Try calling Bitmap. Recycle after you've finished with one Bitmap but before you load the next.
That doesn't help. I'm very careful with this stuff. Issue with creating Bitmap object.. I need some kind of stream-parser – katit Jul 11 '11 at 3:16 That doesn't help?
As in, you are calling recycle and it does not improve the memory profile? – Femi Jul 11 '11 at 3:19 I never see VM Heap going down. So, for example I create Bitmap - it pushes VM heap UP and then I recycle bitmap.
I do get memory back but VM heap still allocated to my app. – katit Jul 11 '11 at 3:21 For example, VM heap = 5mb and actual used memory = 3mb. Than I load large bitmap - heap goes up to 9mb and after I recycle - memory goes back to 3mb but heap stays 9mb – katit Jul 11 '11 at 3:23 Ah, well, you really don't have control over the heap size from application code.As far as I know there is no existing framework interface to do what you want: to resize the Bitmap you will need to load the entire Bitmap into memory, as I can't see how trying to resize a partially loaded image could work without astonishing effort (resizes usually require some form of sampling or interpolation which generally require multiple points to be loaded).
If the recycle call lets you continue to load more images without the OOM that should work, but let us know if you find anything else. – Femi Jul 11 '11 at 3:29.
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