It eventually will but it might take a couple of GC passes before it
happens. We changed the way bitmaps are allocated in Android 3.0 to
avoid this issue.

On Tue, Apr 10, 2012 at 1:32 PM, Latimerius <[email protected]> wrote:
> Hi all,
>
> I was checking the way memory is used by my code and bumped into
> something that made me wonder.  Here's what I do at some point:
>
> - log Debug.getNativeHeapAllocatedSize()
> - use AssetManager.open() to get a stream that I pass to Bitmap.decodeStream()
> - pass the decoded Bitmap to GLUtils.texImage2D() to make a GL texture out of 
> it
> - call Bitmap.recycle() on the bitmap
> - finally, log Debug.getNativeHeapAllocatedSize () again
>
> What puzzles me is that the getNativeHeapAllocatedSize() numbers just
> keep rising, most of the time quite predictably by width*height*4
> bytes and then some.  I thought Bitmap.recycle() would make it go back
> down again but that never seems to be the case.  Am I misinterpreting
> Bitmap.recycle() or Debug.getNativeHeapAllocatedSize() somehow?
>
> Cheers!
>
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-- 
Romain Guy
Android framework engineer
[email protected]

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