https://developer.android.com/reference/android/graphics/BitmapFactory.Options#inBitmapandroid
reducing memory churn and fragmentation even more.this
for temporarily allocated bitmaps,there's a handy trick that you absolutely should be
using to escape these performance concerns. See,bitmaps represent the largest contiguous blocks of memory that will occupy your heaps, which can create a lot of contention to find free space when a new one has been requested. which,of course,then leads to more GC events being kicked off to free up and provide that need space. these extra GC events during image loading. thankfully though,you can fix this issue by extending the concept of object pools to bitmaps.spa
limitation: 1.reused bitmaps have a constraint respect to the physical size of the exsting bitmaps. SDK 11-18 must be the same exact size. SDK > 19, reused bitmap can be greater than or equal to the same dimensions of the incoming bitmap.orm
2.can not reuse across pixel formats.ci