I have created a canvas object which is using loads of memory, resulting in an "Unable to run application" alert displaying, or the emulator (7210) just freezing.
So I'm going thru my code to try and improve things.
Firstly, I am creating some images with DirectGraphics's getPixels and drawPixels method. I am currently using these with short arrays (as advised), but wouldn't it be better to use int arrays?
Also, I am loading a few small PNG's. These could possibly be created in the application instead, but would doing this be a good or bad thing in terms of memory usage?
Any other suggestions most appreciated.
Cheers,
James

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