First, you do not know necessarily what BitmapFactory.Options are being
specified on the decodeResource() call, as that does not appear to be
called from your code, and it could be they have strange values in there.

Beyond that, last I knew, Dalvik does not have a compacting garbage
collector. I haven't seen a recent statement as to whether or not that
limitation has been fixed. If it is still the case, though, your issue may
not so much that you are out of memory, but that there is no single
contiguous block that meets your needs.

On Wed, Nov 21, 2012 at 9:48 AM, Francisco Marzoa <[email protected]>wrote:

>  Look at this:
>
>   0java.lang.OutOfMemoryError: (Heap Size=48547KB, Allocated=33541KB)  1at
> android.graphics.BitmapFactory.nativeDecodeAsset(Native Method)  2at
> android.graphics.BitmapFactory.decodeResource(BitmapFactory.java:595)  3at
> com.badlogic.androidgames.framework.impl.AndroidGraphics.newPixmap(AndroidGraphics.java:77)
> 4at
> com.badlogic.androidgames.framework.impl.AndroidGraphics.newPixmap(AndroidGraphics.java:133)
> 5at
> net.iberdroid.ruletaafortunadacore.MainMenuScreen.loadImages(MainMenuScreen.java:255)
> 6at
> net.iberdroid.ruletaafortunadacore.MainMenuScreen.enable(MainMenuScreen.java:241)
> The image that I am trying to load at MainMenuScreen.java:255
>
> The weird thing is that there is free heap enough for loading that image:
> it is a 800x480 png indexed but with transparency, so I load it using four
> bytes per pixel (ARGB) and it should use about 1M5 of memory as a raw
> bitmap... but it crashes anyway trying to load an image ten times smaller
> the available heap space (48-35 = 15Mb).
>
> These things makes me crazy...
>
> Bests,
>
>
>
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_The Busy Coder's Guide to Android Development_ Version 4.3 Available!

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