I set a hard memory limit for the maximum viewing size of an image in
my gallery:
MAX_IMAGE_SIZE_IN_BYTES = Available memory divided by 2.
This will yield 8MByte (1st gen phones) or 12MByte (2nd gen phones).
This leaves me just enough memory for the rest of my app's objects.
First i try with sampl
@Streets Of Boston, Is there anything further you can explain about
your implementation? Even a high-level strategy would be helpful.
On Apr 14, 10:45 am, mike wrote:
> On 04/14/2010 07:17 AM, Streets Of Boston wrote:
>
> > "AFAIK, there's no way to work on the full image directly"
> > Yes there
On 04/14/2010 07:17 AM, Streets Of Boston wrote:
"AFAIK, there's no way to work on the full image directly"
Yes there is. My application Snap FX does that. It takes quite a bit
of work, but i managed to be able to apply color-effect to 5MPixel
(1st gen Android phones) or 9MPixel (2nd gen Android
"AFAIK, there's no way to work on the full image directly"
Yes there is. My application Snap FX does that. It takes quite a bit
of work, but i managed to be able to apply color-effect to 5MPixel
(1st gen Android phones) or 9MPixel (2nd gen Android phones) images.
On Apr 14, 9:24 am, mike wrote:
>
On 04/14/2010 06:16 AM, Tim wrote:
On Apr 14, 1:47 pm, Kamal Hasan wrote:
Hi,
When I am trying to load even a image of 4 MB the application is
giving OOM error.Is there any alternative way to create bitmap from
large images? What is the maximum heap for an application?
On Apr 14, 1:47 pm, Kamal Hasan wrote:
> Hi,
> When I am trying to load even a image of 4 MB the application is
> giving OOM error.Is there any alternative way to create bitmap from
> large images? What is the maximum heap for an application?
>
> FileInputStream fin = n
Hi,
When I am trying to load even a image of 4 MB the application is
giving OOM error.Is there any alternative way to create bitmap from
large images? What is the maximum heap for an application?
FileInputStream fin = new FileInputStream(new
File("sdcard/DSC00712.jpg"))
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