Romain, do you have a solution for images downloaded from the network (not
resource files) where you don't know beforehand it's type or density?
On Wednesday, July 11, 2012 12:50:14 PM UTC-5, Romain Guy (Google) wrote:
>
> The fix is unfortunately not in 4.1.1. An easy workaround is to put your
For all the posters saying just change your app to not use gif are not
thinking it through. Consider the use case where images are downloaded
from the network using 3rd party APIs... you may not know the image type or
density... and definitely can't control their image content. You are being
There is already an issue opened.
http://code.google.com/p/android/issues/detail?id=34619
I also experience this bug. My reason for using gif instead of png was the
much lower size of the images.
Gifs size was half as for the pngs.
On Tuesday, July 3, 2012 5:22:20 PM UTC+2, Josh F. wrote:
>
> I
I use now
BitmapFactory.decodeResource()
and then
imageView.setImageBitmap()
Should I consider changing to Bitmap.createScaledBitmap() or just moving
the images to drawable-nodpi should be enough?
Thanks.
On Wednesday, July 11, 2012 7:50:14 PM UTC+2, Romain Guy (Google) wrote:
>
> The fix is un
Android recommends stop using GIFs.
On Thursday, July 12, 2012 10:05:20 AM UTC+5:30, Sree Ramakrishna N wrote:
>
> Avoid using GIF. Use PNGs.
>
> Jpeg is accetable
>
> On Tuesday, July 3, 2012 8:52:20 PM UTC+5:30, Josh F. wrote:
>>
>> I'm wondering if it is "just me" or not, but I have a game tha
Avoid using GIF. Use PNGs.
Jpeg is accetable
On Tuesday, July 3, 2012 8:52:20 PM UTC+5:30, Josh F. wrote:
>
> I'm wondering if it is "just me" or not, but I have a game that has been
> out for years now that uses GIF files for some of the bigger images (many
> are PNG, but some are GIF). In th
The fix is unfortunately not in 4.1.1. An easy workaround is to put your
GIF in drawable-nodpi/ instead and to perform the scaling use
Bitmap.createScaledBitmap() (this API does not cause the bug to happen.)
Alternatively you should think about using PNG instead. GIFs scaled at
runtime are converte
Thanks Romain, I really appreciate you fixing this without even a bug
report being filed. We were using the same GIF for multiple densities as
the auto-scaling worked quite well for us, so that must have been the
problem. Can you clarify if this was fixed in the 4.1.1 that is now being
releas
I found and fixed the bug by the way. It occurs only when the bitmap loaded
from the GIF has the wrong density and gets auto-scaled by the framework.
On Tue, Jul 10, 2012 at 6:19 PM, Bradley Hekman wrote:
> Josh, I encountered the same problem in my app while running on hardware.
> I'm just goin
Josh, I encountered the same problem in my app while running on hardware.
I'm just going to switch over to png..
On Saturday, July 7, 2012 2:39:27 AM UTC-4, Zsolt Vasvari wrote:
>
> If this happens on hardware but not on the emulator, my guess is that this
> is not really a PNG/GIF issue. I cou
If this happens on hardware but not on the emulator, my guess is that this
is not really a PNG/GIF issue. I couldn't get Google I/O tickets either,
so I cannot help.
On Friday, July 6, 2012 11:50:43 PM UTC+8, Josh F. wrote:
>
> I will create the bug report as soon as I can get a development dev
I will create the bug report as soon as I can get a development device with
this actual build on it as it does not happen in the emulator. As it
stands right now you had to be at Google I/O to get one and tickets sold so
fast I was not able to get one. To test this issue and the fix I have had
On Fri, Jul 6, 2012 at 11:01 AM, Josh F. wrote:
> This is a bug in
> Android 4.1 Jelly Bean as released on current devices and I hope that they
> fix it before full retail devices ship or this thread will get very busy.
Please feel free to file a bug report on http://b.android.com, with a
sample
I'm not looking for your sympathy Zsolt, I am pointing out a flaw in the
release as currently available and recommending other developers take
action now to avoid it.
Yes, I am very much aware that the SDK has (as far as I know always has)
stated that the "GIF" is "discouraged", but that does n
That has been the recommendation in the Android SDK for at least the last 2
years. So if you do use GIFs after all this time, can't really feel sorry
for you.
This is the exact quote from the doc and the same line has been there since
at least 1.1 when I started working with the platform:
" A
OK, this will be my last post on this one, but I certainly hope that Google
will fix this in the future as I'm sure I'm not alone here. We have moved
all images away from GIF and now everything works fine in our game. We
will be releasing an update with the same once testing is completed. So,
It is definitely nothing to do with WebKit or the browser or similar, this
is a standard image view in a game trying to load a simple GIF with
transparency. An interesting update: After updating to the latest build
tooks and setting the target SDK all the way up to 16 (for 4.1) the images
now
And we have no idea why you mention Webkit.
On Wednesday, July 4, 2012 2:03:29 PM UTC+8, Subramanya Somayaji wrote:
>
> We have no Idea What are the webkit changes,updates in Jeallybean!!
--
You received this message because you are subscribed to the Google
Groups "Android Developers" group.
We have no Idea What are the webkit changes,updates in Jeallybean!!
--
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
andr
19 matches
Mail list logo