Whether your application's processes should be created with a large Dalvik heap. This applies to all processes created for the application. It only applies to the first application loaded into a process; if you're using a shared user ID to allow multiple applications to use a process, they all must use thisoption consistently or they will have unpredictable results.
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Most apps should not need thisand should instead focus on reducing their overall memory usage forimproved performance. Enabling thisalso does not guarantee a fixed increase in available memory, because some devices are constrained by their total available memory.
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To query the available memory size at runtime, use the methods getMemoryClass() or getLargeMemoryClass().
第二个问题是
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Bitmap too large to be uploaded into a texture exception
Whether or not hardware-accelerated rendering should be enabled forall activities and views in thisapplication — "true"ifit should be enabled, and "false"ifnot. The defaultvalue is "true"ifyou've set either minSdkVersion or targetSdkVersion to "14" or higher; otherwise, it's "false".
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Starting from Android 3.0(API level 11), a hardware-accelerated OpenGL renderer is available to applications, to improve performance formany common 2D graphics operations. When the hardware-accelerated renderer is enabled, most operations in Canvas, Paint, Xfermode, ColorFilter, Shader, and Camera are accelerated. This results in smoother animations, smoother scrolling, and improved responsiveness overall, even forapplications that donot explicitly make use the framework's OpenGL libraries.
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Note that not all of the OpenGL 2D operations are accelerated. If you enable the hardware-accelerated renderer, test your application to ensure that it can make use of the renderer without errors.
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For more information, read the Hardware Acceleration guide.