While creating a bitmap, you should probably scale down the image
size. This is how you should do it.
BitmapFactory.Options bmpFactory = new BitmapFactory.Options();
bmpFactory.inSampleSize = 4;
Bitmap bmp = BitmapFactory.decodeFile(path, bmpFactory);
The sample size 4, will scale down the
Well Im sorry - but this is a memory leak. Watching the core its
obvious that the actual memory is being freed but when an attempt is
made to use that memory the vm buffer still thinks the memory is in
use. I have to say this is probably one of the worst bugs I have come
across and it should be
I am drawing bitmaps left and right and I hit this issue where I
create a bitmap in one section of my code and when I later try to draw
on it using canvas, i get bitmap recycled. but I did not null if out,
or call its recycle method.
Description:
I have a main Class that extends View that when
There best working approach is to only load Bounds of the image, and
then use scale to load the Bitmap of the needed size.
This way you never load the full-size bitmap in the memory.
http://code.google.com/intl/ja/android/reference/android/graphics/BitmapFactory.Options.html#inJustDecodeBounds
Best darn suggestion yet. Thankyou I was wondering if I could use that
setting, but feared that perhaps I would not be able to generate new
bitmaps from the original - you can - thankyou
On Feb 27, 1:19 pm, Alexey Krasnoriadtsev ale...@agilefusion.com
wrote:
There best working approach is to
I have to agree. I am literally calling
recycle() on every bitmap
then I set them all to null
then I run Garbage collection
I can edit maybe two images and then death. If I reduce the size of
the final image I can edit more - but still dies. After the force
close it seems like the memory gets
bra...@gmail.com wrote:
I have to agree. I am literally calling
recycle() on every bitmap
then I set them all to null
then I run Garbage collection
I can edit maybe two images and then death. If I reduce the size of
the final image I can edit more - but still dies. After the force
You're running into memory fragmentation problems. Bitmap memory is
not allocated from the Java object heap. Instead, it's allocated from
the 'malloc' heap. That's why you don't see the Java heap expanding.
How big is your bitmap? If you're processing JPEG files, probably it
will be better to
I think the best solution to handle very large bitmaps is to be able to
decode only a small chunk of the bitmap at a time and process it.
Does anyone know if the existing Android API can support this?
If not, probably one solution is to write a smart decoder (in Java, so slow
:-( ) that can
The bitmap is a standard large size image as per taken from the
camera. I can generate the screen size image using similar code to the
gallery. The problem is that I want to save the final image at normal
size (2056x1536, hell I would even settle for 1024x768). To do that I
need to create a
Are you using BitmapFactory? There have been a number of threads
about memory leaks, or similar problems when using BitmapFactory to
process bitmaps. Using Bitmap.recycle may mitigate, but not eliminate
these types of problems.
M
On Feb 26, 11:39 am, Mattaku Betsujin
BitmapFactory does NOT leak Bitmaps.
A 2056x1536 opaque image requires 6 MB of RAM. An application has 16
MB max. Do the math.
On Thu, Feb 26, 2009 at 1:50 PM, mark.ka...@gmail.com wrote:
Are you using BitmapFactory? There have been a number of threads
about memory leaks, or similar
If that is the case then why does calling myBitmap.recycle not give me
that memory back to use for the next time I go into an edit.
On Feb 26, 4:59 pm, Romain Guy romain...@google.com wrote:
BitmapFactory does NOT leak Bitmaps.
A 2056x1536 opaque image requires 6 MB of RAM. An application has
I'm just saying there have been a number of threads on this issue,
I've had out of memory problems when processing bitmaps, and so have
many other developers. It looks to me like a bug IMHO. I hope this
problem will be resolved at some point.
On Feb 26, 2:02 pm, bra...@gmail.com
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