When I use a background for my Android App it begins to lagg. I'm just using :
android:background = "#drawable/picture_here"
When I click on a button it takes 2min till it reacts.
Is it because of the Emulator or am I doing something wrong ?
Of course the emulator is slow. See if you can run intel processor powered emulator to increase its performance. Also see if the image s of the appropriate format. Because heavy formats like bitmaps can be of large size. So make sure that the image is not too big.
Emulator is slow. Also you are displaying image that is too big. Take a look at image's size which must be loaded into RAM at runtime. If you are loading it into frame that is smaller than image itself it must recalculate size of it. (take DPI of device into account) Try smaller your image and run it on real device or e.g. Genymotion.
-Go to http://www.genymotion.com/ download the genymotion emulator
-make an account for free
-install what device you needed and test again the app
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I'm making games app on android using RAWG Video Games Database.
This is how the app look like.
the problem is the API provide large image size average 1.5 MB,
it's too big for small size space in the app, and lots of data wasted.
all the solutions i found was for better performance "after downloading" the image
by scale down the resolution.
is there anyway i can make the image smaller "before download"?
or is there other APIs provide me small image for thumbnail and another one as original size?
Why not download it, make it smaller, and then delete the old version?
I am working on a project where I have users uploading print quality high resolution tif images and I need to create a lower resolution web quality preview for the user if/when they come back to view what they uploaded.
Currently I have a working solution to resize these images using ImageIO.read and ImageIO.write but it is taking up to 15 minutes to modify and save these preview images. I am wondering if there is a better solution that would take less time to complete. Or is this a RAM issue that I am experiencing?
I'm not sure what libraries you're using, but you can do this in two passes. If you're cutting the resolution by half in width and height, then simply take every other pixel and create a quick image from that. It will be low quality, but you should be able to do this very quickly even on large images. Later, perhaps with a workflow automation system, you can "slow cook" a better-quality derez and take some time to do it well.
I have an image of rather large resolution (9332 x 5116). When I go to the codename one editor, to add image, I can add the image, but then when I get back into the editor, the left-side menu doesn't display properly. To be more specific, it doesn't redraw when I'm in the Multi-image or All Images menu. The only way to go back to normal is to do a "Delete unused images."
Is this a known issue? I'd hate to sacrifice image quality.
Any advice greatly appreciated.
Thanks.
The image is WAY too big to fit into any device and would crash many devices when they try to open it. The designer wasn't built to handle images so large, you can run it with more RAM but the solution is to use an image of realistic size.
I work on a big project with codenameone(i can't attach my codes because it's really big). I get android app and it's works on android devices. But recently i get ios build for this project and it's not working on ios device(just showing a white page instead of map).
My project is a map-framework that render tiles and ... on graphics(i used graphics class for drawing, transforming, writing text and more).
I used input stream for working with file because of File not supported.
I need a solution to how debug and find my problem about ios build(why tiles doesn't showed).
In fact i don'n know anything about ios and objective-c.
Thanks in advance.
Most of the logging functionality that allows inspecting issues is for pro developers (you can try the trial) its discussed in this video (mostly focused on crashes): http://www.codenameone.com/how-do-i---use-crash-protection-get-device-logs.html
From your description I would guess you created a really large mutable image (larger than screen bounds) and are drawing onto that. This would be both slow on iOS (and on newer Android devices) and might actually produce that result if the image exceeds the maximum texture size of the device.
If that is not the case you would need to explain what you are doing more precisely.
I have implemented document scanning by camscanner sdk. While taking pictures with high pixel cameras will consume more MB of each picture. Even after editing with camscanner sdk, sometimes it exceeds a MB. So this reason i tried whats app compression algorithm to compress the image but its totally decreases the quality. Now, i want to know is there any other possibilities or ideas to compress the picture with in certain KB's. So that the devices which has slow data connection can easy to upload images to server... So now the camscanner sdk doing perfectly but only thing need to decrease the size of an image else required any other idea..
Please do some search and find out. If you use NDK, better to proceed with tessarat
http://kurup87.blogspot.in/2012/03/android-ocr-tutorial-image-to-text.html
Or simple OCR by using api given. Hope this might help
https://github.com/smart-mobile-software/ocrapiservice