Hi,
I posted earlier about my need to find a way to load a mutable bitmap.
I need to be able to load a bitmap from an input stream, annotate it,
and save it. At present, the only thing I seem to be able to do is
load an immutable bitmap, copy it, annotate the copy, and then save
that. THIS IS NOT A SOLUTION, because then I need memory for two
copies of the bitmap, and I am working with large images.
COULD SOMEONE FROM GOOGLE PLEASE TELL US WHY the BitmapFactory methods
don't have the option of creating the Bitmap as mutable? A bit heavy-
handed to force the Bitmap to be immutable, don't you think? For that
matter, DOES ANYONE AT GOOGLE PAY ANY ATTENTION TO THIS GROUP? You
post to the Apple Developer groups, you get an answer (even on the
weekend) from a real live person who knows what he's talking about,
and who is (usually) on the Apple payroll. Not here.
Second question. I figured I would check the available memory before
loading the bitmap, then load it at reduced resolution if necessary.
But Runtime.getRuntime().freeMemory() returns values that make no
sense. For example, if I put this in the onCreate of my first (main)
activity:
long freeMemory = Runtime.getRuntime().freeMemory();
Log.d("tag",String.valueOf(freeMemory));
freeMemory = Runtime.getRuntime().maxMemory();
Log.d("tag",String.valueOf(freeMemory));
I get a total memory of 16,777,216, but free memory of only 472,824.
This can't be right.
The above is with the emulator. When I try it with my Samsung Galaxy
Tab, I don't get any information, because Log.d() doesn't seem to work
at all with the actual hardware. Why is that?
Some real assistance with these problems would be much appreciated.
Google? Anyone home?
Matthew Fleming, MD
Fleming Dermatopathology, LLC
DermVision, LLC
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