- 23 10月, 2017 7 次提交
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由 Sam Judd 提交于
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由 Sam Judd 提交于
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由 Sam Judd 提交于
The transformation uses the same logic used by the ResourceBitmapDecoder to try to convert non-Bitmap Drawables to BitmapDrawables. Exceptions are thrown that will cause the load to fail if the conversion can’t happen. The primary benefit of this approach is that transformations work similarly for the non-Bitmap Drawables that we’re now decoding. Unfortunately this isn’t a super efficient process, so hopefully it’s rare.
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由 Sam Judd 提交于
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由 Sam Judd 提交于
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由 Sam Judd 提交于
Android's testing frameworks seem happier if there's a binary to test against. Without the binary running tests on Firebase is impossible at the moment. There's also some strange behavior with regards to resource ids of Drawables that are included in the test apk but not the binary apk. Creating a dummy app resolves most of these issues and seems straight forward to maintain moving forward.
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由 Sam Judd 提交于
We may want to more generically handle multiple RequestListeners in the future, but for now we can at least avoid swallowing exceptions in RequestFutureTarget without allocating new Lists every time a RequestListener is added.
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- 21 10月, 2017 5 次提交
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由 Sam Judd 提交于
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由 Sam Judd 提交于
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由 Sam Judd 提交于
Google’s internal build system doesn’t exactly match gradle/android studio’s behavior. The biggest compromise seems to be resource ids, which aren’t available (or at least I haven’t figured out how to get them) internally.
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由 judds 提交于
------------- Created by MOE: https://github.com/google/moe MOE_MIGRATED_REVID=172791960
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由 Sam Judd 提交于
Also parallelizes the build a bit so that samples, the library, and the emulator tests are built and run independently.
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- 20 10月, 2017 2 次提交
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由 Sam Judd 提交于
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由 pkorth 提交于
------------- Created by MOE: https://github.com/google/moe MOE_MIGRATED_REVID=172750122
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- 19 10月, 2017 3 次提交
- 18 10月, 2017 7 次提交
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由 Sam Judd 提交于
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由 Sam Judd 提交于
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由 Sam Judd 提交于
We can use the default themes from Activities and/or Context wrappers to obtain placeholder Drawables, which can be more efficient than forcing callers to call getDrawable when building their request and more powerful/neater than having callers pass in a Theme. This change does NOT pass through the Context or Themes to the decoder that loads non-Bitmap drawables on a background thread to avoid memory leaks. Fixes #1267.
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由 Sam Judd 提交于
useAnimationExecutor can lead to deadlock in scenarios where useUnlimitedSourceExecutor is required. As a result, it’s safer to always prefer useUnlimitedSourceExecutor.
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由 Sam Judd 提交于
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由 Sam Judd 提交于
These are only used as memory cache options, so we can safely change the keys without invalidating disk cache values.
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由 Sam Judd 提交于
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- 17 10月, 2017 1 次提交
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由 Sam Judd 提交于
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- 16 10月, 2017 1 次提交
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由 Sundin 提交于
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- 14 10月, 2017 1 次提交
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由 Sam Judd 提交于
Fixes #2396.
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- 13 10月, 2017 4 次提交
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由 Sam Judd 提交于
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由 Sam Judd 提交于
More progress toward #2270.
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由 Sam Judd 提交于
Fixes #2462.
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由 Sam Judd 提交于
Previously we were obtaining the requested image size. The requested image size is ignored in roundedCorners because the transformation doesn’t scale. As a result we were weirdly stretching the image with some combinations of image and requested dimensions. Fixes #2472.
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- 12 10月, 2017 2 次提交
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由 Sam Judd 提交于
Our normal source executor is often used to load data from networks. Glide’s default networking library runs all networking operations on Glide’s source executor. OkHttp runs the initial connection on its own thread pool, but we still read and write the body of each request to our ache on Glide’s source executor. Even libraries like Volley that buffer the entire request into memory will still require a few hundred milliseconds of Glide’s source executor’s time to write the request to cache. Scrolling through a list of images will enqueue a large number of requests. If each request is relatively time consuming, it’s likely that all of Glide’s source executor threads will end up blocked for significant periods of time, even if the longer requests are lower priority. Using a different executor for GIF frames and other animations lets us avoid junk during playback. Unfortunately there is a CPU and memory hit to using an additional executor. I’ve tried to limit that here by using only one or two threads and a cached thread pool so that few threads are created and are only created when an animation is actually run. Fixes #899
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由 brettchabot 提交于
------------- Created by MOE: https://github.com/google/moe MOE_MIGRATED_REVID=171739060
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- 11 10月, 2017 5 次提交
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由 Sam Judd 提交于
It warns when we use Target.SIZE_ORIGINAL which is currently a negative value.
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由 Sam Judd 提交于
It’s perfectly possible to load a valid image or video frame from raw resources as well as drawables resources.
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由 Sam Judd 提交于
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由 judds 提交于
I've basically just added a helper method that calls thumbnail() recursively for you. It seems like it eliminates some of the especially confusing nested thumbnail logic. Unfortunately it requires @SuppressWarnings("unchecked") whever it's used because it uses varags with a parameterized type (RequestBuilder). I can't currently use @SafeVarargs because that requires a final method. I can't make the method final without preventing mocking in tests (minor) and breaking the generated API (major). By splitting out a separate base class for RequestBuilder I actually probably can fix this in the future, but that's a pretty substantial change that I don't want to make right now. ------------- Created by MOE: https://github.com/google/moe MOE_MIGRATED_REVID=171694145
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由 judds 提交于
This should also be a slight accuracy improvement since we're now using a somewhat more efficient density multiplier in some cases, especially when downsampling. Fixes #2459. ------------- Created by MOE: https://github.com/google/moe MOE_MIGRATED_REVID=171601510
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- 10 10月, 2017 2 次提交