Hi there to all,

Thank you all all for your replies,
Sorry I didn't reply sooner but  was on vacations.

I did try Loading one image at a Time, but was too slow, at least on
my HTC MAGIC.


Seems ill need to cut on image size, and avoid using such big
bitmaps,  I'll try the down sampling. If the down sampling doesnt
work  i'll try to do the  paralax effect i'll with a loop Bitmap or
something.

Just wanted a confirmation I wasn't beeing a noob.




On Mar 22, 11:03 am, String <[email protected]> wrote:
> As someone who's done a bunch of similar work, I'm afraid the short answer
> is: you can't do that.
>
> The slightly longer answer: As your math shows, simply loading the
> WVGA-scale bitmaps blows out the 16MB limit. Now, my understanding is that a
> Galaxy S should have 24MB of heap, but still - you're pushing it. Between
> the unavoidable couple of MB that all Android apps use, whatever else your
> code needs, and (most crucially for you) a bit of room to assemble the final
> wallpaper image, you're still going well over the limit.
>
> A few things you might try to mitigate the situation:
> - Rearrange your code so that you only load one source image at a time, do
> what you need to with it, then clear it from RAM with a recycle() call.
> - Avoid the ARGB_8888 config. If you need transparency, use ARGB_4444,
> otherwise go with RGB_565.
> - As Pent suggested, downsample your images. But that essentially just
> decreases the resolution, with a corresponding increase in pixellation.
>
> String

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