/frameworks/base/docs/html/training/displaying-bitmaps/ |
D | index.jd | 2 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
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D | cache-bitmap.jd | 41 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 [all …]
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D | manage-memory.jd | 151 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
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D | load-bitmap.jd | 39 <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
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/frameworks/base/services/core/java/com/android/server/ |
D | AssetAtlasService.java | 135 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() [all …]
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/frameworks/base/docs/html-intl/intl/ja/training/tv/start/ |
D | layouts.jd | 16 <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<…
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/frameworks/base/libs/hwui/tests/unit/ |
D | RecordingCanvasTests.cpp | 669 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()
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/frameworks/base/docs/html/training/ |
D | training_toc.cs | 443 <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">
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/frameworks/base/docs/html/training/multiscreen/ |
D | index.jd | 74 alias filters, and nine-patch bitmaps).</dd> 80 bitmaps appropriate for each density).</dd>
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D | screensizes.jd | 49 <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
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/frameworks/base/docs/html/training/basics/supporting-devices/ |
D | screens.jd | 15 <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>
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/frameworks/base/docs/html/guide/topics/ui/controls/ |
D | button.jd | 188 <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
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/frameworks/base/packages/SystemUI/src/com/android/systemui/statusbar/policy/ |
D | UserSwitcherController.java | 173 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()
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/frameworks/base/docs/html/guide/topics/graphics/ |
D | index.jd | 40 <a href="{@docRoot}training/displaying-bitmaps/index.html">
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D | overview.jd | 34 things that are easier to represent with Drawable resources, such as a progression of bitmaps.</dd>
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/frameworks/base/docs/html/training/wearables/watch-faces/ |
D | performance.jd | 160 <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>
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/frameworks/base/docs/html/guide/topics/resources/ |
D | index.jd | 3 …are the additional files and static content that your code uses, such as bitmaps, layout definitio…
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D | available-resources.jd | 30 <dd>Define various graphics with bitmaps or XML.<br/>
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/frameworks/base/docs/html/guide/practices/ |
D | screens_support.jd | 290 <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 [all …]
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/frameworks/base/docs/html/training/tv/start/ |
D | layouts.jd | 18 <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>.
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/frameworks/base/docs/html/training/custom-views/ |
D | custom-drawing.jd | 49 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>
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/frameworks/base/docs/html-intl/intl/pt-br/training/material/ |
D | drawables.jd | 34 <p>Com o Android 5.0 (API de nível 21) e posteriores, você pode colorir bitmaps e nine-patches defi…
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/frameworks/base/docs/html/training/material/ |
D | drawables.jd | 36 <p>With Android 5.0 (API level 21) and above, you can tint bitmaps and nine-patches defined as
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/frameworks/base/docs/html/design/material/ |
D | index.jd | 179 <li><strong>Drawable tinting</strong> lets you define bitmaps as an alpha mask and tint them with
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/frameworks/base/docs/html/guide/topics/manifest/ |
D | compatible-screens-element.jd | 44 provide scalable support for multiple screens using alternative layouts and bitmaps
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