You omitted your calculations for width and height, but assuming they are right you would end up with photo requiring 400x300x3 (24bits) == 360k for the bitmap data itself, which is not inordinately large My guess is that even though you're calling Dispose, the resources aren't getting rleased especially if you're calling this method multiple times. The CF behaves in an unexpected way with Bitmaps I call it a bug The CF team doesn't.
You omitted your calculations for width and height, but assuming they are right you would end up with photo requiring 400x300x3 (24bits) == 360k for the bitmap data itself, which is not inordinately large. My guess is that even though you're calling Dispose, the resources aren't getting rleased, especially if you're calling this method multiple times. The CF behaves in an unexpected way with Bitmaps.
I call it a bug. The CF team doesn't.
The "solution" may be to call GC. Collect manually after the Dispose – ctacke Jul 12 '09 at 14:23.
I have a WinMobile app which allows the user the snap a photo with the camera, and then use for for various things. The photo can be snapped at 1600x1200, 800x600 or 640x480, but it must always be resized to 400px for the longest size (the other is proportional of course). Now the problem is that the app breaks in the photo.
Save call, with an OutOfMemoryException. And I don't know why, since I dispose the tempPhoto (with the original photo from the camera) as soon as I can, and I also dispose the Graphics obj. Why does this happen?
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