targetSdk has an impact on the way things work, but in your example i dont 
think it matters.



On Thursday, November 22, 2012 2:53:59 PM UTC+2, Fran wrote:
>
>  One thing about this... 
>
> Do you think this may be a problem of target SDK or so?
>
> This is what I am using right now:
>
> <uses-sdk android:minSdkVersion="7" android:targetSdkVersion="15" />
>
> And most of this problems (99% at least) seems to be ocurring in 4.0.3+ 
> Android devices...
>
> Does this says something to any Android guru here?
>
> O_o
>
> Best regards,
>
>
>
> On 11/21/2012 03:58 PM, Mark Murphy wrote:
>  
> First, you do not know necessarily what BitmapFactory.Options are being 
> specified on the decodeResource() call, as that does not appear to be 
> called from your code, and it could be they have strange values in there. 
>
>  Beyond that, last I knew, Dalvik does not have a compacting garbage 
> collector. I haven't seen a recent statement as to whether or not that 
> limitation has been fixed. If it is still the case, though, your issue may 
> not so much that you are out of memory, but that there is no single 
> contiguous block that meets your needs.
>
> On Wed, Nov 21, 2012 at 9:48 AM, Francisco Marzoa 
> <fmma...@gmail.com<javascript:>
> > wrote:
>
>>  Look at this:
>>
>>   0java.lang.OutOfMemoryError: (Heap Size=48547KB, Allocated=33541KB)  1at 
>> android.graphics.BitmapFactory.nativeDecodeAsset(Native Method)  2at 
>> android.graphics.BitmapFactory.decodeResource(BitmapFactory.java:595)  3at 
>> com.badlogic.androidgames.framework.impl.AndroidGraphics.newPixmap(AndroidGraphics.java:77)
>>   
>> 4at 
>> com.badlogic.androidgames.framework.impl.AndroidGraphics.newPixmap(AndroidGraphics.java:133)
>>   
>> 5at 
>> net.iberdroid.ruletaafortunadacore.MainMenuScreen.loadImages(MainMenuScreen.java:255)
>>   
>> 6at 
>> net.iberdroid.ruletaafortunadacore.MainMenuScreen.enable(MainMenuScreen.java:241)
>>   
>> The image that I am trying to load at MainMenuScreen.java:255 
>>
>> The weird thing is that there is free heap enough for loading that image: 
>> it is a 800x480 png indexed but with transparency, so I load it using four 
>> bytes per pixel (ARGB) and it should use about 1M5 of memory as a raw 
>> bitmap... but it crashes anyway trying to load an image ten times smaller 
>> the available heap space (48-35 = 15Mb).
>>
>> These things makes me crazy... 
>>
>> Bests,
>>
>>
>>
>>  -- 
>> You received this message because you are subscribed to the Google
>> Groups "Android Developers" group.
>> To post to this group, send email to 
>> android-d...@googlegroups.com<javascript:>
>> To unsubscribe from this group, send email to
>> android-developers+unsubscr...@googlegroups.com <javascript:>
>> For more options, visit this group at
>> http://groups.google.com/group/android-developers?hl=en
>
>  
>
>
>  -- 
> Mark Murphy (a Commons Guy)
> http://commonsware.com | http://github.com/commonsguy
> http://commonsware.com/blog | http://twitter.com/commonsguy
>
> _The Busy Coder's Guide to Android Development_ Version 4.3 Available!
>  -- 
> You received this message because you are subscribed to the Google
> Groups "Android Developers" group.
> To post to this group, send email to 
> android-d...@googlegroups.com<javascript:>
> To unsubscribe from this group, send email to
> android-developers+unsubscr...@googlegroups.com <javascript:>
> For more options, visit this group at
> http://groups.google.com/group/android-developers?hl=en 
>
>
>  

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

Reply via email to