I have a Bitmap and i want to configure it. I also set my bitmap to Mutable one that's not a problem but when i want to configure, it comes with a error that my bitmap is not large enough.
Bitmap bitmap = BitmapFactory.decodeResource(getContext().getResources(),R.drawable.ic_cm);
bitmap = bitmap.copy(Bitmap.Config.ARGB_8888,true);
bitmap.setWidth(getWidth() / 2);
Related
I am trying to write a method in android to save the whole webview as an image as following:
bitmap = Bitmap.createBitmap(webView.getWidth(),
Math.round(webView.getContentHeight() * webView.getScale()), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bitmap);
webView.draw(canvas);
FileOutputStream out = new FileOutputStream(file);
bitmap.compress(Bitmap.CompressFormat.JPEG, JPEG_COMPRESSION, out);
However, the bitmap is too big (more than 100 MB) and takes too much memory. Does anyone know any better method to keep the memory usage low?
The problem is the WebView is small, and the generated JPEG file is small but the intermediate Bitmap which is not used any more in other places is huge.
Set JPEG_COMPRESSION = 0-100 as it is a quality paramater of bitmap 0 meaning compress for small size, 100 meaning compress for max quality.
You can also set bitmap height and width using
BitmapFactory.Options bop
bop.outWidth
bop.outHeight
In Application i need to load a few Bitmaps on create.
To save Memory i'm loading one image, rescale it by creating a scaledBitmap out of it, recycle the unscaled Bitmap on so on:
bmpUnscaled = BitmapFactory.decodeResource(getResources(), R.drawable.cultivation_plant_resized_1);
plant1 = Bitmap.createScaledBitmap(bmpUnscaled,(int) plant[0].getWidth(), (int) plant[0].getHeight(), true);
bmpUnscaled.recycle();
System.gc();
bmpUnscaled = BitmapFactory.decodeResource(getResources(), R.drawable.cultivation_plant_resized_2);
plant2 = Bitmap.createScaledBitmap(bmpUnscaled,(int) plant[0].getWidth(), (int) plant[0].getHeight(), true);
bmpUnscaled.recycle();
System.gc();
and so on...
I am doing this 10 Images, wich are scaled relative to the screen resolution.
The orginal Image is a PNG (570x900 (max. 660KB))
Does anybody have some Ideas to save Memory simply?
I'm desperate right now...
Have you read: http://developer.android.com/training/displaying-bitmaps/load-bitmap.html?
The article contain great information about working with BitMap.
I have a loaded Bitmap which I would like to convert to set the config to Bitmap.Config.RGB_565. Is there a simple way of converting a Bitmap to this configuration after the Bitmap is already loaded into memory? For example, below I have a bitmap being decoded from the application resources, however, how would I convert an already loaded Bitmap to RGB_565? I'm sure it's something simple, however, I'm fairly new to working with Bitmaps and after a few hours of looking online, unfortunately I couldn't find what I needed specifically.
BitmapFactory.Options options = new BitmapFactory.Options();
options.inPreferredConfig=Bitmap.Config.RGB_565
bitmap=BitmapFactory.decodeResource(getResources(), R.drawable.myphoto ,options);
You can also try this:
Bitmap converted = original.copy(Config.RGB_565, false);
From the documentation of Bitmap.copy():
Tries to make a new bitmap based on the dimensions of this bitmap, setting the new bitmap's config to the one specified, and then copying this bitmap's pixels into the new bitmap. If the conversion is not supported, or the allocator fails, then this returns NULL.
Looking through the native source code, you should be fine converting between any values of Bitmap.Config.
I haven't tested this but it should work:
private Bitmap convert(Bitmap bitmap, Bitmap.Config config) {
Bitmap convertedBitmap = Bitmap.createBitmap(bitmap.getWidth(), bitmap.getHeight(), config);
Canvas canvas = new Canvas(convertedBitmap);
Paint paint = new Paint();
paint.setColor(Color.BLACK);
canvas.drawBitmap(bitmap, 0, 0, paint);
return convertedBitmap;
}
call the methods like this:
Bitmap convertedBitmap = convert(bitmap, Bitmap.Config.RGB_565);
You can do all kinds of additional transformations like rotating, stretching etc. if you use the drawBitmap with a Matrix.
Found the answer here https://stackoverflow.com/a/12148450/1364673, thanks to
siliconeagle.
The solution is to create a new bitmap with the required encoding as per link above example.
I´m trying to merge 2 images, one is bitmap from camera, second one is .png file stored in drawables. What I did was that I used both images as bitmaps and I tried to merge them by using canvas, something like this:
Bitmap topImage = BitmapFactory.decodeFile("gui.png");
Bitmap bottomImage = BitmapFactory.decodeByteArray(arg0, 0, arg0.length);
Canvas canvas = new Canvas(bottomImage);
canvas.drawBitmap(topImage, 0, 0, null);
But I keep getting "Bitmap size exceeds VM budget" error all the time. I tried nearly everything, but still, it keeps throwing this error. Is there another way of merging 2 images? What i need to do is simple - I need to take photo and save it merged with that .PNG image stored in drawables. For example this app is very close to what i need - https://play.google.com/store/apps/details?id=com.hl2.hud&feature=search_result#?t=W251bGwsMSwyLDEsImNvbS5obDIuaHVkIl0.
Thanks :)
See the below code for combining two images.
This method returns combined bitmap
public Bitmap combineImages(Bitmap frame, Bitmap image) {
Bitmap cs = null;
Bitmap rs = null;
rs = Bitmap.createScaledBitmap(frame, image.getWidth() + 50,
image.getHeight() + 50, true);
cs = Bitmap.createBitmap(rs.getWidth(), rs.getHeight(),
Bitmap.Config.RGB_565);
Canvas comboImage = new Canvas(cs);
comboImage.drawBitmap(image, 25, 25, null);
comboImage.drawBitmap(rs, 0, 0, null);
if (rs != null) {
rs.recycle();
rs = null;
}
Runtime.getRuntime().gc();
return cs;
}
You can change height and width as per your requirements
Hope this will help...
How large are the images? I've only encountered this problem when trying to load large images into memory.
Is the byte array your decoding actually an image?
From a quick look at the android docs you can capture an image using the default camera app which may work in this situation.
http://developer.android.com/training/camera/photobasics.html
Also see this question: Capture Image from Camera and Display in Activity
Edit: You may also need to scale the image from the camera down if it is very large. See the end of the android page I linked to for details on that.
In my app, the bitmap is drawn as if the color is some lower quality type. If i load up the background image using the gallery app, it loads just fine and does not look like it's super low quality. The code i am using to load and draw my images is simple:
//Code for initializing the Bitmap
Bitmap bitmap = Bitmap.createScaledBitmap(BitmapFactory.decodeResource(getResources(), R.drawable.none), (int) (canvas.getWidth() * compression), (int) (canvas.getHeight() * compression), true);
//...
//Code for drawing this Bitmap
canvas.drawBitmap(bitmap, null, new RectF(0, 0, canvas.getWidth(), canvas.getHeight()), null);
If nothing in the code tells you what is wrong, i made an image comparing what the image actually looks like on a computer or other image viewer, and what it looks like in the app.
question is somewhat similar to Bad image quality after resizing/scaling bitmap
try disabling scaling, resize in an offscreen bitmap and make sure that Bitmap is 32 bits (ARGB888):
Options options = new BitmapFactory.Options();
options.inScaled = false;
options.inDither = false;
options.inPreferredConfig = Bitmap.Config.ARGB_8888;
Bitmap source = BitmapFactory.decodeResource(a.getResources(), path, options);
another good and complete answer about image scaling/processing can be found at Quality problems when resizing an image at runtime