Hi there, I'm building a LiveWallpaper which i thought was ready to publish until a ran it on a galaxy S (my phone is a HTC MAGIC :S)
I'm getting out of memory exception when I scale the images. I know this question has been already posted before and i've red most of the posts and its answers, I understand that my problem lays in the fact that android only allows 16 MB of memory for each process, and i'm loading more than that: I would like ask the help and ideias on a new approach to the problem: My LiveWallaper loads 3 bitmaps (PNGs) the ideias is to overlay them i order to get a parallax efect: bitmap 1 -> 403KB 1600x800 bitmap 2 -> 73KB 1600x480 bitmap 3 -> 73KB 1600x480 (The reason why I use wide bitmap is to achieve a good parallax effect and also not loose image quality on the scaling) To avoid memory leaks and ending up with lots of bitmaps that aren't collected by the GC, I a have a bitmapHolder class that holds the bitmaps scaled, then the sprites from the wallpaper just fetch which bitmap they need to paint them on the canvas. When scaling for a GALAXY S (800x480) means my images go to: bitmap 1 -> 403KB 1600x800 bitmap 2 -> 73KB 2600x800 bitmap 3 -> 73KB 2600x800 Which means that uncompressed they have around 6 MB each, totaling 18MB :S This isn't a memory leak I'm getting the exception in the first line of code when i call the bitmapHolder to load resources. I'm a bit lost here need some expert opinion thanks in advanced, -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

