Any way to reduce size of boot animation? - Xperia Play Q&A, Help & Troubleshooting

So, i made a boot animation that has around 220 pictures.
Ive compressed it ect and its turned out to be 40 mb -.-
im guessing that wont fit on my internal boot animation slot
Is there a way to reduce its size?
Thanks

Try reducing image quality, colours etc.
Also have you actually tried it? It may work

Yeah, it fits and everything, just i only have 20 mb left (according to root explorer)
Whats this memory used for? -In system media

Very slow with it in full screen, doesnt even make it through half of the animation

Try removing every other frame, that'll speed it up and usually doesn't decrease the animation quality much (so "keep one, skip one, keep one, skip one, keep one, skip one, etc.)

Related

animation off

I just took if the animation option off in display settings off. I notice it makes the phone run alot smoother in the home screen. What features am I missing out in due to this?
ariel123 said:
I just took if the animation option off in display settings off. What features am I missing out in due to this?
Click to expand...
Click to collapse
You're missing the screen animations features. obvious question is obvious.
____________________
Deebo took your bike too?
just eye candies... which i prefer to see in this beauty of a phone T989
in my Nexus S i had to disable them all, as it slows down the phoen
The_Biz said:
You're missing the screen animations features. obvious question is obvious.
____________________
Deebo took your bike too?
Click to expand...
Click to collapse
What animation I haven't seen any besides when you hold the number row and you can slide across the screens
He means your missing the photon/ crt animation. Its the graphic that looks like an old tube tv turning off.
Sent from my SGH-T989 using xda premium
nooo... there's more
there's the page to page transition
the animated pop up and fade off
and many more effects that is not launcher related
because depending on the launcher you use, itself also provides other types of animation, so it's hard to figure out which one belongs to the system, and which to the launcher
Well why does it make things laggy at times when loading apps and going through the hone screen
ariel123 said:
Well why does it make things laggy at times when loading apps and going through the hone screen
Click to expand...
Click to collapse
did not detect any lag from stock rom, or customized rom
perhaps you have too much stuff running?
how much FREE RAM is left in your phone in average?
remember to exit out completely out of apps/games you don't use for the next few hours
OK I was playing around with it and now I see the animation how it looks different when you go in messaging and contacts. Then when its off. But It at times it does go into a black screen for like 2 seconds compared to no animations that it just loads it instantly. I cleared my ram and closed out all the apps running which were quiet a few but it goes back to using 586 out of 784 ram with no apps running
that is alot of stuff running, that might explain why your phone might be lagging a bit
i only have aprox 260 MB in use and 480 MB free of 782 MB total, the rest are cached apps that are in standby
Any time you turn animations off on your PC or your phone, you are going to get better performance. It's the first thing I turned off when I got this phone. Just for fun, I read this thread and turned them back on for a few minutes. It's back off already...can't stand how laggy it makes the phone and mine is stock with only about 20 apps.

Wallpaper help

I'm trying to get this shot of the headphones to be shown entirely on the home screen of my Nexus 7 but I can't seem to format it properly. What I did first was shrink the width to 720 (with the height changing proportionally) and then I pasted it into a black background of a 720x1280. I loaded it onto my tablet and I only get the headphone partially. I then took the original image and increased the canvas width and filled in with black. I pretty much get the same cropped portion of the headphone. Can anyone help me in what I'm doing wrong?
http://wall.alphacoders.com/wallpaper.php?i=73967
Thanks!
Tweaked the image a little as it looked very crooked and "wrong" to my eyes, but I attacked two versions, one that is full width and one that is single screen width. Also I use a free app called "Wallpaper Set Save" to set the wallpaper, as it makes it fit and means you dont have to do that "crop" shenanigans.
eu4ria said:
Tweaked the image a little as it looked very crooked and "wrong" to my eyes, but I attacked two versions, one that is full width and one that is single screen width. Also I use a free app called "Wallpaper Set Save" to set the wallpaper, as it makes it fit and means you dont have to do that "crop" shenanigans.
Click to expand...
Click to collapse
Thanks - but those images still didn't quite do what I was hoping for. I'm looking to have the headphones only on the main home screen. I thought adding black bars to the side would take care of that, but didn't seem to make much of a difference. I'll fool around with the app.

Bitmap Android app help

m developing an Android app but im still inexperient with some sdk stuff. One of the things is about multiple resolutions.
I know that, Android documentations talks about using multiple image folders for the screen resolutions. But i ask myself, how to reduce App size? And thats where i find "rezise Images". Plus, i unpack some App's and saw that they used just one folder, for one image.
My questions is, should i use "resize images" or should i use many images for multiple folders? What is the differences? What people usually do? What advantages and disavantages?
Im really thinking about this.. Get Android device density, and rezise image by density.. But i dont know if this is the best pratices, or something.
Usually the purpose on using different images for different densities is used on buttons or graphics that you want to have a specific "real-life size". For example in order for a button to be touchable by a human finger it needs to be about 48dp (dp = density independent pixels), for example in a device with high density 48px (pixels) makes the button too small, so if it is 48dp it becomes 72px on screen which is about the same size in real-life.
On big images like in a gallery or something this should be discouraged, you can provide an image in big size and android will automatically resize it in smaller densities. This is quite visible on buttons but not that visible on images.
I'm not sure about the "line" that defines when you need to choose one way or the other, just whatever suits your needs.
Edit: I forgot to mention that it is not good practice to resize images by yourself, if you put an image on "drawable-hdpi" folder (for high density) and a device is using medium density then android will resize the image for you.
I prefer to use less image files. For example I store all app images in xxhpi and xhdpi folders. For other destinies android will reduce image sizes automatically.
Also I use services to reduce image size like tinypng
SergeiPekar said:
I prefer to use less image files. For example I store all app images in xxhpi and xhdpi folders. For other destinies android will reduce image sizes automatically.
Also I use services to reduce image size like tinypng
Click to expand...
Click to collapse
I agree we should try to use less image files than possible but as VGDTom said they is no clear line of when we should provide all the different image sizes and when we would provide only some of the largest which can be re-sized. I would say you will have to compromise on which aspect of your app your totally want to provide the best image for it. For instance I think the app icon is needs all its images just to always make sure you look create in every home screen but for other less important item you can compromise.
Instead of always creating 5 images, creating 5 emulators is a trade off to test, based on what you see you can decide if you need to create one image for each spec.
Up until fairly recently I would have said that providing at xhdpi and mdpi - essentially equivalent to iOS regular size and @2x - is all you really need to get decent visuals across most devices. However, high-res screens are now increasingly the norm, so I'd do xxhdpi as well. Also, always provide launcher icons at all recommended sizes. Nothing kills an app's appeal faster than a blurry launcher.
You can you one folder with one image, but when you do that, you significantly slow down your app. On low screen resolution device, its CPU is too weak but have to work the same task as a high screen resolution device with powerful CPU.

[Q] Wallpaper Compression

After a fair amount of googling, the answers I found were 4 years old and no longer relevant.
Has anyone found a way to apply a wallpaper without compression? I tried with 2 different images, one being the width of the screen, and the other twice the size, however neither came out without horrid compression issues.
As you can see, the images aren't that complex, and the smaller one should be the size of the screen, however it compresses it still. I have tried with Quickpic, Apex Launcher (Which is what I use), Gallery, and Wallpapyrus.
Anyone know how to apply a wallpaper without compression on a 10.1" Tab 3? This is absolutely ridiculous.

Screen resolution, size of icons, text - very ugly

Hi!
Just changing from my good old Note to a G3. With the immensly increased pixels I thought I'd get an even better usability - but so far it is much worse!
Many apps are so ugly as I have seen it only on smaller phones. For example in Hangouts or other such apps I have way less entries on the screen than on my old Note with 1280x800 and 240dpi setting. I can decrease the text size, but the overall extreme height of an entry, a menu line and even in the android system settings remains unchanged. Decreasing the dpi to below 530 has my phone almost stuck since "com.android.phone" keeps crashing and the dialog keeps popping ifinitely. But even with a dpi of 450 things aren't sweet as text goes really small but whitespace is still huge.
So, how come my old phone works so well and shows much more info with 240dpi? Are there other settings I can play with? Those "line heights" are just outrageous. Most apps are in direct comparison to my old Note way better on that one and show more info.
Any links to how android treats these graphic settings and which there are? Does it depend on the version? I use 6 on G3 vs 4.4 on the Note.
Thanks a lot!

Categories

Resources