@Streets Of Boston, Is there anything further you can explain about
your implementation?  Even a high-level strategy would be helpful.

On Apr 14, 10:45 am, mike <[email protected]> wrote:
> On 04/14/2010 07:17 AM, Streets Of Boston wrote:
>
> > "AFAIK, there's no way to work on the full image directly"
> > Yes there is. My application Snap FX does that. It takes quite a bit
> > of work, but i managed to be able to apply color-effect to 5MPixel
> > (1st gen Android phones) or 9MPixel (2nd gen Android phones) images.
>
> I knew that I should have qualified that :) I believe the
> "quite a bit of work" part though.
>
> In any case, if all you're doing is a "save-for-web" kind of
> application, downsampling is the easiest way around this problem.
>
> Mike
>
>
>
> > On Apr 14, 9:24 am, mike<[email protected]>  wrote:
>
> >> On 04/14/2010 06:16 AM, Tim wrote:
>
> >>> On Apr 14, 1:47 pm, Kamal Hasan<[email protected]>    wrote:
>
> >>>> Hi,
> >>>>       When I am trying to load even a image of 4 MB the application is
> >>>> giving OOM error.Is there any alternative way to create bitmap from
> >>>> large images? What is the maximum heap for an application?
>
> >>>>                           FileInputStream fin = new FileInputStream(new
> >>>> File("sdcard/DSC00712.jpg"));
>
> >>> If the JPEG is 4 MB then the decoded image will be huge. What are the
> >>> dimensions of the image?
>
> >> What I've had to do in these situations is use BitmapFactory.Options ()
> >> inSampleSize to scale the image down while it's reading the file.
> >> AFAIK, there's no way to work on the full image directly. Sort of a
> >> surprising result since the phone can take those pictures but can't
> >> manipulate them directly, but they are enormous.
>
> >> Mike- Hide quoted text -
>
> - Show quoted text -

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