How many items are in your animation list? If it is really, really huge I'd 
add some "streaming" logic to your animation player, so older frames get 
recycled while future frames are loaded in the background. That way you 
have absolute control over a moving window of frames and you could size 
that window according to the available amount of free memory. You wouldn't 
risk OOM crashes on any device with that technique.

Alternatively you could create a video based on your frames and play that 
one back instead.


On Friday, July 13, 2012 10:54:46 PM UTC-5, Matt Schoen wrote:
>
> Hey there,
>
> I've tried to find info on this, but it seems like a pretty esoteric case. 
>  I'll admit that I'm probably completely off-base to start, but the app is 
> 99% done, so I'd rather not change my implementation from it's current 
> state.  I have an animation that I'm using a big list of drawables to 
> display, and while it works fine on phones with enough RAM, I get "VM out 
> of memory" crashes on devices with basically 512 MB RAM and below.
>
> I've found the getMemoryClass() function, which seems to report "32" for a 
> device with 512MB.  I tried overriding the density value, which 
> successfully avoided the crash, but also resized my whole view!  All I want 
> is to be able to programmatically tell the view framework to default to the 
> low-res images.  Is this possible?
>

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