Android :: Disadvantage To Using High Resolution Image Resources For Application?
Mar 9, 2010
The Android documentation says that best practices are to make two drawable directories - one for HDPI and one for MDPI. It also says that if the MDPI directory doesn't exist and a MDPI device is running the app, it will scale down the HDPI ones so everything looks good. Is there any reason not to just make one high resolution set of graphics? One con that I can think of is performance issues and one pro I can think of is only having one set of images for your app.
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Sep 7, 2010
I want to publish an application that specifically runs only on 800x480 or higher screens. I don't want users with 480x320, 320x240 etc devices to get it from Android Market. How do I configure it? Market Filters seems to have the answer but I still don't get it.
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May 5, 2009
I want to decode high resolution pics something like 8 mega pixel images and view it. when I try to decode them I get out of memory exception. Decoding of single 8 mega pixel also fails . From the Imagamanager code and other post I could use BitmapFactory.Options inJustDecodeBounds I could get a scaled down version of the Image......................
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Nov 1, 2010
this is my layout for audio player the problem is when resolution is high there is balck space vacant under the play and delete button which located at the bottom of the ui. what i do?
<LinearLayout
android:orientation="vertical"
android:layout_width="fill_parent"
android:layout_height="840dp"
android:background="#333134"
>
<LinearLayout
android:layout_marginTop="20dp"
android:layout_width="fill_parent"
android:layout_height="wrap_content".................
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Nov 17, 2010
I have noticed that there's a new high-res icon field in the market console. Does anyone know what that's for? I have tested this new field, and I can tell for sure that it was ignored when rendering the android market icon. Maybe that it will get used after a market upgrade... Furthermore, I have had problems with the market icon. After various tests, I have realized that it is always the mdpi icon, scaled to some random size (51px, etc..), even if there's a hdpi icon, and whatever device I used. But I see some icons which seem to be pixel-sharp. Is this just an illusion or is there a trick?
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Oct 26, 2010
Just got Camera 360 and I'm having some trouble on my EVO. I'm shooting in high quality and in 1280x960 resolution but when I download the pics to my laptop they are coming out 424x320. I bumped up the resolution and same thing, small pics. The stock camera is working fine shooting at 1280x768 resolution
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Dec 8, 2011
The latest update of google plus mentions high resolution instant upload, but I am not seeing this functionality .. Also with previously uploaded photos, they remain at low resolution ... will I have to remove them and allow my phone to re-upload the images?
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Jul 6, 2012
How can i customize my camera. I have LG Optimus ME and its camera is too dark. Some Tricks to Get High Resolution for my camera.
Can i Upgrade MY CAMERA. From this:
3.15 MP, 2048x1536 pixels
FeaturesGeo-tagging
VideoYes, VGA@24fps
SecondaryNo
to a Higher One..??
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Jun 9, 2010
I am using folder organizer which I love, but the stock icons it comes with leave much to be desired.I have been through the market and can't find any decent high resolution icon packs. I would even be happy with just stock android icons. Is there a way to use just the icons from themes?
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Aug 14, 2010
I am a new android user, and got my Droid 2 the morning they came out at the Verizon store. Now the guy that was helping me at the store told me that the battery life would be bad because of the high resolution screen but I didn't expect it to be this bad. I have been having really bad battery issues and I don't even use it constantly. I have it on around 20% brightness during the day, and I really only send text messages, and some web browsing but not a huge amount. My battery will be drained after 6 hours or so, and will need a charge again. When checking on battery manager it does say that most of my energy is going to my screen, but like I said I don't even have it close to the full brightness. I have been using an app killer program to try to maintain that also, but I did read somewhere that it can actually hurt your battery more, from closing and opening apps. Just wanted to hear some feedback from other users since we a couple days after launch. Everything else has been great with this phone, and I am REALLY enjoying the android OS after switching from a Blackberry.
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Jul 20, 2010
I'm trying to capture an image by calling camera utility from "MeidaStore.ACTION_IMAGE_CAPTURE". However, it seems there is only on resolution available 640x480, while the native camera support 8MB resolution.Any permission or extra param needed to get larger resolution option? It'd much appreciated if anyone can help on this.
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Sep 24, 2010
I am attempting to create a very graphically intensive android application. Almost all of the UI is based on bitmaps and I would like to support as many different devices as possible and to have the app look great in all of them.Is it possible to embed different resolutions for each image and have a different image displayed on each device. I am aware of stuff like hdpi folders etc. as well has units like dip etc., but that still leaves too many variables as to how the image is displayed. I would like to not have the images scaled at all to avoid losing image quality.For instance on my high resolution device I would like an image to be exactly 100px and then on a medium resolution device I would like a lower resolution image to display and be exactly 80px. If I use display independent units, I cannot ensure that the images will be of a particular size.
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Nov 24, 2010
I want to place three button images of same size equal to screen it is working fine in size 320 x 480,it occupies full 320 size but android is having different resolutions of phones of different sizes 480 x 800 and 240 x 320 how I has to place same image for all resolutions equally to occupy full screen ?
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Nov 17, 2010
I need to scale down images coming from a Network stream without losing quality. I am aware of this solution Android: Strange out of memory issue but it is too coarse - inSampleSize is an integer and does not allow finer control over the resulting dimensions. That is, I need to scale images to specific h/w dimensions (and keeping aspect ratio). I dont mind having a DIY bicubic/lancoz algorithm in my code but I cant find any examples that would work on Android as they all rely on Java2D (JavaSE). EDIT: Ive attached a quick source. The original is 720x402 HD screen capture. Please ignore the top 2 thumbnails. The top large image is resized automatically by android (as part of layout) to about 130x72. It is nice and crisp. The bottom image is resized with API and has severe artifacting. Code...
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Apr 13, 2010
As Android supports multiple devices from different manufacturers there are different screen resolutions supported.It shows WVGA and FWVGA in MDPI for Large Screens and HDPI for Normal screens. So, if the image is kept in drawable-mdpi and its resolution is 320 * 480 then which image will be taken by Large Screens device of MDPI.Moreover, there are two screen resolutions for HDPI i.e. 480 * 800 and 480 * 854. So, with what screen resolution the image should be built.
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Jun 1, 2009
Can i resize an image to a lower resolution as i am getting an OutOfMemoryException when trying to display image with 2048x1536 resolution or more?
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Mar 17, 2010
I want to display an image from an url with an Webview at Android. With Android phones with Version 1.5 and 1.6 there is no problem. but the same pic and the same code on an AndroidPhone with Version 2.0 and the pic is totaly pixelated. Like Android is resizing the image first to a smaller one and then resizing it back to "normal" size. Unfortunately its important to display the pic without any quality loss. I tried to integrate it in the sourcefolder to show it as an normal image, but at Android 2.0 i get an exception because the image is to big. (At Android 1.6 there is no problem) Any ideas how i can display the image without quality loss with Android 2.0 ?
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Jun 23, 2010
I want to use a WebView to enable dynamic loading of ads in my app. I'm currently running on a HDPI device, and images width a width of 480px are clipped/scrolled. If I use images with a size of 320px, they are zoomed in and rendered at too low a resolution.The content of the loaded WebView url is a simple web page with just an image tag wrapped in a link, as well a simple head. I've tried playing with the viewport meta-tag, but without any luck.
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Feb 17, 2010
I am working on displaying an image and placing an icon on top of it... clicking the icon will show an enlarged version of the image...
though putting the imageview holding the image in a LinearLayout scales the image to the width of the dialog, the problem is that i need to display the image in a dialog but the image is very high resolution and hence is far bigger than the width of the dialog...
I need to show the actual image with scrolling for both ways to see the whole image... But whenever i try putting the imageView in a scrollview the top of my imageview is blank... and again though image scrolls downwards the width is scaled to the width of the dialog...
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Jan 24, 2010
I want to do an image gallery like in iphone. I want to show low quality (pre-resized) images and when the image is active I want to process the big image and show the result in the gallery. I have two questions. How to attach a listener on the animation stop in gallery? And how to access an image after this action?
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Jan 6, 2010
Works like a champ. I'm now trying to make my app work on small screen devices, so I created a res/drawable-ldpi directory, and populated it with the two pngs plus the corresponding selector file.Isn't this the right way to specify ldpi specific button images? If default device xmls and pngs go in drawable, then ldpi xmls and pngs go in drawable-ldpi, right? Could these errors be the result of an inappropriate <supports-screens> element in my manifest file? Neither the api-demos in the samples (for any SDK version), or the newer samples including multires, have any multi res image button examples. In fact, I couldn't find any example where there was an xml file in a res/drawable-.
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Sep 24, 2010
I have problem with displaying bitmap image on imageview on high density screen (480x800). When the bitmap image loaded from file on sdcard, the image does not scale to fit hdpi screen. On medium density screen it works normal (320x480).code...
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May 21, 2009
I am trying to display 480*320 image in fill_parent width and height but it doesn't fit on full screen. image seems a bit smaller in width.
do i need to change resolution or something else..
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Jan 28, 2009
I have created a subclass of Activity, 'CustomActivity', that overrides the onCreateOptionsMenu and onOptionsItemSelected methods. In a couple of other applications I have extended this subclass to provider a common menu for each activity. Is it still possible to access the resources from this Subclass? By default it uses the resources from the current activity (Strings, xml layout etc.).
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Feb 1, 2010
How does one go about listing the resources that are available in an application?
For example, I would want to find the names of all files under /res/ xml.
Reflection on the R class didn't seem to work since the identifiers are static constants. R.xml.class.getDeclaredFields() doesn't return any fields.
The AssetManager didn't seem to work either because these are not raw assets.
Does anyone have ideas or examples?
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Aug 10, 2010
I have big files to integrate into my application (videos), and thus for not not that my application occupies all the internal memory of the telephones, I saw that it was possible with Froyo to install the applications on the SD card.
I thus have to test this solution and my application settles down well on the SD card, the only problem it is that the system installs all the same my files videos (which are placed in the file /raw) on the internal memory of the telephone. Thus my question it is where to place my videos or where to make so that these also settle down on the SD carde ?
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Jul 3, 2009
I created an application which is displaying camera preview. When the application terminates I noticed that some processes are still running. Also if I try to run the original camera application it displays an error (obviously due to the active process which belongs to the custom application).
Does anyone know how to release all resources when application ends?
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Sep 17, 2010
So I'm struggling a bit with what is probably a fairly basic concept.. Activity Lifecycle.I have read a bunch of thread on the topic, and I feel I understand well both the functionality, and rationale behind the lifecycle model implemented for Activities, but it raises a bit of a problem for me. My app (game) has a couple of distinct Activities for various sections:
1. The TitleActivity is a very small Activity that just launches a GLSurfaceView and renders a startup logo.I use this to detect the OpenGL capabilities of the device (eg so I know if it's using a software renderer)
2. The LaunchActivity is the main menu screen where the user can access options etc and start a game
3. The GameActivity will either launches a GLSurfaceView or a standard View depending on hardware capabilties.
The issue I am having is that I want to pre-load some "slow-to-load" resources, specifically audio, in the Title Activity so when the Launch Activity renders I can play some background music.I have the concept of a "media library" which I use throughout the game.Because of memory limitations in the SoundPool, I have limited this to only absolute real-time sounds and all others are played using mulitple instances of MediaPlayer.Hence my media library has a bunch of pre-loaded MediaPlayer instances which I access regularly during game play.. so it makes sense to have a centralized access point for all audio.All fine, however the problem is that when I launch one activity from another.. for example the TitleActivity starts the LaunchActivity (via a call to startActivity(Intent...)), the former goes through the onDestroy stage of its lifecycle.Now logically I had assumed that if I allocate a bunch of resources in the onCreate of an Activity, I should clean them up in the onDestroy, however in the case of my "media library" if I load up the audio files in the onCreate of my TitleActivity they will be torn down when the LaunchActivity is started because the TitleActivity will have its onDestroy() method called.
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Jul 1, 2009
I created an application which uses camera and during the appplication execution the screen is always on.
In the onCreate() method I added the lock code...
But after the application termination the screen remains on all the time and if I run the camera application it encounters an error which obviously appears because the camera resources are not released.
Does anyone know how to release all resources on application termination?
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Sep 4, 2010
What the advantages and disadvantages of rooting?
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