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Home/ Questions/Q 7793093
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Editorial Team
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Editorial Team
Asked: June 1, 20262026-06-01T22:22:36+00:00 2026-06-01T22:22:36+00:00

I am developing a card game for android. I have a OutOfMemoryError when i

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I am developing a card game for android. I have a OutOfMemoryError when i try to load some images. I have read many answers about this common and frequent problem in android, BUT all of them deal when the image to load is very big. I manage screen rotation by myself so I dont restart a new activity on rotation.
I have already read this questions:

Out of memory exception due to large bitmap size

Android: out of memory exception in Gallery

Android handling out of memory exception on image processing

One thing that I don’t understand that, is that if sum the size of all my images (png files) in res folder is about 800 kb. But in Logcat I notice that the size on creating the game(loading card images) goes rapidly over 20 mb.
I use: this code to load images

Resources r = this.getContext().getResources();
CardView.loadCardImages(CardView.EAlone.CARDS, 1027, 615, r.getDrawable(R.drawable.cards));
CardView.loadCardImages(CardView.EAlone.GREEN, mCardWidth, mCardHeight, r.getDrawable(R.drawable.green));
CardView.loadCardImages(CardView.EAlone.RED, mCardWidth, mCardHeight, r.getDrawable(R.drawable.red));
CardView.loadCardImages(CardView.EAlone.WHITE, mCardWidth, mCardHeight, r.getDrawable(R.drawable.white));

CardView.LoadCardImages:

public static void loadCardImages(EAlone mode, int widthPixels, int heightPixels, Drawable tile) {

    Canvas canvas;
    switch (mode)
    {
    case GREEN:
        mAloneGreen = Bitmap.createBitmap(widthPixels, heightPixels, Bitmap.Config.ARGB_8888);
        canvas = new Canvas(mAloneGreen);
        break;
    case RED:
        mAloneRed = Bitmap.createBitmap(widthPixels, heightPixels, Bitmap.Config.ARGB_8888);
        canvas = new Canvas(mAloneRed);
        break;
    case WHITE:
        mAloneWhite = Bitmap.createBitmap(widthPixels, heightPixels, Bitmap.Config.ARGB_8888);
        canvas = new Canvas(mAloneWhite);
        break;
    default:
        mcardImages = Bitmap.createBitmap(widthPixels, heightPixels, Bitmap.Config.ARGB_8888);
        canvas = new Canvas(mcardImages);
    }
    tile.setBounds(0, 0, widthPixels, heightPixels);
    tile.draw(canvas);
    tile.setCallback(null);
}

mCardimages contains all the card faces. Then I use this file to create the single cards by cropping the needed card from the file.
After this loadings I load some other images that have transparencies in my parent view.

dealerSign = new ImageView(getContext());
dealerSign.setImageResource(R.drawable.dealer);
dealerSign.setAdjustViewBounds(true);
dealerSign.setLayoutParams(new Gallery.LayoutParams(
LayoutParams.WRAP_CONTENT, LayoutParams.WRAP_CONTENT));

I get the error at setImageResource line.

04-09 22:04:37.226: E/AndroidRuntime(722): FATAL EXCEPTION: main
04-09 22:04:37.226: E/AndroidRuntime(722): java.lang.OutOfMemoryError
04-09 22:04:37.226: E/AndroidRuntime(722):  at    android.graphics.Bitmap.nativeCreate(Native Method)
04-09 22:04:37.226: E/AndroidRuntime(722):  at    android.graphics.Bitmap.createBitmap(Bitmap.java:605)
04-09 22:04:37.226: E/AndroidRuntime(722):  at android.graphics.Bitmap.createBitmap(Bitmap.java:551)
04-09 22:04:37.226: E/AndroidRuntime(722):  at android.graphics.Bitmap.createScaledBitmap(Bitmap.java:437)
04-09 22:04:37.226: E/AndroidRuntime(722):  at android.graphics.BitmapFactory.finishDecode(BitmapFactory.java:524)
04-09 22:04:37.226: E/AndroidRuntime(722):  at android.graphics.BitmapFactory.decodeStream(BitmapFactory.java:499)
04-09 22:04:37.226: E/AndroidRuntime(722):  at android.graphics.BitmapFactory.decodeResourceStream(BitmapFactory.java:351)
04-09 22:04:37.226: E/AndroidRuntime(722):  at android.graphics.drawable.Drawable.createFromResourceStream(Drawable.java:767)
04-09 22:04:37.226: E/AndroidRuntime(722):  at android.content.res.Resources.loadDrawable(Resources.java:1937)
04-09 22:04:37.226: E/AndroidRuntime(722):  at android.content.res.Resources.getDrawable(Resources.java:664)
04-09 22:04:37.226: E/AndroidRuntime(722):  at android.widget.ImageView.resolveUri(ImageView.java:537)
04-09 22:04:37.226: E/AndroidRuntime(722):  at android.widget.ImageView.setImageResource(ImageView.java:310)
04-09 22:04:37.226: E/AndroidRuntime(722):  at game.spathi.GameView.init(GameView.java:261)
04-09 22:04:37.226: E/AndroidRuntime(722):  at game.spathi.Game.onCreate(Game.java:92)
...

What am I doing wrong here?

Thank you!

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-01T22:22:37+00:00Added an answer on June 1, 2026 at 10:22 pm

    Try it –

    Bitmap yourBitmap;      
    ByteArrayOutputStream baos = new ByteArrayOutputStream();
    
    
    offerImage.compress(Bitmap.CompressFormat.PNG, 0, baos);
    byte[] img = shrinkBitmap(baos.toByteArray());
    
    //convert this byte image to bitmap and load it...
    
    private byte[] shrinkBitmap(byte[] data){
        BitmapFactory.Options options = new BitmapFactory.Options();
        options.inSampleSize = 2; //try to decrease decoded image
        options.inPurgeable = true; //purgeable to disk
        Bitmap bitmap = Bitmap.createScaledBitmap(BitmapFactory.decodeByteArray(data, 0, data.length, options), 100, 100, true);
        ByteArrayOutputStream buf = new ByteArrayOutputStream();
        bitmap.compress(CompressFormat.JPEG, 20, buf);
    
        return(buf.toByteArray());
    }
    
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