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Hi, so i've been testing and I realize that using GetFrameBufferAsync causes my program's memory to increase alot, and eventually run out of memory. Is there a way to solve this? Or am I using the function wrongly?
return adbClient.GetFrameBufferAsync(device, CancellationToken.None).Result as Bitmap;
I'm using this function to grab screenshots from my android emulator.
Hi, so i've been testing and I realize that using GetFrameBufferAsync causes my program's memory to increase alot, and eventually run out of memory. Is there a way to solve this? Or am I using the function wrongly?
return adbClient.GetFrameBufferAsync(device, CancellationToken.None).Result as Bitmap;I'm using this function to grab screenshots from my android emulator.