All images, no matter how they are compressed for transmission,
require a certain amount of memory in order to display on screen at
full size.
For a bitmap in millions of colors, this is X x Y x 24 or 32 bits per
pixel (depending on the format – PNG has 8 bits per RGB color plus
another 8 bits for the alpha transparency). Multiply the width in
pixels by the height in pixels, then multiply by either bpp
multiplier, and divide by 8 for bytes. Then start dividing by 1024 to
arrive at Kilobytes, another for Megabytes, and so on. The math is
unavoidable.
In order to display a compressed image, the browser and operating
system have to decompress it and hold the entire thing in memory
before sending it along to the video card. iOS is a modern, virtual
memory operating system, but even still, the hardware has its limits.
Walter
On Apr 15, 2011, at 1:48 PM, TeamSDA wrote:
Hi Guys,
Thank you for your response,
Walter, yes I understand that the images pixel dimensions are very
large for the web and we will mostly likely reduce them. From what I
had read before, our image size should have been fine, just looking
to get a little bit educated. But from what Tim said our images
should be less then 2 megapixels.
Tim, The article says 1024 x 1024 x 2 is the iphone limitation. Is
it just a fluke at the image shows up when I make it 2500 x 1200? In
regards to the 10.4 MB decompressed, how is this effecting the iPhone?
I’ve only tested it on the Wi-Fi, so if it doesn’t work on Wi-Fi
then it mostly likely won’t be working on 3G (Right now I have no
way to test 3G)
Christian
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