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/frameworks/base/docs/html/training/displaying-bitmaps/
Dindex.jd2 page.tags=bitmaps,images,graphics
44 and avoids exceeding your application memory limit. If you're not careful, bitmaps can quickly
48 <p>There are a number of reasons why loading bitmaps in your Android application is tricky:</p>
64 <li>Android app UI’s frequently require several bitmaps to be loaded at once. Components such as
66 android.support.v4.view.ViewPager} commonly include multiple bitmaps on-screen at once with many
74 <dd>This lesson walks you through decoding large bitmaps without exceeding the per application
79 on the main UI thread. This lesson walks you through processing bitmaps in a background thread
84 responsiveness and fluidity of your UI when loading multiple bitmaps.</dd>
90 <dd>This lesson brings everything together, showing you how to load multiple bitmaps into
Dcache-bitmap.jd41 off-screen. The garbage collector also frees up your loaded bitmaps, assuming you don't keep any
47 and fluidity of your UI when loading multiple bitmaps.</p>
51 <p>A memory cache offers fast access to bitmaps at the cost of taking up valuable application
54 to API Level 4) is particularly well suited to the task of caching bitmaps, keeping recently
77 <li>What dimensions and configuration are the bitmaps and therefore how much memory will each take
81 android.util.LruCache} objects for different groups of bitmaps.</li>
83 number of lower quality bitmaps, potentially loading a higher quality version in another
92 <p>Here’s an example of setting up a {@link android.util.LruCache} for bitmaps:</p>
175 <p>A memory cache is useful in speeding up access to recently viewed bitmaps, however you cannot
181 <p>A disk cache can be used in these cases to persist processed bitmaps and help decrease loading
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Dmanage-memory.jd151 4.4 (API level 19), only equal sized bitmaps are supported. For details, please see the
167 // synchronized HashSet of references to reusable bitmaps.
225 // inBitmap only works with mutable bitmaps, so force the decoder to
226 // return mutable bitmaps.
241 // This method iterates through the reusable bitmaps, looking for one
Dload-bitmap.jd39 <p>This lesson walks you through decoding large bitmaps without exceeding the per application
166 <p>You can follow a similar process to decode bitmaps from other sources, by substituting the
/frameworks/base/services/core/java/com/android/server/
DAssetAtlasService.java135 Collection<Bitmap> bitmaps = new HashSet<Bitmap>(300); in AssetAtlasService() local
145 totalPixelCount += drawables.valueAt(i).addAtlasableBitmaps(bitmaps); in AssetAtlasService()
152 ArrayList<Bitmap> sortedBitmaps = new ArrayList<Bitmap>(bitmaps); in AssetAtlasService()
202 Renderer(ArrayList<Bitmap> bitmaps, int pixelCount) { in Renderer() argument
203 mBitmaps = bitmaps; in Renderer()
356 ArrayList<Bitmap> bitmaps, int pixelCount) { in computeBestConfiguration() argument
365 new ComputeWorker(MIN_SIZE, MAX_SIZE, STEP, bitmaps, pixelCount, results, null).run(); in computeBestConfiguration()
375 bitmaps, pixelCount, results, signal); in computeBestConfiguration()
440 private Configuration chooseConfiguration(ArrayList<Bitmap> bitmaps, int pixelCount, in chooseConfiguration() argument
450 config = computeBestConfiguration(bitmaps, pixelCount); in chooseConfiguration()
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/frameworks/base/docs/html-intl/intl/ja/training/tv/start/
Dlayouts.jd16 <li><a href="#large-bitmaps">大容量のビットマップを処理する</a></li>
171 <h2 id="large-bitmaps">大容量のビットマップを処理する</h2>
189 …画像処理の際に最高のパフォーマンスを得るには、<a href="{@docRoot}training/displaying-bitmaps/index.html">ビットマップを効率的に表示する<…
/frameworks/base/libs/hwui/tests/unit/
DRecordingCanvasTests.cpp669 auto& bitmaps = dl->getBitmapResources(); in TEST() local
670 EXPECT_EQ(1u, bitmaps.size()); in TEST()
683 auto& bitmaps = dl->getBitmapResources(); in TEST() local
684 EXPECT_EQ(1u, bitmaps.size()); in TEST()
708 auto& bitmaps = dl->getBitmapResources(); in TEST() local
709 EXPECT_EQ(1u, bitmaps.size()); in TEST()
/frameworks/base/docs/html/training/
Dtraining_toc.cs443 <a href="<?cs var:toroot ?>training/displaying-bitmaps/index.html"
445 "How to load and process bitmaps while keeping your user interface
450 <li><a href="<?cs var:toroot ?>training/displaying-bitmaps/load-bitmap.html">
454 <li><a href="<?cs var:toroot ?>training/displaying-bitmaps/process-bitmap.html">
458 <li><a href="<?cs var:toroot ?>training/displaying-bitmaps/cache-bitmap.html">
462 <li><a href="<?cs var:toroot ?>training/displaying-bitmaps/manage-memory.html">
466 <li><a href="<?cs var:toroot ?>training/displaying-bitmaps/display-bitmap.html">
/frameworks/base/docs/html/training/multiscreen/
Dindex.jd74 alias filters, and nine-patch bitmaps).</dd>
80 bitmaps appropriate for each density).</dd>
Dscreensizes.jd49 <li>Providing bitmaps that scale correctly</li>
338 runtime will stretch or shrink your images uniformly. The solution is using nine-patch bitmaps,
342 <p>Therefore, when designing bitmaps that will be used on components with
/frameworks/base/docs/html/training/basics/supporting-devices/
Dscreens.jd15 <li><a href="#create-bitmaps">Create Different Bitmaps</a></li>
40 <p>To declare different layouts and bitmaps you'd like to use for different screens, you must place
132 <h2 id="create-bitmaps">Create Different Bitmaps</h2>
/frameworks/base/docs/html/guide/topics/ui/controls/
Dbutton.jd188 <li>Create three bitmaps for the button background that represent the default, pressed, and
190 <p>To ensure that your images fit buttons of various sizes, create the bitmaps as <a
191 href="{@docRoot}guide/topics/graphics/2d-graphics.html#nine-patch">Nine-patch</a> bitmaps.</p>
193 <li>Place the bitmaps into the <code>res/drawable/</code> directory of
/frameworks/base/packages/SystemUI/src/com/android/systemui/statusbar/policy/
DUserSwitcherController.java173 SparseArray<Bitmap> bitmaps = new SparseArray<>(mUsers.size()); in refreshUsers() local
181 bitmaps.put(r.info.id, r.picture); in refreshUsers()
190 final SparseArray<Bitmap> bitmaps = params[0]; in refreshUsers() local
215 Bitmap picture = bitmaps.get(info.id); in refreshUsers()
280 }.execute((SparseArray) bitmaps); in refreshUsers()
/frameworks/base/docs/html/guide/topics/graphics/
Dindex.jd40 <a href="{@docRoot}training/displaying-bitmaps/index.html">
Doverview.jd34 things that are easier to represent with Drawable resources, such as a progression of bitmaps.</dd>
/frameworks/base/docs/html/training/wearables/watch-faces/
Dperformance.jd160 <p>If you have bitmaps that are often drawn together, consider combining them into the same
162 marks to avoid drawing two full-screen bitmaps every time the system redraws the watch face.</p>
171 effect on bitmaps.</p>
/frameworks/base/docs/html/guide/topics/resources/
Dindex.jd3 …are the additional files and static content that your code uses, such as bitmaps, layout definitio…
Davailable-resources.jd30 <dd>Define various graphics with bitmaps or XML.<br/>
/frameworks/base/docs/html/guide/practices/
Dscreens_support.jd290 <p>However, bitmap scaling can result in blurry or pixelated bitmaps, which you might notice in the
292 different densities. For example, you should provide higher-resolution bitmaps for high-density
344 bitmaps. To ensure your bitmaps look their best, you should include alternative versions at
349 (extra-extra-high), and <code>xxxhdpi</code> (extra-extra-extra-high). For example, bitmaps
639 <p>If your UI uses bitmaps that need to fit the size of a view even after the system scales
1028 use pixel values in your application code to work with bitmaps that are not pre-scaled for the
1032 <p>If your application manipulates bitmaps or deals with pixel values at runtime, see the section
1082 screen densities and how you can further control how bitmaps are drawn on different densities. The
1088 runtime, you should understand that the system helps ensure the proper scale for bitmaps in the
1150 <p>If your application manipulates bitmaps or directly interacts with pixels on the screen in some
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/frameworks/base/docs/html/training/tv/start/
Dlayouts.jd18 <li><a href="#large-bitmaps">Handle Large Bitmaps</a></li>
248 <h2 id="large-bitmaps">Handle Large Bitmaps</h2>
278 <a href="{@docRoot}training/displaying-bitmaps/index.html">Displaying Bitmaps Efficiently</a>.
/frameworks/base/docs/html/training/custom-views/
Dcustom-drawing.jd49 class defines methods for drawing text, lines, bitmaps, and many other graphics primitives. You can
252 <li>Draw bitmaps using {@link android.graphics.Canvas#drawBitmap drawBitmap()}.</li>
/frameworks/base/docs/html-intl/intl/pt-br/training/material/
Ddrawables.jd34 <p>Com o Android 5.0 (API de nível 21) e posteriores, você pode colorir bitmaps e nine-patches defi…
/frameworks/base/docs/html/training/material/
Ddrawables.jd36 <p>With Android 5.0 (API level 21) and above, you can tint bitmaps and nine-patches defined as
/frameworks/base/docs/html/design/material/
Dindex.jd179 <li><strong>Drawable tinting</strong> lets you define bitmaps as an alpha mask and tint them with
/frameworks/base/docs/html/guide/topics/manifest/
Dcompatible-screens-element.jd44 provide scalable support for multiple screens using alternative layouts and bitmaps

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