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

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