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+page.title=Displaying Bitmaps Efficiently
+
+trainingnavtop=true
+startpage=true
+next.title=Loading Large Bitmaps Efficiently
+next.link=load-bitmap.html
+
+@jd:body
+
+<div id="tb-wrapper">
+<div id="tb">
+
+<h2>Dependencies and prerequisites</h2>
+<ul>
+ <li>Android 2.1 (API Level 7) or higher</li>
+ <li><a href="{@docRoot}sdk/compatibility-library.html">Support Library</a></li>
+</ul>
+
+<h2>Try it out</h2>
+
+<div class="download-box">
+ <a href="{@docRoot}shareables/training/BitmapFun.zip" class="button">Download the sample</a>
+ <p class="filename">BitmapFun.zip</p>
+</div>
+
+</div>
+</div>
+
+<p>This class covers some common techniques for processing and loading {@link
+android.graphics.Bitmap} objects in a way that keeps your user interface (UI) components responsive
+and avoids exceeding your application memory limit. If you're not careful, bitmaps can quickly
+consume your available memory budget leading to an application crash due to the dreaded
+exception:<br />{@code java.lang.OutofMemoryError: bitmap size exceeds VM budget}.</p>
+
+<p>There are a number of reasons why loading bitmaps in your Android application is tricky:</p>
+
+<ul>
+ <li>Mobile devices typically have constrained system resources. Android devices can have as little
+ as 16MB of memory available to a single application. The <a
+ href="http://source.android.com/compatibility/downloads.html">Android Compatibility Definition
+ Document</a> (CDD), <i>Section 3.7. Virtual Machine Compatibility</i> gives the required minimum
+ application memory for various screen sizes and densities. Applications should be optimized to
+ perform under this minimum memory limit. However, keep in mind many devices are configured with
+ higher limits.</li>
+ <li>Bitmaps take up a lot of memory, especially for rich images like photographs. For example, the
+ camera on the <a href="http://www.google.com/nexus/">Galaxy Nexus</a> takes photos up to 2592x1936
+ pixels (5 megapixels). If the bitmap configuration used is {@link
+ android.graphics.Bitmap.Config ARGB_8888} (the default from the Android 2.3 onward) then loading
+ this image into memory takes about 19MB of memory (2592*1936*4 bytes), immediately exhausting the
+ per-app limit on some devices.</li>
+ <li>Android app UI’s frequently require several bitmaps to be loaded at once. Components such as
+ {@link android.widget.ListView}, {@link android.widget.GridView} and {@link
+ android.support.v4.view.ViewPager} commonly include multiple bitmaps on-screen at once with many
+ more potentially off-screen ready to show at the flick of a finger.</li>
+</ul>
+
+<h2>Lessons</h2>
+
+<dl>
+ <dt><b><a href="load-bitmap.html">Loading Large Bitmaps Efficiently</a></b></dt>
+ <dd>This lesson walks you through decoding large bitmaps without exceeding the per application
+ memory limit.</dd>
+
+ <dt><b><a href="process-bitmap.html">Processing Bitmaps Off the UI Thread</a></b></dt>
+ <dd>Bitmap processing (resizing, downloading from a remote source, etc.) should never take place
+ on the main UI thread. This lesson walks you through processing bitmaps in a background thread
+ using {@link android.os.AsyncTask} and explains how to handle concurrency issues.</dd>
+
+ <dt><b><a href="cache-bitmap.html">Caching Bitmaps</a></b></dt>
+ <dd>This lesson walks you through using a memory and disk bitmap cache to improve the
+ responsiveness and fluidity of your UI when loading multiple bitmaps.</dd>
+
+ <dt><b><a href="display-bitmap.html">Displaying Bitmaps in Your UI</a></b></dt>
+ <dd>This lesson brings everything together, showing you how to load multiple bitmaps into
+ components like {@link android.support.v4.view.ViewPager} and {@link android.widget.GridView}
+ using a background thread and bitmap cache.</dd>
+
+</dl> \ No newline at end of file