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- 1try calling .recycle() on your bitmaps in OnPause(). and load them in onResume() not onCreate().pumpkee– pumpkee2013-01-16 13:03:26 +00:00Commented Jan 16, 2013 at 13:03
- is it possible to do this in a better way? like, if all my bitmaps are located in a linearlayout, then calling llMain.recycle(), or something like that?Prexx– Prexx2013-01-16 13:07:17 +00:00Commented Jan 16, 2013 at 13:07
- You could create an ArrayList<Bitmap> to which you add every bitmap that you load and recycle looping through that. Another general thing: Play with the sample size of the image. Don't know what your app is for but for simply showing the bitmap on the screen most of the time it's still sufficiant to sample them down and save memory. See : developer.android.com/training/displaying-bitmaps/…pumpkee– pumpkee2013-01-16 13:12:18 +00:00Commented Jan 16, 2013 at 13:12
- I also faced this problem and I use How to resolve outofmemory Error ?. I think it will helps you.Hardik Joshi– Hardik Joshi2013-01-16 13:14:50 +00:00Commented Jan 16, 2013 at 13:14
- Is there any chance to get the bitmap out of an imagebutton?Prexx– Prexx2013-01-16 15:20:46 +00:00Commented Jan 16, 2013 at 15:20
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