I have 3 sets of 50 images and I have to create the animations for each set of images in Android application. I am able to create a simple application which animate first set of 50 images using the below method,
Added Animation-list xml in drawable folder and called it using frameAnimation.start().
This method didn't work until I kept the following "android:largeHeap="true" in manifest file.
I am not sure whether this is the good way to animate the images (if we have more number of images and each image of more size like 60 KB. Image is JPG format) or not
I browsed and I found that, if we are able to clear the memory and if we are able to maintain less number of images in memory, then our application will work very fine. So I want to know how to clear the memory?
Please let me know do I need to follow different method to animate the images other than I explained above, so that I can clear the memory.
Thanks for your help.
After looking into several posts and doing much research, I finally ended up modifying the images in Imageview programmatically to simulate frame animation. That way I am just maintaining three images in cache at any point of time (previous, current and next one). I hope that this will be useful to others.
It is not a good thing to process a large amount of images in a frame like manner in Android itself as it will trigger the dreaded "Out of Memory" exception.
Clearing the memory itself is not possible. The best fix for this is proper bitmap handling of the app.
I'm not sure but you might want to check on PhoneGap.
Its an HTML5 Engine that we used before to create a game.
By drawing into the canvas itself, we've recreated frame animation with it. It just requires WebDev skills though.
Related
I am new to Android Studio. While working on front end its sometimes easy to take some parts as png file and place it on the particular position instead of recreating it in xml file. I am confused can we use png all the time ? I am worried about memory space . Like the app contains 50 pages and in each page I use 1-2 assets . I don't want my app to have more than 40mb. What will be the best way to do? Can we store the image as a URL and retrieve it whenever we use. What's the drawback in that way?
So many questions :)
I am confused can we use png all the time ?
Use what's best for your picture. For a photo, a JPEG will probably do better. But if you wish, you can use PNG all the time, yes.
I don't want my app to have more than 40mb.
Check and see. Depends on how big your images are; we can't tell.
What will be the best way to do?
Not enough information to tell you that. In general, there's nothing wrong with using images in assets.
Can we store the image as a URL and retrieve it whenever we use.
Yes.
What's the drawback in that way?
You'll need to get some server space somewhere. Also, there will be a loading latency. Also, your app won't be usable while disconnected from the Internet.
While working on front end its sometimes easy to take some parts as png file and place it on the particular position instead of recreating it in xml file.
That's the part that is confusing to me. Android XML layouts usually contain interactive elements, ones that the user can interact with. Images, on the other hand, tend to be static. What kind of XML is there out there that you think you can replace by an image?
I am working on an Android app where, once a user clicks a login button, the app launches an AsyncTask to verify account details with a remote server. That part works fine by itself and doesn't make my app slow. However, when you click the login button, it launches a second activity where I have 4 ImageViews. When I added that part of the app, it became significantly slower (from less than a second to about 5 seconds loading time). I load the images into the ImageView from the XML layout file directly, so I'm not sure what I'm doing wrong.
My question is that do ImageViews make your app slow, and if so, how do you optimize their performance?
I was working my own app when I actually experienced this too. The reason is because if the files are to big they take a while to load into memory and set as the Image View. There is two ways you could really sort it out.
1: Get a smaller version of the picture. Smaller pictures come up faster and aren't prone to an OutOfMemory exception which kills the app :(.
2: A better way is to use the Picasso api. I used this APIs to add images in list views, expandable list view with pictures in them. The app was fast and fluid :)
Picasso's api would be your best bet ant it is easy to implement.
Edit:
Here is the link to the site to get the APIs :)
Picasso
The only way I could figure this out is to create an image in photoshop that has all the buttons laid out where you want them on top of the image. Interpret it into your app and put regular buttons over top of the imagebutton pictures that you placed onto your background image. Set the size accordingly to your images of your buttons and then set the background of each button to #null so they aren't seen. Now trying to figure out how to interpret this into orientation view even though I don't think I'll be using orientationview. OH AND CHANGED THE EXTENSION TO A GIF TO SAVE ON DATA RATHER THEN PNG.
Hope this helps I'm sort of new at coding on android as I have lots of experience with HTML .
Cheers
THANKS FOR THE DOWN LIKE I WAS SORT OF NEW AT THE TIME OF NOT KNOW OTHER WAYS TO SET THIS... THANKS THOUGH, MORONS
I'm a newcomer in development of android apps. But, I'm undertaking what feels like a large project and I'm looking for information on whether it will work or not, before I get to far in.
As I've read, when trying to display very large images in android, it is most useful to use the "webview".
So, I took that advice, split my image into 1024 smaller images, and laid them out in an html table (not quite finished yet). Now, I'm noticing as the table gets larger my phone begins to lag upon scrolling.
My question is, is webview trying to render every single picture at once upon loading? If so, is there a way to make webview only render a set of images at one time? Let's say I'm at 14,000X x 24,000Y on the image, can I set webview to render the next 5,000px in each direction only, or is this necessary at all?
I can't seem to find the information I'm looking for, but will continue to search. Otherwise, any and all help is appreciated. Thanks!
i have exactly same problem and i found use full this library:
https://github.com/nostra13/Android-Universal-Image-Loader
you can configure a lot of parameters and using cache..
I'm developing an android app that takes photos from camera or from library and does some stuff on them. The point is that after some use the application crashes. I have tried to make every possible optimization I could think of, ex call gc when possible, null the images when I leave an activity and even remove activities from the cache. But I still get out of memory errors and the app crashes.
Any suggestions on how to avoid such errors? Or even how to efficiently load images from drawables folder . Or any efficient way to throw all not needed objects when the activity changes so as to only use the needed memory for the active activity??
i had similar problems and ended up tracking them down to particular images. out of my 400 images there where three that where huge (file size wise). so i would check that all of your images have similar file size (usually it is directly correlated with image size)
also aren't bitmaps pretty big? how big is your average picture?
Did you manage Bitmap objects? If so, you have to call Bitmap.recycle() method.
Bitmap.recycle() API documentation
We have an Android application that throws out of memory error on Android 1.6. It is working fine on 2.0 onwards. We are trying to cut down on the runtime memory usage at this point.
We were thinking of reusing images – such as the background image of each screen. Is it possible to load the background image once in the memory at the time of app launch and reuse this cached copy in each screen rather than each screen loading the same background image increasing the overall footprint in the RAM?
We understand that there many other ways and best practices around runtime memory usage. But at this point, we just wanted to know whether this “image reuse” approach is really feasible?
If yes, how can we do this? Will it at all save any memory or the Android OS will still create multiple copies of the same asset for each screen not giving any benefit from the memory perspective?
Thank you very much for your time in reading my post.
If that background image is loaded as a Drawable from a Resource, it's bitmap data is already shared between all Drawables created that way. So no, it probably wouldn't benefit you in your particular case.
Yes you can reuse images.
It is usually done for ListViews where each row contains the same image.
In this case, you can get the Bitmap once in the constructor of your adapter, and reuse it in the getView() method, so you don't have to load it for each row. This trick is presented here
In your case, you could load your background bitmap in the onCreate() method of your main activity, save it as a public static attribute and then re-use it in all your activities.
But I think it won't make that much of a difference and surcharge the code for nothing.
As you are working on tweaking your UI, I suggest you watch the 2009 Google I/O Presentation by Romain Guy, if you did not see it yet. It shows a lot of useful tricks for boosting an UI's performances, especially when it comes to Bitmap manipulation.