
>> > vijay.k
>> >
>>
>>
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>
>

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