Hey, thanks for the reply.

I guess I should have explained more clearly.  This is a "lighter" type 
animation, which responds to accelerometer input.  The flame flickers 
(plays from a start frame on a short loop) and when you tilt the phone, the 
start frame is "swept" through an animation of the flame bending from one 
side to another.

Because of this, I'm not sure I could really "stream" anything since I 
might need any one frame of the animation at any point.  It just occurred 
to me that maybe I could store only half the frames and flip them in 
software (currently the "flip" is just rendered into the animation).

This is why I'm just using a big image sequence (about 150 frames) as 
drawables.  Any advice?

On Saturday, July 14, 2012 12:26:13 PM UTC-4, Nobu Games wrote:
>
> How many items are in your animation list? If it is really, really huge 
> I'd add some "streaming" logic to your animation player, so older frames 
> get recycled while future frames are loaded in the background. That way you 
> have absolute control over a moving window of frames and you could size 
> that window according to the available amount of free memory. You wouldn't 
> risk OOM crashes on any device with that technique.
>
> Alternatively you could create a video based on your frames and play that 
> one back instead.
>
>
> On Friday, July 13, 2012 10:54:46 PM UTC-5, Matt Schoen wrote:
>>
>> Hey there,
>>
>> I've tried to find info on this, but it seems like a pretty esoteric 
>> case.  I'll admit that I'm probably completely off-base to start, but the 
>> app is 99% done, so I'd rather not change my implementation from it's 
>> current state.  I have an animation that I'm using a big list of drawables 
>> to display, and while it works fine on phones with enough RAM, I get "VM 
>> out of memory" crashes on devices with basically 512 MB RAM and below.
>>
>> I've found the getMemoryClass() function, which seems to report "32" for 
>> a device with 512MB.  I tried overriding the density value, which 
>> successfully avoided the crash, but also resized my whole view!  All I want 
>> is to be able to programmatically tell the view framework to default to the 
>> low-res images.  Is this possible?
>>
>

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