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

