Thanks very much for the explanation regarding the 3 memory functions.
I should have known this; my mistake.

I really wish Google would consider modifying the BitmapFactory
methods to allow for loading a mutable bitmap from a file/stream/
resource. The current arrangement has no obvious justification, and,
judging from a few postings here and there, has caused problems for
other developers as well.

Any thoughts on why I can't use Log.d with actual hardware?

Matthew Fleming

On Jan 17, 12:44 pm, Romain Guy <[email protected]> wrote:
> Hi Matthew,
>
> I am sorry that you didn't get a better answer before, but this is,
> unfortunately, the only way of doing it with the existing APIs. This kind of
> feedback is important to us because it tells us what APIs application
> developers need.
>
> As for your second question, the values returned are expected.
> Runtime.freeMemory() tells you how much you can still allocate on the heap
> before it needs to expand. Runtime.totalMemory() indicates the current size
> of the heap, and Runtime.maxMemory() tells you how big the heap can be
> before your run out of memory.
>
>
>
>
>
> On Mon, Jan 17, 2011 at 4:18 AM, Matthew Fleming <[email protected]> wrote:
> > 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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>
> --
> Romain Guy
> Android framework engineer
> [email protected]
>
> Note: please don't send private questions to me, as I don't have time to
> provide private support.  All such questions should be posted on public
> forums, where I and others can see and answer them

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