Do not use Bitmap.Config.ARGB_8888
Instead use int w = WIDTH_PX, h = HEIGHT_PX;
Bitmap.Config conf = Bitmap.Config.ARGB_4444; // see other conf types
Bitmap bmp = Bitmap.createBitmap(w, h, conf); // this creates a MUTABLE bitmap
Canvas canvas = new Canvas(bmp);
// ready to draw on that bitmap through that canvas
ARGB_8888 can land you in OutOfMemory issues when dealing with more bitmaps or large bitmaps. Or better yet, try avoiding usage of ARGB option itself.