Image from path wont load - android

I got this listener:
#Override
public void onClick(View v) {
showDialog();
ImageButton currentButton = (ImageButton)v;
Bitmap bmp = BitmapFactory.decodeFile(mCurrentPhotoPath);
currentButton.setImageBitmap(bmp);
}
Image is successfully taken in showDialog() but after this it wont set to imageButton. It goes white. The path generated is:
file:/storage........../filename.jpg amd its saved in mCurrentPhotoPath
I tried setting image from drawable after shot is made just to try it and it works. For some reason i cant set the image to the ImageButton.Do i have to resize it(photo is made full sized)?
Following THIS tutorial i did this:
#Override
public void onClick(View v) {
showDialog((ImageButton)v);
setPic((ImageButton)v);
}
private void setPic(ImageButton mImageView) {
if (shotFired){
int targetW = mImageView.getWidth();
int targetH = mImageView.getHeight();
BitmapFactory.Options bmOptions = new BitmapFactory.Options();
bmOptions.inJustDecodeBounds = true;
BitmapFactory.decodeFile(mCurrentPhotoPath, bmOptions);
int photoW = bmOptions.outWidth;
int photoH = bmOptions.outHeight;
int scaleFactor = Math.min(photoW/targetW, photoH/targetH);
bmOptions.inJustDecodeBounds = false;
bmOptions.inSampleSize = scaleFactor;
Bitmap bitmap = BitmapFactory.decodeFile(mCurrentPhotoPath,bmOptions);
mImageView.setImageBitmap(bitmap);
mImageView.setTag(mCurrentPhotoPath);
shotFired=false;
}
Seems if i calll setPic() without making a new shot and just call the old one ive made it works. Must be something in timing...I need to get this thing working.

If you are using camera for taking the picture to set it to ImageView, then you need to set the image in onActivityResult() after the image is captured using camera.
#Override
public void onActivityResult(int requestCode, int resultCode, Intent data) {
if (resultCode == Activity.RESULT_OK) {
//set the image to imageView
} else if (resultCode == Activity.RESULT_CANCELED) {
//image was not taken
//show some error message
}
}

i believe you problem is because of outOfMEmory problem that normaly happens when loading a bitmap into the memory.
the best practice to load bitmaps in android is to find the bitmap dimensions before you load it. then loading a suitable size of the bitmap depend on your device memory size and screen size.
i highly recommend you to read this great tutorial in develope.android website. this will help you to get a complete sens about how bitmaps works and whats the best practice to load them also source code is included. please go through all these tutorials.
https://developer.android.com/training/displaying-bitmaps/index.html
https://developer.android.com/training/displaying-bitmaps/load-bitmap.html
https://developer.android.com/training/displaying-bitmaps/process-bitmap.html
https://developer.android.com/training/displaying-bitmaps/cache-bitmap.html
https://developer.android.com/training/displaying-bitmaps/manage-memory.html
https://developer.android.com/training/displaying-bitmaps/display-bitmap.html
i suggest you to read these links but if you nor intersted you can use libraries like Glide or Piccasso for loading your bitmap. they will help you to load without an OutOfMemoty Error.

Related

low quality when capture picture and send it image view

low quality when capture picture and send it image view
when imgCamera button pressed
case R.id.imgCamera:
Intent cameraIntent = new Intent(android.provider.MediaStore.ACTION_IMAGE_CAPTURE);
startActivityForResult(cameraIntent, CAMERA_REQUEST);
break;
**the activity result :**
#Override
protected void onActivityResult(int requestCode, int resultCode, Intent data) {
super.onActivityResult(requestCode, resultCode, data);
if (resultCode == RESULT_OK) {
switch (requestCode) {
case CAMERA_REQUEST:
mPhotoEditor.clearAllViews();
Bitmap photo = (Bitmap) data.getExtras().get("data");
mPhotoEditorView.getSource().setImageBitmap(photo);
break;
case PICK_REQUEST:
try {
mPhotoEditor.clearAllViews();
Uri uri = data.getData();
Bitmap bitmap = MediaStore.Images.Media.getBitmap(getContentResolver(), uri);
mPhotoEditorView.getSource().setImageBitmap(bitmap);
} catch (IOException e) {
e.printStackTrace();
}
break;
}
}
}
please help me I want to get the best quality for the picture captured
To save the full-size image you need to do much more stuff.
data.getData();
This would return image thumbnail which is a low-quality image for the original one.
I can't find an accurate guide than the official documentation. check this link from Android Developer documentation. Following it, you would save the high-quality image easily instead of a low-quality one. Not to mention, You would learn about FileProivder and storage (Maybe you like to save it internal storage or external storage).
Be patient .. happy coding
my comment tells you want is wrong. Here's the solution:
first, modify your camera intent:
if (takePictureIntent.resolveActivity(getPackageManager()) != null) {
// Create the File where the photo should go
_photoUri = createImageUri();
// Continue only if the File was successfully created
if (_photoUri != null) {
//setflags is required to clear flag_activity_new_task that is automatically set on
//direct calls. If not cleared, you get instant returns from the app.
takePictureIntent.setFlags(0);
takePictureIntent.putExtra(MediaStore.EXTRA_OUTPUT, _photoUri);
startActivityForResult(takePictureIntent, REQUEST_TAKE_PHOTO);
}
}
private Uri createImageUri() {
return FileProvider.getUriForFile(this
, this.getApplicationContext().getPackageName()
, new File(Environment.getExternalStorageDirectory()
, "orderphoto.jpg"));
}
this tells the camera where to put the photo.
check in your activity result for RESULT_OK to ensure they didn't cancel.
You'll need to then be able to read from the file system. Here's how our app does it: Note i can't be positive i'm not referencing a custom function in this. YMMV.
private Bitmap DecodeFile(Uri fileUri) {
/* There isn't enough memory to open up more than a couple camera photos */
/* So pre-scale the target _bitmap into which the file is decoded */
/* Get the size of the ImageView */
int targetW = _imageView.getWidth();
int targetH = _imageView.getHeight();
/* Get the size of the image */
BitmapFactory.Options bmOptions = new BitmapFactory.Options();
bmOptions.inJustDecodeBounds = true;
BitmapFactory.decodeFile(fileUri.getPath(), bmOptions);
// TODO: 2/25/2019 Update to BitmapFactory.decodeStream()
int photoW = bmOptions.outWidth;
int photoH = bmOptions.outHeight;
if (photoW == 0 || photoH == 0) {
AppUtility.ShowToast("BitmapFactory.Decode: File Decoding Failed!");
}
/* Figure out which way needs to be reduced less */
int scaleFactor = 1;
if ((targetW > 0) || (targetH > 0)) {
scaleFactor = Math.min(photoW/targetW, photoH/targetH);
}
/* Set _bitmap options to scale the image decode target */
bmOptions.inJustDecodeBounds = false;
bmOptions.inSampleSize = scaleFactor;
bmOptions.inPurgeable = true;
/* compress/shrink the bitmap */
// TODO: 2/25/2019 Update to BitmapFactory.decodeStream()
return BitmapFactory.decodeFile(fileUri.getPath(), bmOptions);
}
When you use this, it does all the hard work for you and sizes it to the screen. Note that some samsung devices lie about the orientation so you may have problems about that.

Programmatic Image Resizing in Android, Memory Issues

Days, I've spent working on this. Weeks, perhaps. Literally. :(
So I've got an image on an SD card that more than likely came out of the built-in camera. I want to take that image and downsample it to an arbitrary size (but always smaller and never larger). My code uses standard Android Bitmap methods to decode, resize, recompress, and save the image. Everything works fine as long as the final image is smaller than 3MP or so. If the image is larger, or if I try to do several of these at once, the application crashes with an OutOfMemoryError. I know why that's happening, and I know it's happening for a perfectly legitimate reason, I just want it to not happen anymore.
Look, I'm not trying to launch a rocket here. All I want to do is resize a camera image and dump it to an OutputStream or even a temporary file. Surely someone out there must have done such a thing. I don't need you to write my code for me, and I don't need my hand held. But between my various programming abortions and days of obsessed Googling, I don't even know which direction to head in. Roughly speaking, does anyone know how to decode a JPEG, downsample it, re-compress it in JPEG, and send it out on an OutputStream without allocating a massive amount of memory?
Ok I know it's a little bit late but, I had this problem and I found solution. It is actually easy and I am sure it supports back to api 10(I have no idea about before 10). I tried this with my phone. It is a samsung galaxy s2 with an 8mp camera and the code perfectly resized camera images to the 168x168 as well as images i found on web. I checked the images by using file manager too. I never tried resizing images to bigger resoulation.
private Bitmap resize(Bitmap bp, int witdh, int height){
return Bitmap.createScaledBitmap(bp, width, height, false);
}
you can save it like this
private void saveBitmap(Bitmap bp) throws FileNotFoundException{
String state = Environment.getExternalStorageState();
File folder;
//if there is memory card available code choose that
if (Environment.MEDIA_MOUNTED.equals(state)) {
folder=Environment.getExternalStorageDirectory();
}else{
folder=Environment.getDataDirectory();
}
folder=new File(folder, "/aaaa");
if(!folder.exists()){
folder.mkdir();
}
File file=new File(folder, (int)(Math.random()*10000)+".jpg");
FileOutputStream os=new FileOutputStream(file);
bp.compress(Bitmap.CompressFormat.JPEG, 90, os);
}
thanks to this link
The following code is from my previous project. Key point is "options.inSampleSize".
public static Bitmap makeBitmap(String fn, int minSideLength, int maxNumOfPixels) {
BitmapFactory.Options options;
try {
options = new BitmapFactory.Options();
options.inPurgeable = true;
options.inJustDecodeBounds = true;
BitmapFactory.decodeFile(fn, options);
if (options.mCancel || options.outWidth == -1
|| options.outHeight == -1) {
return null;
}
options.inSampleSize = computeSampleSize(
options, minSideLength, maxNumOfPixels);
options.inJustDecodeBounds = false;
//Log.e(LOG_TAG, "sample size=" + options.inSampleSize);
options.inDither = false;
options.inPreferredConfig = Bitmap.Config.ARGB_8888;
return BitmapFactory.decodeFile(fn, options);
} catch (OutOfMemoryError ex) {
Log.e(LOG_TAG, "Got oom exception ", ex);
return null;
}
}
private static int computeInitialSampleSize(BitmapFactory.Options options,
int minSideLength, int maxNumOfPixels) {
double w = options.outWidth;
double h = options.outHeight;
int lowerBound = (maxNumOfPixels == UNCONSTRAINED) ? 1 :
(int) Math.ceil(Math.sqrt(w * h / maxNumOfPixels));
int upperBound = (minSideLength == UNCONSTRAINED) ? 128 :
(int) Math.min(Math.floor(w / minSideLength),
Math.floor(h / minSideLength));
if (upperBound < lowerBound) {
// return the larger one when there is no overlapping zone.
return lowerBound;
}
if ((maxNumOfPixels == UNCONSTRAINED) &&
(minSideLength == UNCONSTRAINED)) {
return 1;
} else if (minSideLength == UNCONSTRAINED) {
return lowerBound;
} else {
return upperBound;
}
}

Converting string to uri to bitmap to display in an ImageView

I have looked all over for a solution to my problem and just can't seem to figure it out. I'm sure it is probably 1 or 2 simple lines and hopefully someone can steer me in the right direction.
In my app, a user can click a button that will open the gallery. Once they select an image, it will display that image in an ImageView within my app. That part is working perfectly fine. Originally, I just had it return a uri from the gallery and I would directly display that with this:
imageView1.setImageURI(myUri);
Well, obviously I am now running into the dreaded "Out Of Memory" error if the user reloads that page several times in a row so I'm having to clean up my code to scale down the image. I have done this by implementing a bitmap class that turns the image into a bitmap and scales it down for me. Now, my ImageView display code looks like this:
imageView1.setImageBitmap(bitmap1);
That part is working fine as well. HERE IS THE PROBLEM:
I convert the uri path to a string and then save that in a SharedPreference. This is so that when the user exits the application and the comes back later, the image that they set automatically displays. I convert the uri like this:
...
selectedImageUri = data.getData();
String selectedImagePath;
selectedImagePath = getPath(selectedImageUri);
...
The old method to retrieve the SharedPreference String, convert it to uri, then display it was working fine. (except for the Out Of Memory error of course) It looked like this:
Uri myUri = Uri.parse(selectedImagePath);
imageView1 = setImageURI(myUri);
"selectedImagePath" is obviously the String that I retrieved from the SharedPreference. Again, this worked fine but would throw the error if reloaded too many times.
The part that IS NOT WORKING now is when I try to implement the new Bitmap conversion so that I can scale the bitmap and not get the memory error. Here is the code for that:
Uri myUri = Uri.parse(selectedImagePath)
Bitmap bitmap = getThumbnail(myUri);
imageView1.setImageBitmap(bitmap);
This displays nothing. The original image choosing displays the image fine but when I return to this screen and it tries to parse the string from the SharedPreference and then convert it to the bitmap, nothing ever displays. The code for the "getThumbnail" method was taken directly from THIS POST --->
How to get Bitmap from an Uri?
It is the 3rd answer down.
Anyone have any ideas? Sorry for the super long post but I'd rather over explain my problem than not give enough info. Sorry if this was answered somewhere else. I've been hunting through other questions for hours and have just not found anything that solves my problem.
Thanks.
I figured it out so here is what I did for anyone else having this unique problem. After the image is chosen from the gallery and it returns the intent, I got the data from that intent via this code:
selectedImageUri = data.getData();
Then I got the path from that via this:
selectedImagePath = getPath(selectedImageUri);
Which made a call to this "getPath" method:
public String getPath(Uri uri)
{
Cursor cursor = getContentResolver().query(uri, null, null, null, null);
cursor.moveToFirst();
int idx = cursor.getColumnIndex(MediaStore.Images.ImageColumns.DATA);
return cursor.getString(idx);
}
Then I saved "selectedImagePath" as a SharedPreference string.
Later, to retrieve that string and convert it back to showing an image, I first retrieved the SharedPreference string and converted it back to "selectedImagePath". Then, I set it in the ImageView like this:
targetImage = (ImageView)findViewById(R.id.imageView1);
targgetImage.setImageBitmap(decodeSampledBitmapFromResource(selectedImagePath, 200, 200));
which made a call to the following methods:
public static int calculateInSampleSize(
BitmapFactory.Options options, int reqWidth, int reqHeight) {
// Raw height and width of image
final int height = options.outHeight;
final int width = options.outWidth;
int inSampleSize = 2;
if (height > reqHeight || width > reqWidth) {
if (width > height) {
inSampleSize = Math.round((float)height / (float)reqHeight);
} else {
inSampleSize = Math.round((float)width / (float)reqWidth);
}
}
return inSampleSize;
}
public static Bitmap decodeSampledBitmapFromResource(String resId,
int reqWidth, int reqHeight) {
// First decode with inJustDecodeBounds=true to check dimensions
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeFile(resId, options);
// Calculate inSampleSize
options.inSampleSize = calculateInSampleSize(options, reqWidth, reqHeight);
// Decode bitmap with inSampleSize set
options.inJustDecodeBounds = false;
return BitmapFactory.decodeFile(resId, options);
}
It's a heck of a lot of code to do a fairly simple task but it works so I'm happy and moving on. Hopefully this will help someone else who needs to accomplish the same thing.

"Bitmap too large to be uploaded into a texture"

I'm loading a bitmap into an ImageView, and seeing this error. I gather this limit relates to a size limit for OpenGL hardware textures (2048x2048). The image I need to load is a pinch-zoom image of about 4,000 pixels high.
I've tried turning off hardware acceleration in the manifest, but no joy.
<application
android:hardwareAccelerated="false"
....
>
Is it possible to load an image larger than 2048 pixels into an ImageView?
This isn't a direct answer to the question (loading images >2048), but a possible solution for anyone experiencing the error.
In my case, the image was smaller than 2048 in both dimensions (1280x727 to be exact) and the issue was specifically experienced on a Galaxy Nexus. The image was in the drawable folder and none of the qualified folders. Android assumes drawables without a density qualifier are mdpi and scales them up or down for other densities, in this case scaled up 2x for xhdpi. Moving the culprit image to drawable-nodpi to prevent scaling solved the problem.
I have scaled down the image in this way:
ImageView iv = (ImageView)waypointListView.findViewById(R.id.waypoint_picker_photo);
Bitmap d = new BitmapDrawable(ctx.getResources() , w.photo.getAbsolutePath()).getBitmap();
int nh = (int) ( d.getHeight() * (512.0 / d.getWidth()) );
Bitmap scaled = Bitmap.createScaledBitmap(d, 512, nh, true);
iv.setImageBitmap(scaled);
All rendering is based on OpenGL, so no you can't go over this limit (GL_MAX_TEXTURE_SIZE depends on the device, but the minimum is 2048x2048, so any image lower than 2048x2048 will fit).
With such big images, if you want to zoom in out, and in a mobile, you should setup a system similar to what you see in google maps for example. With the image split in several pieces, and several definitions.
Or you could scale down the image before displaying it (see user1352407's answer on this question).
And also, be careful to which folder you put the image into, Android can automatically scale up images. Have a look at Pilot_51's answer below on this question.
Instead of spending hours upon hours trying to write/debug all this downsampling code manually, why not use Picasso? It was made for dealing with bitmaps of all types and/or sizes.
I have used this single line of code to remove my "bitmap too large...." problem:
Picasso.load(resourceId).fit().centerCrop().into(imageView);
Addition of the following 2 attributes in (AndroidManifest.xml) worked for me:
android:largeHeap="true"
android:hardwareAccelerated="false"
Changing the image file to drawable-nodpi folder from drawable folder worked for me.
I used Picasso and had the same problem. image was too large at least in on size, width or height. finally I found the solution here. you can scale the large image down according to display size and also keep the aspect ratio:
public Point getDisplaySize(Display display) {
Point size = new Point();
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.HONEYCOMB_MR2) {
display.getSize(size);
} else {
int width = display.getWidth();
int height = display.getHeight();
size = new Point(width, height);
}
return size;
}
and use this method for loading image by Picasso:
final Point displySize = getDisplaySize(getWindowManager().getDefaultDisplay());
final int size = (int) Math.ceil(Math.sqrt(displySize.x * displySize.y));
Picasso.with(this)
.load(urlSource)
.resize(size, size)
.centerInside()
.into(imageViewd);
also for better performance you can download the image according to width and height of the display screen, not whole the image:
public String reviseImageUrl(final Integer displayWidth, final Integer displayHeight,
final String originalImageUrl) {
final String revisedImageUrl;
if (displayWidth == null && displayHeight == null) {
revisedImageUrl = originalImageUrl;
} else {
final Uri.Builder uriBuilder = Uri.parse(originalImageUrl).buildUpon();
if (displayWidth != null && displayWidth > 0) {
uriBuilder.appendQueryParameter(QUERY_KEY_DISPLAY_WIDTH, String.valueOf(displayWidth));
}
if (displayHeight != null && displayHeight > 0) {
uriBuilder.appendQueryParameter(QUERY_KEY_DISPLAY_HEIGHT, String.valueOf(displayHeight));
}
revisedImageUrl = uriBuilder.toString();
}
return revisedImageUrl;
}
final String newImageUlr = reviseImageUrl(displySize.x, displySize.y, urlSource);
and then:
Picasso.with(this)
.load(newImageUlr)
.resize(size, size)
.centerInside()
.into(imageViewd);
EDIT: getDisplaySize()
display.getWidth()/getHeight() is deprecated. Instead of Display use DisplayMetrics.
public Point getDisplaySize(DisplayMetrics displayMetrics) {
int width = displayMetrics.widthPixels;
int height = displayMetrics.heightPixels;
return new Point(width, height);
}
BitmapRegionDecoder does the trick.
You can override onDraw(Canvas canvas), start a new Thread and decode the area visible to the user.
As pointed by Larcho, starting from API level 10, you can use BitmapRegionDecoder to load specific regions from an image and with that, you can accomplish to show a large image in high resolution by allocating in memory just the needed regions. I've recently developed a lib that provides the visualisation of large images with touch gesture handling. The source code and samples are available here.
View level
You can disable hardware acceleration for an individual view at runtime with the following code:
myView.setLayerType(View.LAYER_TYPE_SOFTWARE, null);
I ran through same problem, here is my solution. set the width of image same as android screen width and then scales the height
Bitmap myBitmap = BitmapFactory.decodeFile(image.getAbsolutePath());
Display display = getWindowManager().getDefaultDisplay();
Point size = new Point();
display.getSize(size);
int width = size.x;
int height = size.y;
Log.e("Screen width ", " "+width);
Log.e("Screen height ", " "+height);
Log.e("img width ", " "+myBitmap.getWidth());
Log.e("img height ", " "+myBitmap.getHeight());
float scaleHt =(float) width/myBitmap.getWidth();
Log.e("Scaled percent ", " "+scaleHt);
Bitmap scaled = Bitmap.createScaledBitmap(myBitmap, width, (int)(myBitmap.getWidth()*scaleHt), true);
myImage.setImageBitmap(scaled);
This is better for any size android screen. let me know if it works for you.
Scale down image:
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
// Set height and width in options, does not return an image and no resource taken
BitmapFactory.decodeStream(imagefile, null, options);
int pow = 0;
while (options.outHeight >> pow > reqHeight || options.outWidth >> pow > reqWidth)
pow += 1;
options.inSampleSize = 1 << pow;
options.inJustDecodeBounds = false;
image = BitmapFactory.decodeStream(imagefile, null, options);
The image will be scaled down at the size of reqHeight and reqWidth. As I understand inSampleSize only take in a power of 2 values.
Use Glide library instead of directly loading into imageview
Glide : https://github.com/bumptech/glide
Glide.with(this).load(Uri.parse(filelocation))).into(img_selectPassportPic);
I tried all the solutions above, one-after-the-other, for quite many hours, and none seemed to work! Finally, I decided to look around for an official example concerning capturing images with Android's camera, and displaying them. The official example (here), finally gave me the only method that worked. Below I present the solution I found in that example app:
public void setThumbnailImageAndSave(final ImageView imgView, File imgFile) {
/* There isn't enough memory to open up more than a couple camera photos */
/* So pre-scale the target bitmap into which the file is decoded */
/* Get the size of the ImageView */
int targetW = imgView.getWidth();
int targetH = imgView.getHeight();
/* Get the size of the image */
BitmapFactory.Options bmOptions = new BitmapFactory.Options();
bmOptions.inJustDecodeBounds = true;
BitmapFactory.decodeFile(imgFile.getAbsolutePath(), bmOptions);
int photoW = bmOptions.outWidth;
int photoH = bmOptions.outHeight;
/* Figure out which way needs to be reduced less */
int scaleFactor = 1;
if ((targetW > 0) || (targetH > 0)) {
scaleFactor = Math.min(photoW/targetW, photoH/targetH);
}
/* Set bitmap options to scale the image decode target */
bmOptions.inJustDecodeBounds = false;
bmOptions.inSampleSize = scaleFactor;
bmOptions.inPurgeable = true;
/* Decode the JPEG file into a Bitmap */
Bitmap bitmap = BitmapFactory.decodeFile(imgFile.getAbsolutePath(), bmOptions);
/* Associate the Bitmap to the ImageView */
imgView.setImageBitmap(bitmap);
imgView.setVisibility(View.VISIBLE);
}
NOTE FOR THOSE WHO WANT TO PUT IMAGES OF SMALL SIZE:
Pilot_51's solution (moving your images to drawable-nodpi folder) works, but has another problem:
It makes images TOO SMALL on screen unless the images are resized to a very large (like 2000 x 3800) resolution to fit screen -- then it makes your app heavier.
SOLUTION: put your image files in drawable-hdpi -- It worked like a charm for me.
Using the correct drawable subfolder solved it for me. My solution was to put my full resolution image (1920x1200) into the drawable-xhdpi folder, instead of the drawable folder.
I also put a scaled down image (1280x800) into the drawable-hdpi folder.
These two resolutions match the 2013 and 2012 Nexus 7 tablets I'm programming. I also tested the solution on some other tablets.
#Override
protected void onActivityResult(int requestCode, int resultCode, Intent data) {
super.onActivityResult(requestCode, resultCode, data);
///*
if (requestCode == PICK_FROM_FILE && resultCode == RESULT_OK && null != data){
uri = data.getData();
String[] prjection ={MediaStore.Images.Media.DATA};
Cursor cursor = getContentResolver().query(uri,prjection,null,null,null);
cursor.moveToFirst();
int columnIndex = cursor.getColumnIndex(prjection[0]);
ImagePath = cursor.getString(columnIndex);
cursor.close();
FixBitmap = BitmapFactory.decodeFile(ImagePath);
ShowSelectedImage = (ImageView)findViewById(R.id.imageView);
// FixBitmap = new BitmapDrawable(ImagePath);
int nh = (int) ( FixBitmap.getHeight() * (512.0 / FixBitmap.getWidth()) );
FixBitmap = Bitmap.createScaledBitmap(FixBitmap, 512, nh, true);
// ShowSelectedImage.setImageBitmap(BitmapFactory.decodeFile(ImagePath));
ShowSelectedImage.setImageBitmap(FixBitmap);
}
}
This code is work

View Paging with lots of images, can it even work?

Memory Issues
So I am writing an app that should be able to page through detail views that have one large 640 x 480 image on top and 3 images that are part of a gallery that is being lazy loaded. Following Google design guidelines this is what they suggest doing. I can page through maybe 12 - 13 fragments before it crashes because of being out of memory. I think that there are a couple of culprits in this problem.
1.) I am using the FragmentStatePager. Shouldn't this be destroying the fragments that are not being viewed when memory becomes an issue? This is not happening. I thought it was automatic. What do I have to do to make this happen? Could it have something to do with how I have my Fragment implemented? I do all of my Activity config in onCreateView. For the sake of thoroughness I've included the source for this. Plain Vanilla here:
public static class MyAdapter extends FragmentStatePagerAdapter {
public MyAdapter(FragmentManager fm) {
super(fm);
}
#Override
public int getCount() {
return NUM_ITEMS;
}
#Override
public Fragment getItem(int position) {
return InventoryDetailFragment.newInstance(position);
}
}
2.) I have a method that is trying to figure out the size of the image that needs to be downloaded without placing it in memory. Then compresses the image while downloading it to the required size. This is not successfully implemented. But I'm not sure what is going wrong.
private Bitmap downloadBitmap(String url, int width, int height) {
Bitmap bitmap = null;
int scale = 1;
try {
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
bitmap = BitmapFactory.decodeStream((InputStream)new URL (url).getContent(), null, options);
if (options.outHeight > height || options.outWidth > width) {
scale = (int) Math.max(((options.outHeight)/ height), ((options.outWidth)/ width)); }
BitmapFactory.Options o2 = new BitmapFactory.Options();
o2.inSampleSize = scale;
bitmap = BitmapFactory.decodeStream((InputStream)new URL (url).getContent(), null, o2);
cache.put(url, new SoftReference<Bitmap>(bitmap));
} catch (MalformedURLException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
} catch (Error e){
Log.d("TEST", "Garbage Collector called!");
System.gc();
}
return bitmap;
}
I have tried everything that I know how to do but it's beyond my meager grasp of Android/Java. Please help! Thanks!
There are a few things that you need to change:
This is a horrible idea: BitmapFactory.decodeStream((InputStream)new URL (url).getContent(), null, options); You're getting the image from the web each time this is executed (so twice in the code you posted). Instead, you need to download the image and cache it locally.
Add logic to your fragments to call recycle() on the bitmaps as soon as the fragment is detached. Add logic to always reload the image (from the cache) whenever the fragment is attached.
Lastly, your inSampleSize calculation is wrong. inSampleSize should be a value that's a power of two, e.g. 1,2,4,8. You can use logarithms or simple binary logic to get the right one, this is what I use, which will always downsample using at least 2 (only call this if you know that the image is too big):
-
int ratio = (int) Math.max((height/options.outHeight), ( width/options.outWidth); //notice that they're flipped
for (int powerOfTwo = 64; powerOfTwo >=2; powerOfTwo = powerOfTwo >> 1 ) { //find the biggest power of two that represents the ratio
if ((ratio & powerOfTwo) > 0) {
return powerOfTwo;
}
}
if you realize your graphics with opengl, this would not counted to memory.
Another ooption is to use
android:largeHeap="true"
in the manifest. Could be working.
did you use ddvm to search for memory leaks?
http://www.youtube.com/watch?v=_CruQY55HOk

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