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answers:

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Hello,

In it's simplest explanation, I'm making a really small "interactive movie" app on Android.

In a nut shell, when the app is loaded, it will play a short movie (maybe a few seconds at most @ 12-24fps). I will then have 2 buttons displayed on the screen, and depending on what button is pressed, it I will play another short movie (5-10 seconds). While waiting for the user to make a decision, the movie will be looping.

The movie source is stop-motion photography so it's already chopped up into frames.

My question here is if I should use a Frame Animation technique, or if I should use a Movie player for this. All in all perhaps there's less than 100 still frames that make up the stop-motion. I was going to go the Frame Animation route, but I wasn't sure if having so many individual frames would kill the app so I thought I'd post here to see if anyone had any insight.

Thanks!

A: 

After trial and error, it would seem that if you need to play a lot of large frames in your app, going the movie file route will be a better route. I had decent success on Android 2.2 with the frame animation technique, but when I tried it on Android 1.5 I ran into major "out of memory" exceptions and ended up having to scrap that method and instead, use a movie file of which I seek to different frames of the movie file to give me a similar effect.

justinl
wow actually the movie route is NOT better because there is small lag time in between stitching different movies together or seeking to different spots in the movie. I went back to the frame animation technique but ended up pre-loading all my images instead of dynamically assigning them and it seemed to do the trick :)
justinl