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