On 11/21/2012 03:58 PM, Mark Murphy wrote:
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.
Well, as far as my own code reaches (AndroidGraphics.java:77), I do set these options.

Options options = new Options();
options.inPreferredConfig = Config.ARGB_8888;
options.inScaled = false;

[...]

bitmap = BitmapFactory.decodeResource(this.context.getResources(), resourceId, options);
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.
Well, it may happen, but the evidence on that is really weak. The game has just started and it is loading the main menu screen, with only a few objects in memory, so it is unlikely that in these circunstances and with 15Mb of free heap an image of just 1M5 as raw ARGB_8888 will not find an slot.

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