animationdrawable

java.lang.OutOfMemoryError occur on the animation Loading?

对着背影说爱祢 提交于 2019-12-11 08:37:51
问题 What I get from the Developer site is "If in the loading time total size of the animation exceed the value of Virtual heap memory , this error will occur" and For the Solution use BitmapFactory . I tried in the below code : Now, the question is this, "what are responsible for this error ?" : Does dimensions of the image are count when the Images load for animation. Like : If I have 10 images dimensions( 1100 * 1100 ) and use ARGB_8888 pattern for the image. Size of images(500KB, 1MB etc )

how do i run AnimationDrawable 3 times

时光总嘲笑我的痴心妄想 提交于 2019-12-11 01:58:09
问题 Hi again everyone and thanks for your help last time. Thanks also for any help you all give me on this one! So i have an amimationDrawable of a coinSpinning. <animation-list xmlns:android="http://schemas.android.com/apk/res/android" android:oneshot="true"> <item android:drawable="@drawable/coinflip1" android:duration="25" /> <item android:drawable="@drawable/coinflip2" android:duration="25" /> <item android:drawable="@drawable/coinflip3" android:duration="25" /> <item android:drawable="

Frame by frame animation Android

僤鯓⒐⒋嵵緔 提交于 2019-12-08 12:18:49
问题 I wanted to create a talking avatar, using tts Android and drawable frame anmation in Android. The lip sync images were stored in the drawable folder. And this is the piece of function that is executed when the speak button is pressed. The gist of the function is, based on the letters occurring, each corresponding lip sync action is added to the animation. The rest of actions are based on the language selected to speak, the pitch and speech rate decided. Thread is used to run the animation

Create animation by changing image in ImageView with Timer (or Handler)

独自空忆成欢 提交于 2019-12-06 03:25:07
问题 I want to create an simple animation by changing frames inside an ImageView. I don't want to use AnimationDrawable because i need to receive events when a frame changed or when the animation stoped, to be able to play it backwards, restart it and so on. My problem is that the frames doesn't actually change event though setImageDrawable gets called (on the main thread). So everythings seems to work fine excepts that the frames doesn't change (actually just a frame is drawn, the first one). So

Android: AnimationDrawable cast error

大兔子大兔子 提交于 2019-12-05 00:46:16
I was following the Google provided example of how to use AnimationDrawable with an ImageView. You can find it here: http://developer.android.com/guide/topics/graphics/drawable-animation.html imageView.setBackgroundResource(R.drawable.animation); AnimationDrawable animation = (AnimationDrawable)imageView.getBackground(); animation.start(); When I run it I get the error: java.lang.ClassCastException: android.graphics.drawable.BitmapDrawable cannot be cast to android.graphics.drawable.AnimationDrawable Google seems to think this should work, but if you cannot cast a BitmapDrawable to

Create animation by changing image in ImageView with Timer (or Handler)

我的未来我决定 提交于 2019-12-04 08:09:55
I want to create an simple animation by changing frames inside an ImageView. I don't want to use AnimationDrawable because i need to receive events when a frame changed or when the animation stoped, to be able to play it backwards, restart it and so on. My problem is that the frames doesn't actually change event though setImageDrawable gets called (on the main thread). So everythings seems to work fine excepts that the frames doesn't change (actually just a frame is drawn, the first one). So my code: public class AnimatedImageView extends ImageView implements Animatable, Runnable { private

android live wallpapers parallax-scrolling effect

风格不统一 提交于 2019-12-02 11:22:28
when we scroll, the foreground of the home screen (icons, widgets, etc.) moves to the left or right by the full screen width, but the background image (or live wallpaper) only moves by a fraction of that width. My question is how get this effect. till now have done this. SurfaceHolder holder = getSurfaceHolder(); Canvas canvas = null; try { canvas = holder.lockCanvas(); if (canvas != null) { drawCircles(canvas); } } finally { if (canvas != null) holder.unlockCanvasAndPost(canvas); } the draw function is { private void draw(Canvas canvas) { Paint paint = new Paint(); DisplayMetrics

How to animate .gif images in an android?

天大地大妈咪最大 提交于 2019-11-27 19:28:27
Here is the code for xml: <ImageView android:id="@+id/imageView1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:src="@drawable/minepic" /> Here the minepic is a gif animated image but after running the application its just showing a static image. Is there any solution about how to animate the .gif images in android application? To give a precise and complete answer here is what you need to do step wise: You would need to have different .png images which will act as frames for your animation. Save them in res/drawable folder. Create anim.xml file in res

How do I pause frame animation using AnimationDrawable? [closed]

那年仲夏 提交于 2019-11-26 20:44:08
How do I pause frame animation using AnimationDrawable? I realize this thread is quite old, but since this was the first answer on Google when I was searching for a way to pause an animation, I'll just post the solution here for someone else to see. What you need to do is subclass the animation type you'd like to use and then add methods for pausing and resuming the animation. Here is an example for AlphaAnimation: public class PausableAlphaAnimation extends AlphaAnimation { private long mElapsedAtPause=0; private boolean mPaused=false; public PausableAlphaAnimation(float fromAlpha, float

How do I pause frame animation using AnimationDrawable? [closed]

烂漫一生 提交于 2019-11-26 07:44:30
问题 How do I pause frame animation using AnimationDrawable? 回答1: I realize this thread is quite old, but since this was the first answer on Google when I was searching for a way to pause an animation, I'll just post the solution here for someone else to see. What you need to do is subclass the animation type you'd like to use and then add methods for pausing and resuming the animation. Here is an example for AlphaAnimation: public class PausableAlphaAnimation extends AlphaAnimation { private long