Concerning the displaying / loading of Bitmaps:
You need to load the Bitmap
properly and adjust the size of the Bitmap
to your needs. In most cases, it makes no sense to load a Bitmap with higher resolution than the screen of the device supports.
Furthermore, this practice is very important to avoid OutOfMemoryErrors
when working with Bitmaps
that large.
As an example, a Bitmap with the size of 8000 x 4000 uses more than 100 Megabytes of RAM (in 32 Bit color), which is an enormous amount for a mobile device and much more than even high end devices are capable of handling.
This is how to load a Bitmap properly:
public abstract class BitmapResLoader {
public static Bitmap decodeBitmapFromResource(Resources res, int resId, int reqWidth, int reqHeight) {
// First decode with inJustDecodeBounds=true to check dimensions
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeResource(res, resId, options);
// Calculate inSampleSize
options.inSampleSize = calculateInSampleSize(options, reqWidth, reqHeight);
// Decode bitmap with inSampleSize set
options.inJustDecodeBounds = false;
return BitmapFactory.decodeResource(res, resId, options);
}
private static int calculateInSampleSize(
BitmapFactory.Options options, int reqWidth, int reqHeight) {
// Raw height and width of image
final int height = options.outHeight;
final int width = options.outWidth;
int inSampleSize = 1;
if (height > reqHeight || width > reqWidth) {
// Calculate ratios of height and width to requested height and width
final int heightRatio = Math.round((float) height / (float) reqHeight);
final int widthRatio = Math.round((float) width / (float) reqWidth);
// Choose the smallest ratio as inSampleSize value, this will guarantee
// a final image with both dimensions larger than or equal to the
// requested height and width.
inSampleSize = heightRatio < widthRatio ? heightRatio : widthRatio;
}
return inSampleSize;
}
}
Example usage in code:
Bitmap b = BitmapResLoader.decodeBitmapFromResource(getResources(),
R.drawable.mybitmap, 500, 500);
Taken from the Google Android Developer guidelines here:
http://developer.android.com/training/displaying-bitmaps/load-bitmap.html
Concerning the maximum Bitmap size:
The maximum Bitmap size limit depends on the unterlying OpenGL implementation. When using OpenGL, this can be tested via (source: Android : Maximum allowed width & height of bitmap):
int[] maxSize = new int[1];
gl.glGetIntegerv(GL10.GL_MAX_TEXTURE_SIZE, maxSize, 0);
e.g. for the Galaxy S2, it is 2048x2048.