Hi, The problem is you're creating a new bitmap every time onDraw is called. As your app can only typically allocate about 16Mb or 24Mb in total in Java, you're going to run out of memory quickly if the onDraw method gets called often. I'm not sure why the set of bitmaps aren't being garbage collected here but, even if they were, your app will suffer from stuttering being caused by the GC with this approach.
What you should do is create the bitmap once somewhere else and then reuse this single bitmap object in your onDraw method. Related to this, make sure to call .recycle() on any bitmap object you're finished with to indicate that the memory it is using is not needed any more. Regards, Sean -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

