[android-developers] Re: Loading Bitmaps in native heap

2011-06-12 Thread albnok
I had the same problem when loading as ARGB_565. Use inDither to get rid of very obvious stair-stepping. I would say I could spot a 16-bit image, especially with a lot of reds, on a less red screen (Xoom and Acer Iconia Tab A500) while the Galaxy Tab 7" is a whole splotch of red. However with inDit

[android-developers] Re: Loading Bitmaps in native heap

2011-06-09 Thread webmonkey
> On some devices that is going to be way over budget. The 8mp example is the max case. I don't expect low-end devices to have an 8mp camera. So let me try again, about 64MB of extra space in native on a phone that has 512MB of RAM, is that reasonable? I am just trying to find a right balance here

Re: [android-developers] Re: Loading Bitmaps in native heap

2011-06-08 Thread Dianne Hackborn
On Wed, Jun 8, 2011 at 3:17 PM, webmonkey wrote: > > No, as I said, your app will eventually be silently killed. > OK, but not if you are a foreground app, wouldn't be very silent ;-) > It is silent as far as you are concerned -- no warning, no way to recover, just *poof*. > I am talking sane

[android-developers] Re: Loading Bitmaps in native heap

2011-06-08 Thread webmonkey
> No, as I said, your app will eventually be silently killed. OK, but not if you are a foreground app, wouldn't be very silent ;-) > Pretty universally people coming from a desktop environment have a very > different definition of "reasonable amount of memory" than is actually sane > for a mobile

Re: [android-developers] Re: Loading Bitmaps in native heap

2011-06-08 Thread Dianne Hackborn
On Wed, Jun 8, 2011 at 1:15 PM, webmonkey wrote: > How does the native heap actually tell you, will malloc return NULL if > it cannot reserve enough space? > No, as I said, your app will eventually be silently killed. > And if you are a foreground app, you won't get in trouble will you > (unle

[android-developers] Re: Loading Bitmaps in native heap

2011-06-08 Thread Streets Of Boston
Yeah, but it'll do. :-) The quality of the cameras on phones and tablets is not that great anyway. -- 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

[android-developers] Re: Loading Bitmaps in native heap

2011-06-08 Thread webmonkey
That works but I don't consider 16-bit to be "full-resolution", color fidelity is just as important. On Jun 8, 10:25 pm, Streets Of Boston wrote: > I guess it's playing nice to other background apps. Even a foreground app > can't gobble up all the memory and starve the background apps. > > I figu

[android-developers] Re: Loading Bitmaps in native heap

2011-06-08 Thread Streets Of Boston
I guess it's playing nice to other background apps. Even a foreground app can't gobble up all the memory and starve the background apps. I figured out a way to edit 9MPixel images 16-bit (i.e. 18MByte of data). It makes you program quite carefully when using the left over 6Mbyte of memory, but

[android-developers] Re: Loading Bitmaps in native heap

2011-06-08 Thread webmonkey
How does the native heap actually tell you, will malloc return NULL if it cannot reserve enough space? And if you are a foreground app, you won't get in trouble will you (unless you use insane amounts of it) I can understand that a background app should not use more native memory than the limit.

[android-developers] Re: Loading Bitmaps in native heap

2011-06-08 Thread webmonkey
It is kind of ridiculous that you cannot just load a bitmap in full quality the size of the phone's camera capability, let alone edit it. Then you have to explain to users that you can't because you can only use 16/24/32 MB when their phones have 512MB. As open and powerful as Android is, I never

[android-developers] Re: Loading Bitmaps in native heap

2011-06-08 Thread Streets Of Boston
I wrote an image editor app that claims to deal with full-resolution of the images. However, there is a limit due to the 'issues' you found (limit memory). I got around it (at least, i haven't seen many stack-traces/error-logs sent my way) by doing this: - Limit the resolution. On 1st gen de