I'm extremely new to Android programming. Right now I'm building a very simple app so i can get the hang of things.
Basically i have:
- Background
- ImageView
- ImageButton.
Every time I click the ImageButton, it cycles through a list of images I have stored in an array. However I'm ending up skipping a lot of frames.
private static ImageButton button;
private static ImageView current;
private int index;
int[] images = {R.drawable.image1, R.drawable.image2};
public void buttonClick() {
current = (ImageView)findViewById(R.id.imageView);
button = (ImageButton)findViewById(R.id.imageButton);
button.setOnClickListener(
new View.OnClickListener() {
#Override
public void onClick(View v) {
current.setImageResource(images[index]);
if(index == (images.length - 1)) {
index = 0;
}
else {
index++;
}
}
}
);
}
Any idea what is causing it to skip frames, and what I can do to fix it? Is it because my image files are too big? They are about 788kb each and 1920x1120.
Thank you.
You must be doing it off the ui thread.
Images/Bitmaps should be efficiently loaded.
Refer example on official page: https://developer.android.com/training/displaying-bitmaps/index.html
Yes. The size is the image is probably causing the skipping of frames. Try using smaller images to verify that your images are the problem.
Related
I'm using the KenBurnsView in the login screen of my App to show several images in the background. The thing is that this images change too abruptly. Isn't a way to implement a fadein/fadeout effect when changing the transitions from one image to another, hooking somewhere in the view API?
This is the code that I'm using to implement the transitions.
private void setupAnimationBackground() {
mBackgroundImageView.setTransitionListener(new KenBurnsView.TransitionListener() {
#DrawableRes int[] mResources = new int[]{
R.drawable.splash1, R.drawable.splash2, R.drawable.splash3,
R.drawable.splash4, R.drawable.splash5, R.drawable.splash6
};
int mIndex = 0;
#Override
public void onTransitionStart(Transition transition) {
mIndex = (mIndex == mResources.length - 1) ? 0 : mIndex + 1;
}
#Override
public void onTransitionEnd(Transition transition) {
mBackgroundImageView.setImageDrawable(ContextCompat.getDrawable(getContext(), mResources[mIndex]));
}
});
}
mBackgroundImageView is a KenBurnsView. I have the images resources in my drawable folder. As you can see I store the references in a resource int array.
Sorry, nope. You need to have two KenBurnsViews one overlapping on top of the other and you handle the crossfading yourself.
I am currently adding ImageViews and setting the images within a ViewHolder. The creation time is not smooth and the first scroll through is not smooth either. Any suggestion or an alternative to having smooth dynamic views within a viewholder?
ViewHolder
class ViewHolderRecipientExpanded extends RecyclerView.ViewHolder {
private LinearLayout mFlagLayout;
//
public ViewHolderRecipientExpanded(View v) {
super(v);
mFlagLayout = (LinearLayout) v.findViewById(R.id.flagLayout);
//
}
public void initiateRecipientsDetails() {
Recipient recipient = objectList.get(getAdapterPosition());
int totalAmountOfCountries = recipient.getFlags() != null ? recipient.getFlags().size() : 0;
//
int countriesLimitedToThree = recipient.getFlags() != null ? (totalAmountOfCountries > 3 ? 3 : totalAmountOfCountries) : 0;
View imageView;
ImageView image;
Drawable drawable;
for (int i = 0; i < countriesLimitedToThree; i++) {
imageView = inflater.inflate(R.layout.view_image_flag, null);
image = (ImageView) imageView.findViewById(R.id.image);
drawable = new BitmapDrawable(context.getResources(), recipient.getFlags().get(i).getFlag());
image.setImageDrawable(drawable);
mFlagLayout.addView(imageView);
}
}
}
Load your images asynchronously, and cache them in memory when they are not in view. This will not block the UI thread when loading images, allowing the user to scroll even if the images aren't loaded yet. Though, it will still take some time for the images to actually appear.
There are also a number of great libraries that will handle this for you:
Picasso
Glide
Fresco
I'm showing list with one ImageView on every row of list.
For that, I download images from net in another AsyncTask using Drawable.createFromStream
And store them as Drawable in ArrayList which I pass to my Adapter class extending BaseAdapter class.
But the images are taken with high-resolution camera, so may be of very large size.
And I'm getting OutOfMemory error.
So my questions :
What is more efficient, storing images as drawable or as bitmap or any other format?
Am I doing right, by storing all images in memory(in array list). i.e. I'm thinking, once I get a image, I will show it on ImageView and will not store in ArrayList.
is there any way, I can compress the images after download, so they will take less space in memory.
My total code is present here
Android documentation provides a very good example showing how to handle bitmaps in your android app. The example uses an on-disk and in-memory cache and loads the images in the background. By doing so, the main UI thread is not slowed down by loading the images.
Loading Bitmaps effectively
In the example the images are loaded from picasa. It's easy, however, to adapt the example, so that pictures stored locally are used. You simply have to write your own ImageLoader extending from the 'ImageResizer':
public class ImageLoader extends ImageResizer {
public ImageLoader(Context context, int imageWidth, int imageHeight) {
super(context, imageWidth, imageHeight);
}
public ImageLoader(Context context, int imageSize) {
super(context, imageSize);
}
#Override
protected Bitmap processBitmap(Object data) {
return decodeSampledBitmapFromFile((String)data, imageWidth, imageHeight);
}
}
But to answer your question directly: it's ok to load images as Bitmaps. But you have to use a cache and weak references, so that the images can be garbage collected in case they are not visible on the screen. Caching them and using a background task for loading allows for a slick UI.
I don't see any efficiency in storing high-density images into memory - it's totally not recommended to store large ammount of images as bitmaps in memory (good for you that you have a good device ;))
See p.1
Try downscaling the images to fit the device's needs - that's not a simple job though. Also, see View.setTag(Object tag)
The adapter
public class MyImageListAdapter extends BaseAdapter implements ImageLoadingNotifier {
private LayoutInflater inflater = null;
public MyImageListAdapter() {
inflater = LayoutInflater)HomeActivity.this.getSystemService(Context.LAYOUT_INFLATER_SERVICE);
}
public int getCount() {
return listImageInfo.size();
}
public Object getItem(int position) {
return listImageInfo.get(position);
}
public long getItemId(int position) {
return position;
}
public View getView(int position, View convertView, ViewGroup parent) {
View vi = convertView;
if (convertView == null) {
vi = inflater.inflate(R.layout.list_row, null);
}
TextView tvName = (TextView) vi.findViewById(R.id.tv_name);
TextView tvTime = (TextView) vi.findViewById(R.id.tv_time);
ImageView image = (ImageView) vi.findViewById(R.id.iv_image);
final Button btnDelete = (Button) vi.findViewById(R.id.btn_delete);
image.setImageDrawable(R.drawable.default_placeholder);//set default place-holder
new GetDrawableFromUrl(listImageInfo.get(position), vi).execute();
tvName.setText("Name: " + listImageInfo.get(position).getImage_name());
tvTime.setText("Date: " + listImageInfo.get(position).getDate_created());
btnDelete.setOnClickListener(new OnClickListener() {
public void onClick(View v) {
final int position = listView.getPositionForView((View) v.getParent());
positionOgBtnToDelete = position;
Log.v("delete btn clicked", "delete btn no: " + position);
Toast.makeText(HomeActivity.this, "Btn delete position: " + position, Toast.LENGTH_LONG).show();
showAlertToConfirmDelete();
}
});
return vi;
}
}
The AsyncTask GetDrawableFromUrl
public class GetDrawableFromUrl extends AsyncTask<Void, Void, Drawable> {
public ImageInfo imageInfoObj;
private ImageView view;
GetDrawableFromUrl(ImageInfo imageInfo, ImageView view) {
imageInfoObj = imageInfo;
this.view = view;
}
#Override
protected Drawable doInBackground(Void... params) {
try {
return Drawable.createFromStream(((java.io.InputStream) new java.net.URL(imageInfoObj.getImageUrl()).getContent()), "src_name");
} catch (Exception e) {
e.printStackTrace();
}
return null;
}
protected void onPostExecute(Drawable drawable) {
if (drawable != null) {
//imageInfoObj.setImage(drawable);
this.view.setImageDrawable(drawable);
//listImageInfo.add(imageInfoObj); //this one is called when the json is parsed
showImagesInList(); //don't know what it does (??)
}
}
}
The JSON parsing
JSONArray jsonArray = jsonObj.getJSONArray("result");
for (int i = 0; i < jsonArray.length(); i++) {
JSONObject jsonObjInner = jsonArray.getJSONObject(i);
ImageInfo imageInfo = new ImageInfo();
imageInfo.setImageUrl("http://www.dvimaytech.com/markphoto/" + jsonObjInner.getString("image"));
//new GetDrawableFromUrl(imageInfo).execute(); //don't needed here
imageInfo.setEmail(jsonObjInner.getString("emailid"));
imageInfo.setImage_id(jsonObjInner.getString("image_id"));
imageInfo.setImage_name(jsonObjInner.getString("image_name"));
imageInfo.setAmount(jsonObjInner.getString("amount"));
imageInfo.setImage_description(jsonObjInner.getString("image_description"));
imageInfo.setDate_created(jsonObjInner.getString("date_created"));
listImageInfo.add(imageInfo);
}
And, the use of any kind of List of images becomes unnecesary :)
Instead of starting the async task (GetDrawableFromUrl) when parsing the json objects, you can start the task in getView(...) method. This way you will not be constrained to store the drawables into that ArrayList, since you'll be modifying the ImageView after the image was downloaded. And, by default, you can put a placeholder, until the image is downloaded (or in case there are some network errors).
This way the images will start downloading only when the getView method will be called for that specific item.
The bottom line is that each view from the ListView will keep a reference to it's specific drawable (that was set using vi.setTag(image).
If this helps somehow, you know what to do ;)
There is pretty good library calling AQuery. YOu can use it and simple get all stuff like memory and file caching by writting only 2 line of code. So you even wouldn't need to prepare a drawable, you can call it directly from Adapter.getView() callback.
AQuery aq = new AQuery(rowView);
aq.id(R.id.image).image(url, false, true);
Hope it help you!
From AQuery docs:
Down Sampling (handling huge images)
We are loading a huge image from the network, but we only need the image to be bigger than 200 pixels wide. Passing in the target width of 200 will down sample the image to conserve memory.Aquery will only down sample with power of 2 (2,4,8...) for good image quality and
efficiency.The resulting image width will be between 200 and 399 pixels
String imageUrl = "http://farm6.static.flickr.com/5035/5802797131_a729dac808_b.jpg";
aq.id(R.id.image1).image(imageUrl, true, true, 200, 0);
I'd appreciate it if someone could help me with my problem.
I am trying to change the image in an ImageView when someone clicks on it. I've put my images in an array and I am using a while loop to cycle once through all of them.
My problem is that while the first image (image8, not in the array) shows in the view all the other (after creating the OnClickListener) do not. Actually nothing happens and I am not sure where the mistake is. Thanks in advance.
This is the problematic code:
final int array[]=new int[5];
array[0]= R.drawable.image6;
array[1]= R.drawable.image4;
array[2]= R.drawable.image9;
array[3]= R.drawable.image4;
array[4]= R.drawable.image5;
ImageView touchView = (ImageView)findViewById(R.id.imageview);
touchView.setOnTouchListener(new View.OnTouchListener()
{
#Override
public boolean onTouch(View touchView, MotionEvent ev) {
//get coordinates of touch event
int x = (int)ev.getRawX();
int y = (int)ev.getRawY();
---Code missing---
((ImageView)touchView).setImageResource(R.drawable.image8);
touchView.setOnClickListener(new View.OnClickListener() {
int counter = 0;
#Override
//Image change on every click
public void onClick(View touchView) {
while(counter<5){
((ImageView) touchView).setImageResource(array[counter]);
counter++;
});
You can't change images in a sequence like that and expect anything to show on the screen. You should use the click to start a separate thread that will do the image animation. See the description of the android.view.animation package. It sounds like the AnimationDrawable class will give you exactly what you want.
There is a special view for your case. ImageSwitcher is what you need. There is an example from android developers on how to use it. It should be trivial to adapt the example to your needs.
I've got the below screen that contains some images (6 per visible page). Scrolling up and down seems quite laggy to me. It's like it's rendering the images again. Scrolling back up seems worse than scrolling down.
Anyone know how to increase performance in such an area to create a nice smooth scroll?
Update: The images and text is all retrieved from my SQLite database. The list is created using SimpleCursorAdapter.
private class HistoryViewBinder implements SimpleCursorAdapter.ViewBinder
{
//private int wallpaperNumberIndex;
private int timeIndex;
private int categoryIndex;
private int imageIndex;
private java.text.DateFormat dateFormat;
private java.text.DateFormat timeFormat;
private Date d = new Date();
public HistoryViewBinder(Context context, Cursor cursor)
{
dateFormat = android.text.format.DateFormat.getDateFormat(context);
timeFormat = android.text.format.DateFormat.getTimeFormat(context);
//wallpaperNumberIndex = cursor.getColumnIndexOrThrow(HistoryDatabase.KEY_WALLPAPER_NUMBER);
timeIndex = cursor.getColumnIndexOrThrow(HistoryDatabase.KEY_TIME);
categoryIndex = cursor.getColumnIndexOrThrow(HistoryDatabase.KEY_CATEGORY);
imageIndex = cursor.getColumnIndexOrThrow(HistoryDatabase.KEY_IMAGE);
}
#Override
public boolean setViewValue(View view, Cursor cursor, int columnIndex)
{
Log.d(TAG, "setViewValue");
if (view instanceof TextView)
{
Log.d(TAG, "TextView");
TextView tv = (TextView) view;
if (columnIndex == timeIndex)
{
Log.d(TAG, "timeIndex");
d.setTime(cursor.getLong(columnIndex));
tv.setText(timeFormat.format(d) + " " + dateFormat.format(d));
return true;
}
else if (columnIndex == categoryIndex)
{
Log.d(TAG, "categoryIndex");
tv.setText(cursor.getString(columnIndex));
return true;
}
}
else if (view instanceof ImageView)
{
Log.d(TAG, "ImageView");
ImageView iv = (ImageView) view;
if (columnIndex == imageIndex)
{
Log.d(TAG, "imageIndex");
byte[] image = cursor.getBlob(columnIndex);
Bitmap bitmapImage = BitmapFactory.decodeByteArray(image, 0, image.length);
iv.setImageBitmap(bitmapImage);
return true;
}
}
return false;
}
}
The problem is that each image is decoded at the moment the view is prepared for showing. The ListView will recycle your views that means that at the moment a view leaves the screen it will be reused and therefore the image will be overwritten and garbage collected. If the item reenters the screen the image has to be decoded from the database again.
The decoding is reasonable fast but if the user changes the position in the list very quickly all the decoding calls will make your list very laggy.
I would implment something like an ImageCache. A class that holds a Map with WeakReferences to images. Everytime you want to display an image you take a look if the image is allready in the map and if the WeakReference still points to an object, if this is not the case you need to decode the image and then store it in the map.
Take a look at the lazy loading questions, these will show you how to put the decoding in a background task and then update the list the moment the images are loaded. It is a bit more effort but it can make the list much much more faster. If you are going to use the code example from the lazy loading questions try to use AsyncTasks instead of Threads to do the decoding in.
Here is sth, what you should read, and it should help you to solve problem (whole Displaying Bitmaps Efficiently part):
http://developer.android.com/training/displaying-bitmaps/process-bitmap.html
If your images are not the proper size, they are being scaled on the fly, which is not a cheap operation, particularly for large images. Be sure that you are loading thumbnails, not the wallpaper, out of your database.
Also, you can use Traceview to find out where your time is being spent.