Hi there to all,
Thank you all all for your replies,
Sorry I didn't reply sooner but was on vacations.
I did try Loading one image at a Time, but was too slow, at least on
my HTC MAGIC.
Seems ill need to cut on image size, and avoid using such big
bitmaps, I'll try the down sampling. If the
I'll look into it, Thankx :D
On Mar 23, 6:15 pm, String sterling.ud...@googlemail.com wrote:
On Wednesday, March 23, 2011 5:11:56 PM UTC, nasif-android wrote:
i saw in stack overflow same question is answrered by some guys
Great, thanks for the helpful link!
/snark
String
--
You
I have to stop answering queries, someone else always comes along with
a much better answer :-)
Pent
On Mar 22, 10:03 am, String sterling.ud...@googlemail.com 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:
you have to make resize image basedon the sampling factor.
i saw in stack overflow same question is answrered by some guys
On Wed, Mar 23, 2011 at 2:44 PM, Pent supp...@apps.dinglisch.net wrote:
I have to stop answering queries, someone else always comes along with
a much better answer :-)
On Wednesday, March 23, 2011 5:11:56 PM UTC, nasif-android wrote:
i saw in stack overflow same question is answrered by some guys
Great, thanks for the helpful link!
/snark
String
--
You received this message because you are subscribed to the Google
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bitmap 1 - 403KB 1600x800
bitmap 2 - 73KB 2600x800
bitmap 3 - 73KB 2600x800
Which means that uncompressed they have around 6 MB each, totaling
18MB :S
This isn't a memory leak I'm getting the exception in the first line
of code when i call the bitmapHolder to load resources.
Your
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 -
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