Open Nico04 opened 5 years ago
After some in-depth digging, I found a fix. The key is to use the BitmapFactory.Options.InSampleSize to load a down-scaled version of the bitmap in memory. I had to modify your library to do so, if you want some code sample just ask ;)
@Nico04 Thank you for your report and survey. And I'm sorry for the delay in my reply.
Could you tell me your fix code? Alternatively, I was wondering if you could send pull request about fix code.
Thanks.
Hi, Please find my code fix sample : https://www.myqnapcloud.com/smartshare/61h1f5k4np2m2651w58vaxcy_6nh1tuk
Unfortunately it's too long for me to make a proper pull request, but you should find the code fix easy to understand. Most of the work is on the Android/ImageEdit.cs file.
Let me know if you need more info. :)
@Nico04 Thank you for your fix sample.
I will update this library with your sample before long. Thanks.
On some Android devices, my app crashes after 2 or 3 times doing the same operation on different images.
Here is the callstack :
I've checked my code dispose the image :
Here are the devices on were the issue is reproducible :
I've tried
android:largeHeap="true"
but it's the same result...Do you have any idea how to solve that please ?