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 :-)
>
> 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: 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 - you're pushing it. Between
> > the unavoidable couple of MB that all Android apps use, whatever else
> your
> > code needs, and (most crucially for you) a bit of room to assemble the
> final
> > wallpaper image, you're still going well over the limit.
> >
> > A few things you might try to mitigate the situation:
> > - Rearrange your code so that you only load one source image at a time,
> do
> > what you need to with it, then clear it from RAM with a recycle() call.
> > - Avoid the ARGB_8888 config. If you need transparency, use ARGB_4444,
> > otherwise go with RGB_565.
> > - As Pent suggested, downsample your images. But that essentially just
> > decreases the resolution, with a corresponding increase in pixellation.
> >
> > String
>
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