Android: BitmapFactory changes dimensions of image when decoding from ByteArray - android

I am converting an android Image captured in my application to a bitmap. I am doing this by getting the image buffer from the pixel plane of the image and then using BitMapFactory to decode it into a Bitmap. However, doing so seems to change the resolution of the Image from 1920 x 1440 to 1800 x 1600, cropping out the top and bottom of the image in the process. The code for the method is shown here.
`protected void getImageFromBuffer(ImageReader reader){
Image image = null;
image = reader.acquireLatestImage();
ByteBuffer buffer = image.getPlanes()[0].getBuffer();
System.out.println("Getting Image Ready");
synchronized (this){
image_to_upload = new byte[buffer.capacity()];
buffer.get(image_to_upload);
Bitmap storedBitmap = BitmapFactory.decodeByteArray(image_to_upload, 0, image_to_upload.length, null);
Matrix mat = new Matrix();
mat.postRotate(jpegOrientation); // angle is the desired angle you wish to rotate
storedBitmap = Bitmap.createBitmap(storedBitmap, 0, 0, storedBitmap.getWidth(), storedBitmap.getHeight(), mat, true);
ByteArrayOutputStream byteArrayOutputStream = new ByteArrayOutputStream();
storedBitmap.compress(Bitmap.CompressFormat.JPEG,70, byteArrayOutputStream);
image_to_upload = byteArrayOutputStream.toByteArray();
image_ready = true;
System.out.println("Image Ready");
}
}`
Debugging shows that the height and width of the Image are correct before the buffer is converted to a bitmap, but the bitmap dimensions are wrong immediately after decodeByteArray. Can anyone suggest why this may be? I have checked the dimensions before applying the matrix transformation.
EDIT: To add further details, I have tried using BitmapFactory.Options() to disable scaling or to set the target density and neither have any impact on the resulting Bitmap, it is always size 1800 x 1600.

You can change some options that affects the result resolution of your bitmap by using the Options param to the decodeByteArray:
BitmapFactory.Options options = new BitmapFactory.Options();
options.inDensity = DisplayMetrics.DENSITY_XXHIGH;//for example
BitmapFactory.decodeByteArray(image_to_upload, 0, image_to_upload.length, options);

Related

size of byte array before and after writing to file is different why

public void onPictureTaken(byte[] data, Camera camera) {
Uri imageFileUri = null;
BitmapFactory.Options bmpFactoryOptions = new BitmapFactory.Options();
bmpFactoryOptions.inJustDecodeBounds = true;
Bitmap mBitmap = BitmapFactory.decodeByteArray(data, 0, data.length, bmpFactoryOptions);
Log.d("SIZE", "mBitmap size :" + data.length);
bmpFactoryOptions.inJustDecodeBounds = false;
mBitmap = BitmapFactory.decodeByteArray(data, 0, data.length, bmpFactoryOptions);
imageFileUri = getApplicationContext().getContentResolver().insert(
MediaStore.Images.Media.EXTERNAL_CONTENT_URI, new ContentValues());
OutputStream imageFileOS = getContentResolver().openOutputStream(imageFileUri);
mBitmap.compress(Bitmap.CompressFormat.JPEG, 100, imageFileOS);
imageFileOS.flush();
imageFileOS.close();
ByteArrayOutputStream stream1 = new ByteArrayOutputStream();
mBitmap.compress(Bitmap.CompressFormat.JPEG, 100, stream1);
byte[] imageInByte1 = stream1.toByteArray();
long lengthbmp1 = imageInByte1.length;
Log.d("SIZE", "ByteArrayOutputStream1 size :" + lengthbmp1);
output of the Log is like below :
D/SIZE (23100): mBitmap size :4858755
D/SIZE (23100): ByteArrayOutputStream1 size :8931843
Can anybody help me why this difference.
I need to compress the image based on the size, but without compressing the size getting different..
You appear to be loading the image and then recompressing to bitmap
mBitmap.compress(Bitmap.CompressFormat.JPEG, 100, stream1);
Then you're wondering why the image size isn't the same? The answer is you've re-encoded it. Is 100 the compression ratio? If you load a bitmap compressed at 80% and then resave it to 100% in any image editor the size will grow.
The first question is why you reencode the bitmap when you already have the bytes. The size difference you observe comes from the different compression. The camera app will typically compress the image with a quality lower than 100 but you recompress it with 100. It is clear that your image representation will need more space.
If recompression is really necessary (for example if you altered the image in some way), try lower quality factors for better compression. Depending on your image something between 90 and 100 may work well.

Converting images in Android

I am facing a few problems here. I have a socket server and my app uploads images to it. Now if I say I have 1 million customers each one 1mb for image, I should leave 1 terabyte for just profile images, which is too much. I am seeking a way to convert all image files to max 100 kb size, is such thing possible? If so what should I search for?
And also I'm selecting image files from disk, like this:
File file = new File("storage/sdcard/LifeMatePrivate/ProfileImage
/ProfileImage,imagechange_1,"+imagenamer+".jpg")
But as you see it just selects images with prefix.jpg. Is there a way I can the file with any extension? Thanks.
public void SaveImage(View v){
System.out.println(path);
String Path = path;
//File file=new File("storage/sdcard/Pictures/reza2.jpg");
Bitmap bitmap = BitmapFactory.decodeFile("storage/sdcard/Pictures
/reza2.jpg");
// you can change the format of you image compressed for what do you
want;
//now it is set up to 640 x 960;
Bitmap bmpCompressed = Bitmap.createScaledBitmap(bitmap, 640, 960, true);
ByteArrayOutputStream bos = new ByteArrayOutputStream();
// CompressFormat set up to JPG, you can change to PNG or whatever you
want;
bmpCompressed.compress(CompressFormat.PNG, 100, bos);
// Intent returnIntent = new Intent();
// returnIntent.putExtra("result",Path);
// setResult(RESULT_OK,returnIntent);
// Log.i("Image",path);
finish();
}
this code is inside an activity stared with StartActivityForResult
Try this to compress your images..
Bitmap bitmap = BitmapFactory.decodeFile(imagefilepath);
// you can change the format of you image compressed for what do you want;
//now it is set up to 640 x 960;
Bitmap bmpCompressed = Bitmap.createScaledBitmap(bitmap, 640, 960, true);
ByteArrayOutputStream bos = new ByteArrayOutputStream();
// CompressFormat set up to JPG, you can change to PNG or whatever you want;
bmpCompressed.compress(CompressFormat.JPEG, 100, bos);
now bmpCompressed is a compressed file format
There is 2 ways to scale a bitmap :
With given size :
Bitmap yourBitmap;
Bitmap resized = Bitmap.createScaledBitmap(yourBitmap, newWidth, newHeight, true);
Sampling image using :
BitmapFactory.decodeFile(file, options)

Dynamically creating a compressed Bitmap

I'm writing a custom printing app in Android and I'm looking for ways to save on memory. I have three basic rectangles I need to print on a full page. Currently I'm creating a base Bitmap the size of the page:
_baseBitmap = Bitmap.createBitmap(width/_scale, height/_scale, Bitmap.Config.ARGB_8888);
The print process requests a Rect portion of that page. I cannot predetermine the dimensions of this Rect.
newBitmap = Bitmap.createBitmap(fullPageBitmap, rect.left/_scale, rect.top/_scale, rect.width()/_scale, rect.height()/_scale);
return Bitmap.createScaledBitmap(newBitmap, rect.width(), rect.height(), true);
Using bitmap config ARGB_8888 _baseBitmap is about 28MB (8.5"x11" # 300dpi = 2250*3300*4bytes). Even at 50% scaling (used above), my image is over 7MB. Scaling any smaller than this and image quality is too poor.
I've attempted to create _baseBitmap using Bitmap.Config.RGB_565, which does greatly reduce the full image size, but then when I overlay an image (jpegs) I get funny results. The image is compressed in width, duplicated next to itself, and all the color is green.
BitmapFactory.Options options = new BitmapFactory.Options();
options.inDither = true;
options.inPreferredConfig = Bitmap.Config.RGB_565;
Bitmap myBitmap = BitmapFactory.decodeStream(input, null, options);
input.close();
return myBitmap;
....
private static Bitmap overlay(Bitmap bmp1, Bitmap bmp2, float left, float top) {
Canvas canvas = new Canvas(bmp1);
canvas.drawBitmap(bmp2, left, top, null);
return bmp1;
}
I know I can compress an image of these dimensions down to a reasonable size. I've looked into Bitmap.compress, but for some reason beyond my understanding I'm getting the same size image back:
ByteArrayOutputStream os = new ByteArrayOutputStream();
_baseBitmap.compress(Bitmap.CompressFormat.JPEG, 3, os);
byte[] array = os.toByteArray();
Bitmap newBitmap = BitmapFactory.decodeByteArray(array, 0, array.length);
_baseBitmap.getAllocationByteCount() == newBitmap.getAllocationByteCount()
It would be better to create it compressed than to create a large one and then compress it. Is there any way to create a compressed Bitmap? Any advice is greatly appreciated.
note: Not an Android expert. I'm not necessarily familiar with the platform specific terms you may use to respond. Please be gentle.
Try something like this, if you have a target size in mind.
private static final int MAX_BYTES_IMAGE = 4194304; // 4MB
//...
ByteArrayOutputStream out;
int quality = 90;
do
{
out = new ByteArrayOutputStream();
bitmap.compress(Bitmap.CompressFormat.JPEG, quality, out);
quality -= 10;
} while (out.size() > MAX_BYTES_IMAGE_FILESIZE);
out.close();

How to avoid "out of memory exception" when doing Bitmap processing?

In onPictureTaken, I want to do the following:
Bitmap decodedPicture = BitmapFactory.decodeByteArray(data, 0, data.length);
Matrix matrix = new Matrix();
matrix.preScale(-1.0f, 1.0f);
Bitmap picture = Bitmap.createBitmap(decodedPicture, 0, 0, decodedPicture.getWidth(), decodedPicture.getHeight(), matrix, false);
View v1 = mainLayout.getRootView();
v1.setDrawingCacheEnabled(true);
Bitmap screenshot = Bitmap.createBitmap(v1.getDrawingCache());
v1.setDrawingCacheEnabled(false);
Bitmap scaledPicture = Bitmap.createScaledBitmap(picture, screenshot.getWidth(), screenshot.getHeight(), true);
Bitmap compos = Bitmap.createBitmap(scaledPicture.getWidth(), scaledPicture.getHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(compos);
canvas.drawBitmap(scaledPicture, new Matrix(), null);
canvas.drawBitmap(screenshot, new Matrix(), null);
MediaStore.Images.Media.insertImage(getContentResolver(), compos, "name" , "description");
sendBroadcast(new Intent(Intent.ACTION_MEDIA_MOUNTED, Uri.parse("file://" + Environment.getExternalStorageDirectory())));
My only requirement is that I'd like to save a high-quality photo... Seems I might have to sacrifice that.
On my Nexus 4 and newer devices, this code runs fine and as expected. But on older devices that have less memory, I'm running out of RAM! :(
How do I do the same image manipulation without running up against the memory limit?? I'm not trying to display these images on screen, so the solutions that have to do with a scaled down image don't really apply here...
you need to read the bitmap in with an increased sample size. the trick is finding the correct sample size that won't result in reduced resolution when you ultimately scale the image. i wrote a blog entry about it here that includes a nice utility class for scaling,
http://zerocredibility.wordpress.com/2011/01/27/android-bitmap-scaling/
you could probably simplify that class quite a bit depending on your specific needs.
the jist is to read just the size of the bitmap. calculate the optimal sample size based on your desired scaled size, read the bitmap in using that sample size, then fine-scale it to exactly the size you want.
You have so many Bitmap object lying around. try recycling/reusing some of this.
Not exactly sure what is your requirement is but i can see you can save some memory by simply doing this.
Bitmap decodedPicture = BitmapFactory.decodeByteArray(data, 0, data.length);
Matrix matrix = new Matrix();
matrix.preScale(-1.0f, 1.0f);
Bitmap picture = Bitmap.createBitmap(decodedPicture, 0, 0, decodedPicture.getWidth(), decodedPicture.getHeight(), matrix, false);
decodedPicture.recycle();
decodedPicture=null;
View v1 = mainLayout.getRootView();
v1.setDrawingCacheEnabled(true);
Bitmap screenshot = Bitmap.createBitmap(v1.getDrawingCache());
v1.setDrawingCacheEnabled(false);
Bitmap scaledPicture = Bitmap.createScaledBitmap(picture, screenshot.getWidth(), screenshot.getHeight(), true);
picture.recycle();
picture=null;
Bitmap compos = Bitmap.createBitmap(scaledPicture.getWidth(), scaledPicture.getHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(compos);
canvas.drawBitmap(scaledPicture, new Matrix(), null);
canvas.drawBitmap(screenshot, new Matrix(), null);
MediaStore.Images.Media.insertImage(getContentResolver(), compos, "name" , "description");
sendBroadcast(new Intent(Intent.ACTION_MEDIA_MOUNTED, Uri.parse("file://" + Environment.getExternalStorageDirectory())));
Also look into your memory footprint, make sure device wise memory you are using are is not too big.
FYI, on post honycomb devices bitmap pixel image allocated on native layer. You need recycle() or finalizer() to restore memory
Considering you don't want to resize your bitmap and don't want to display it, I'd do something like this:
Load the Bitmap with inJustDecodeBounds to see its original height and width (code from here)
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeResource(res, resId, options);
// Calculate inSampleSize
options.inSampleSize = calculateInSampleSize(options, reqWidth, reqHeight);
Depending on the size and memory you have, you can directly process it from there (i.e. load the Bitmap) or proceed to load a number of chunks of said Bitmap with the Bitmap.createBitmap method that allows you to only load a chunk of data. Optionally: consider converting it into a byte array (see code below) and null+ recycle() before you process the chunk.
code
ByteArrayOutputStream byteArrayBitmapStream = new ByteArrayOutputStream();
bitmapPicture.compress(Bitmap.CompressFormat.PNG, COMPRESSION_QUALITY, byteArrayBitmapStream);
byte[] b = byteArrayBitmapStream.toByteArray();
I use for work with Bitmap class WeakReference and after I always call recycle on the instance object WeakReference, the snippet code for rotate image:
BitmapFactory.Options options = new BitmapFactory.Options();
options.inScaled = false;
options.inPurgeable = true;
options.inInputShareable = true;
options.inPreferredConfig = Bitmap.Config.RGB_565;
WeakReference<Bitmap> imageBitmapReference = new WeakReference<Bitmap>(BitmapFactory.decodeByteArray(params[0], 0, params[0].length, options));
Matrix mat = new Matrix();
mat.postRotate(90.0f);
imageBitmapReference = new WeakReference<Bitmap (Bitmap.createBitmap(imageBitmapReference.get(), 0, 0, resolution[0], resolution[1], mat, true));
FileOutputStream fos = new FileOutputStream(filename);
imageBitmapReference.get().compress(Bitmap.CompressFormat.PNG, 100, fos);
fos.flush();
fos.close();
imageBitmapReference.get().recycle();
And second solution how work with Bitmap and don't get OutOfMemory Exception is use library Universal Image Loader
(Of course is so the third solution set in your AndroidManifest property android:largeHeap="true" and really DON'T USE THIS property).
The perfect material is on the http://developer.android.com/training/displaying-bitmaps/index.html and video https://www.youtube.com/watch?v=_CruQY55HOk

Bitmap resizing and rotating: linear noise

I am resizing image and rotating it using Matrix:
Matrix mtx = new Matrix();
if(orientation>0) {
mtx.postRotate(orientation);
Log.d(TAG,"image rotated: "+orientation);
}
if(scale<1) {
mtx.postScale(scale,scale);
Log.d(TAG,"image scaled: "+scale);
}
bmp = Bitmap.createBitmap(bm_orig, 0, 0, width, height, mtx, true);
bm_orig.recycle();
bmp.compress(Bitmap.CompressFormat.JPEG,95,output);
bmp.recycle();
When bmp_orig is taken, used 3.2 Mpx Camera, image resized and rotated looks normal.
But when source is 4 Mpx or bigger, result after resizing has barely-noticeable linear noise
I dont know, why does this noise appear, and how to remove it.
Any idea?
May be another way to resize and rotate?
Found that this problem is related with source and resulting image size.
Solved it, when check image size before loading it, and then load halfsized image, if source image size is more than 2 times bigger than resulting size is needed.
BitmapFactory.Options options_to_get_size = new BitmapFactory.Options();
options_to_get_size.inJustDecodeBounds = true;
BitmapFactory.decodeStream(input, null, options_to_get_size);
int load_scale = 1; // load 100% sized image
int width_tmp=options_to_get_size.outWidth
int height_tmp=options_to_get_size.outHeight;
while(width_tmp/2>maxW && height_tmp/2>maxH){
width_tmp/=2;//load half sized image
height_tmp/=2;
load_scale*=2;
}
Log.d(TAG,"load inSampleSize: "+ load_scale);
//Now load image with precalculated scale. scale must be power of 2 (1,2,4,8,16...)
BitmapFactory.Options option_to_load = new BitmapFactory.Options();
option_to_load.inSampleSize = load_scale;
((FileInputStream)input).getChannel().position(0); # reset input stream to read again
Bitmap bm_orig = BitmapFactory.decodeStream(input,null,option_to_load);
input.close();
//now you can resize and rotate image using matrix as stated in question

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