I'm not sure that this is the right forum for platform-developers; it's more geared to app-developers.
However, I will point out that there's an important entity between the framebuffer level and the activity level, and that is the Window. Activities come and go, Dialogs come and go, and their views are attached to the window to be seen. Activities themselves aren't users of pixels, but Views are. I don't think any storage is "given" to a View; the View is merely consulted to render into the Window. On a phone, the Window is basically 95% of the whole screen so you don't necessarily think of this, but it's still a separate entity. I could definitely see some more traditional WIMP implementation offering a Desktop that contains multiple overlapping or tiled Window areas, and in those Windows various Views/Activities being managed in parallel. Not saying that's the best vision of a huge display on Android, but it may help understand the framebuffer question you posed. On Jan 25, 9:59 pm, Videoguy <puri_mall...@yahoo.com> wrote: > Hi > I am trying to come up with memory footprint requirements for an > android based settop box. Does Android maintain framebuffer per > activity or one framebuffer per the whole system? > > Lets say I have 10 activities. Lets assume frame buffer size is 2MB. > Does system need 10x2MB+2MB (= 22MB) for these many resident > activities? > > Thanks -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en