I have to stop answering queries, someone else always comes along with a much better answer :-)
Pent On Mar 22, 10:03 am, String <[email protected]> wrote: > As someone who's done a bunch of similar work, I'm afraid the short answer > is: you can't do that. > > The slightly longer answer: As your math shows, simply loading the > WVGA-scale bitmaps blows out the 16MB limit. Now, my understanding is that a > Galaxy S should have 24MB of heap, but still - you're pushing it. Between > the unavoidable couple of MB that all Android apps use, whatever else your > code needs, and (most crucially for you) a bit of room to assemble the final > wallpaper image, you're still going well over the limit. > > A few things you might try to mitigate the situation: > - Rearrange your code so that you only load one source image at a time, do > what you need to with it, then clear it from RAM with a recycle() call. > - Avoid the ARGB_8888 config. If you need transparency, use ARGB_4444, > otherwise go with RGB_565. > - As Pent suggested, downsample your images. But that essentially just > decreases the resolution, with a corresponding increase in pixellation. > > String -- 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

