Thanks for the info.

I also implements a gallery of thumbnails. I have many problems with
it but I get to remove them by using the
MediaStore.Images.Thumbnails.getThumbnail. Try to use it.

On 22 jul, 20:27, Joseph Earl <[email protected]> wrote:
> Ran into sort of the same problem myself whilst developing an image
> gallery - my problem was that loading thumbnails of 5 or so of the
> images caused an out of memory error. Luckily I was able to implement
> inJustDecodeBounds and inSampleSize to reduce the quality of my
> thumbnails and that solved it in my case.
>
> In your case, you're just going to have to put a maximum limit on the
> memory of an image that your app will take. If the input source is
> larger than this then use inSampleSize to scale it. However it does
> you will mean unable to save the image at the same size as the source
> image, but from my experience this is common among mobile photo
> editing apps (going back a bit, the LG Viewty for instance could take
> 5MP photos, but I think the photo editing app could only save them at
> around the resolution of 1MP).
>
> The other option might be to see if it is possible to load only
> portions of the bitmap (or you could cut it up before opening it in
> your program) and the piece these back together in a similar fashion
> to the Google Map tiles.
>
> On Jul 22, 1:12 pm, ReyLith <[email protected]> wrote:
>
>
>
> > Hi,
>
> > I'm developing an image editor for Android. When I do some operations
> > with small pictures (600x600 - 1024x768), the program work well. But
> > when I do some opeations with big pictures, I always obtain an
> > OutOfMemory Error. I read read many post trying to have the image in
> > memory. Also I looked at the Android's Gallery, trying to simulate the
> > effect of loading the image with lower quality and get the complete
> > quality after a while. But I doesn't get to work with large images.
>
> > I thought of using the parameter inSampleSize but I raised the problem
> > of having to perform operations on the image and save it with the
> > original size, so it no longer serves me. The only thing I've done is
> > use the parameter inJustDecodeBounds and display an error to the user
> > if the image exceeds the available memory.
>
> > Is there any possibility of working with large images with no memory
> > problems?
>
> > I need urgent help. Thank you very much in advance. Thanks,
>
> > JESÚS

-- 
You received this message because you are subscribed to the Google
Groups "Android Developers" group.
To post to this group, send email to [email protected]
To unsubscribe from this group, send email to
[email protected]
For more options, visit this group at
http://groups.google.com/group/android-developers?hl=en

Reply via email to