Example Images
Would implementing these into an android app as an ImageView be the same as implementing a regular image, or would problem, low performance occur since they are .GIFs?
I am aware that .PNGs are the go to image for android so is it possible to create animated .PNG images, if not what is the best practice for including animated images?
First, PNG's can't be animated. From bitmap formats, only GIF supports animation. Unfortunately Android doesn't support animated gifs.
Read also this: Display Animated GIF
You may use AnimationDrawable to display animated set of images. However, such storing of animation frame by frame is taking much more memory than typical animated gif.
There's no easy solution for displaying animated gif on Android at present.
Related
I am really trying to figure out which is the best way of loading a huge image in Android ImageView( or some other view extending ImageView).
I am aware of OOM issues with Android framework when working with bitmaps but still I need to implement the following requests:
horizontal scrollable imageview
must load a huge 8000px (keeping original image quality so no downsample) width and device height png image from drawble-nodpi in it and to be fluent while scrolling it without preloads or lag(recyclerview will have blinks so it is a no go I tried that)
I am thinking at a customview extending imageview and something to decode only current scrolled region from that bitmap but I am stuck here
avoid oom
also does a pdf viewer library be better than using huge png from performance point of view? I need the picture preloaded on app start not lazy loaded
I'm using Fresco to load and display GIF and WEBP for my app.
I have a Gridlayout where I display a list of GIF and WEBP. Images are animating as intented but one thing I notice is that they are not animated at the same time. Some images wait for the other to finish animating before it starts its own animation which is not the way I expect it to be.
Does anyone experienced this before? How to fix it?
This should work out-of-the-box.
Take a look at the animation sample app, where we have 2 animations in parallel (and they animate at the same time).
I would like to create fragment with image as background. What I do is saving image in .png format, putting it to drawable folder and than using it as background in layout. First thing I noticed is that the view stutters, so I created different images for different densities. But I'm still afraid that in older devices with worser CPU view would statter.
Question
Do I have to use libraries like Picasso for adding images as background ? What is the best approach ?
I think that base approach of using libraries like Picasso, Glide, UniversalImageLoader is for downloading images from network, caching, decoding, smooth loading in runtime.
If you want just set background for imageView from your local resources the only thing you should consider is to do this efficiently. This is nice described by google here and should be enough for your case.
I want to create a custom, complicated loading graphic for my Android App (minSDK 8).
If I create a GIF with 100 frames, is there a way in Java/Android to tell it which frame to go to during my 'doProgress()' function?
Is there another or better way to do custom loading graphics?
If I create a GIF with 100 frames, is there a way in Java/Android to tell it which frame to go to during my 'doProgress()' function?
Since Android does not do animated GIFs, no.
Is there another or better way to do custom loading graphics?
Option #1: Use a frame animation.
Option #2: Use a RotateAnimation with a single image in an ImageView.
Option #3: Use ViewPropertyAnimator (using NineOldAndroids for the backport) to animate android:rotation with a single image in an ImageView.
There may be other options as well, though those are the three that come to mind.
If you have a gif image, then you can use WebView component to show the gif image. In webview, the image loops itself, we do not need to do extra work.
I'm working on an application in which I need to download lots of images. The images are to be seen in the fullscreen mode. Therefore, I wanted to know how to load an image, speedily, to make the application more responsive and enhance user experience. I would like to, atleast, show a blurred image first and than make it sharp. Thanks.
use BitmapFactory.Options.inSamleSize to load a downsampled version of the image. Then load the bigger image and do a fade transition using a TransitionDrawable
You're looking for "progressive image rendering", which can be done in a variety of different image formats, including png, jpeg, gif, etc. The next time you're going to save an image in a good graphics program, select one of those formats and take a look at your save options. You should have an option to save an "interlaced" image.
Jeff Atwood of Coding Horror has a nice write up here: http://www.codinghorror.com/blog/2005/12/progressive-image-rendering.html