Of course, before I can recycle the bitmap in question, I have to "unhinge" (deference) it from all data structures that hold references to it. In my case, these are the image view displaying the bitmap and the canvas used to draw into the bitmap. The image view is then removed from the activity, the canvas set to "null", and then, I think, I can safely recycle the bitmap, as there are no more instances of anything holding references to the bitmap. Then I initialize the bitmap again as a mutable one, with a new size. I imagine that if I didn't reset the references to it, I would indeed run into serious problems quite quickly. So far (after very limited testing, as the solution is only two hours old), everything has been working as expected.
I think that a B4A solution might be better since the compiler has more comprehensive access to JAVA that I don't have (not to mention my lack of the necessary JAVA knowledge). Such a solution could be coded more directly (without the translation layer that transforms B4A code into JAVA code) and thus more efficiently, I reckon. Wouldn't it be quite handy if you had a command like "b.Resize(new_width, new_height)" where you didn't have to worry about all these details? Isn't that what makes B4A stand out as a programming language, its ease of use?
Regards,