I have a problem loading nine patch images from url into a view as the view's background.
I can load nine patch images from resources which works fine.
I set the target for Picasso as follows:
view.setTag(new Target() {
#Override
public void onBitmapLoaded(Bitmap bitmap, LoadedFrom from) {
Log.d("LOG", bitmap.getWidth() + " " + bitmap.getHeight());
BitmapDrawable bitmapDrawable = new BitmapDrawable(activity.getResources(), bitmap);
byte[] ninePatchChunk = bitmap.getNinePatchChunk();
if (NinePatch.isNinePatchChunk(ninePatchChunk)) {
view.setBackground(new NinePatchDrawable(activity.getResources(), bitmap, ninePatchChunk, new Rect(), null));
} else {
view.setBackground(bitmapDrawable);
}
}
}
This function (loading image from assets) works fine:
Picasso.with(activity)
.load(R.drawable.nine_patch_button)
.into(view.getTag()); //view.getTag() is the target
But I need to download the background image from internet.
Picasso.with(activity)
.load(uri_to_nine_patch_button)
.into(view.getTag()); //view.getTag() is the target
In the second case the image is stretched and not displayed as a nine-patch-image. When I load an image from URI, the log output will always be the same (41, 28), but when I load the image from assets, the log output differs from device to device (108, 75 and 38, 27).
In the first case with same output bitmap.getNinePatchChunk() is null, image stretched, nothing works.
Any ideas for solution?
Best regards
My solution was using this class: https://gist.github.com/knight9999/86bec38071a9e0a781ee
Related
I am using ACTION_GET_CONTENT and load selected images using Glide. I would like to display the image file size in bytes, but does Glide support a way to get this data?
I could find ways to get file size when using ACTION_GET_CONTENT, but I am afraid that if I use those methods, it may unnecessarily read the same file twice. (I read it once for the size, and Glide reads it once more to get the image). This would be particularly bad if the image is a remote image (users could select images from Google Drive).
You can get the bitmap using SimpleTarget and then you can calculate the size in kb,mb by fetching bytes using getByteCount or getAllocationByteCount
Glide
.with(context)
.load("https://www.somelink.com/image.png")
.asBitmap()
.into(new SimpleTarget<Bitmap>() {
#Override
public void onResourceReady(Bitmap resource, Transition<? super Bitmap> transition) {
int byteCount = Integer.MIN_VALUE;
if(android.os.Build.VERSION.SDK_INT < android.os.Build.VERSION_CODES.KITKAT){
byteCount = resource.getByteCount();
}else{
byteCount = resource.getAllocationByteCount();
}
int sizeInKB = byteCount / 1024;
int sizeInMB = sizeInKB / 1024;
image.setImageBitmap(resource);
}
});
Now, in my app, each placeholder has size, that was set in xml and after image was downloaded it resizes ImageView height with horrible visual effect.
How can I get image size, that is downloading and should be displayed in
ImageView, to make the same placeholder size like in Facebook application live feed? Maybe I should include image ratio for each link in json file that is downloading from server, or Fresco, Glide or Picasso has some tricks to acheive this?
If you want to resize the placeholder to the actual image dimensions before downloading the image, you have to somehow get this information from your server. You could, like you've already suggested, include the image dimensions / aspect ratio to the request and then use that information to properly size your views upfront.
Because of this horrible visual effect you've mentioned, Fresco doesn't support wrap_content but it supports setting an aspect ratio for the DraweeView that you can set using your server data.
See also http://frescolib.org/docs/wrap-content.html
Try using ResourceTranscoder with glide request as mentioned below:
Glide
.with(this)
.load(imageUrl)
.asBitmap()
.transcode(new BitmapSizeTranscoder(), Size.class)
.into(new SimpleTarget<Size>() {
#Override public void onResourceReady(Size size, GlideAnimation glideAnimation) {
Log.w("SIZE", String.format(Locale.ENGLISH, "%dx%d", size.width, size.height));
}
});
class Size {
int width;
int height;
}
class BitmapSizeTranscoder implements ResourceTranscoder<Bitmap, Size> {
#Override public Resource<Size> transcode(Resource<Bitmap> toTranscode) {
Bitmap bitmap = toTranscode.get();
Size size = new Size();
size.width = bitmap.getWidth();
size.height = bitmap.getHeight();
return new SimpleResource<>(size);
}
#Override public String getId() {
return getClass().getName();
}
}
The app I'm creating requires a number of images to be pulled from our server, and displayed on a page. The user can go into several different categories, and each will have their own images. The problem is after going to 2-3 categories (depending on how many images are in those categories) in a row, the app has no more memory and cannot display the Bitmaps without crashing.
What I'd like to be able to do is clear the memory every time the user goes to a new category so that the old category's images won't be stored in memory anymore, freeing up space for the relevant category's images. I'm not sure if this is a good way to do it, or even how to do it if it was.
If anyone has a better solution let me know. One idea that was thrown around was loading only ~20 images at once, and waiting until the user scrolls to the bottom before loading more, however since our customers are paying to have their images on the app, that would cause less traffic to certain images, so this is not the ideal solution. However it's not out of the question.
Here is the code I'm using to load the images:
EDIT: My Mistake I posted the wrong code, this is the real code I'm using:
#SuppressWarnings("deprecation")
public Drawable loadImageFromWebOperations(String url, String imagePath) {
try {
if(Global.couponBitmaps.get(imagePath) != null){
scaledHeight = Global.couponBitmaps.get(imagePath).getHeight();
return new BitmapDrawable(getResources(), Global.couponBitmaps.get(imagePath));
}
Drawable d = null;
File f = new File(getBaseContext().getFilesDir().getPath().toString() + "/" + imagePath + ".png");
if (f.exists()) {
Display display = getWindowManager().getDefaultDisplay();
Point size = new Point();
int scaledWidth = 0;
try {
display.getSize(size);
scaledWidth = size.x;
} catch (java.lang.NoSuchMethodError ignore) {
scaledWidth = display.getWidth();
}
Bitmap bitmap = null;
BitmapScaler scaler = new BitmapScaler(f, scaledWidth);
bitmap = scaler.getScaled();
scaledHeight = bitmap.getHeight();
d = new BitmapDrawable(getResources(), bitmap);
Global.couponBitmaps.put(imagePath, bitmap);
} else {
Display display = getWindowManager().getDefaultDisplay();
Point size = new Point();
int scaledWidth = 0;
try {
display.getSize(size);
scaledWidth = size.x;
} catch (java.lang.NoSuchMethodError ignore) {
scaledWidth = display.getWidth();
}
Bitmap bitmap = BitmapFactory.decodeStream((InputStream) new URL(url).getContent());
int height = bitmap.getHeight();
int width = bitmap.getWidth();
scaledHeight = (int) (((scaledWidth * 1.0) / width) * height);
f.getParentFile().mkdirs();
f.createNewFile();
OutputStream output = new FileOutputStream(f);
bitmap.compress(Bitmap.CompressFormat.PNG, 90, output);
output.close();
bitmap = Bitmap.createScaledBitmap(bitmap, scaledWidth, scaledHeight, false);
d = new BitmapDrawable(getResources(), bitmap);
Global.couponBitmaps.put(imagePath, bitmap);
}
return d;
} catch (MalformedURLException e) {
e.printStackTrace();
return null;
} catch (IOException e) {
e.printStackTrace();
return null;
} catch (OutOfMemoryError e){
e.printStackTrace();
return null;
}
}
If anyone knows if there is a more efficient way of loading the images, or if there is a way to clear the memory before drawing them, it would be greatly appreciated, thank you.
Since you are loading your Bitmaps from a server, you should probably use an image loading library.
Powerful libraries are for example:
Picasso, by square
UniversalImageLoader, by nostra13
They allow you to do pretty much anything with your Bitmap and during loading. Chaching is also supported.
UniversalImageLoader is slightly more powerful, Picasso is easier to use, in my opinion.
Bitmaps in android are a bit tricky.. My first app which required a large number of images in a gridview - I ran into a lot of OOM problems as well.
I ended up using nostra13's "Universal Image Loader" as it seemed to be the best solution for what I needed. It has a lot of built in features such as disk cache, memory cache, bitmap size, thread pool size, image scaling, etc. There are working examples too. :)
Nostra13 Universal Image Loader
There are a few things to keep in mind:
Recycle your bitmaps before displaying the next one else they will
pile up in memory and you'll get OOM
If using Universal Image Loader, make sure you use .bitmapConfig(Bitmap.Config.RGB_565) as it uses the least amount of memory per image.
If you plan on displaying a lot of images in a gridview or listview, the approach I used is to load two different images from your APIs, one being extremely small (100x100 ish) for thumbnail view, and the other being the full size image. This way you wont run out of memory when showing the thumbnails. Then only when the user clicks a thumbnail, will it load the the full size image for that position.
Hopefully this helps. :)
Every time you create new Drawable and BitmapDrawable use one Drawable and refresh image on it.
Hi i guess this is quite simple solution but i cant figure it out myself.
lets say we have 4 points ( start_X, start_Y, end_X, end_Y) and we have to show the user this selection.
For now i thought best solution was to have 3 imageviews:
Original(nothing changed);
Mask(just any semi transparent color)
Portion(cutted out portion of original image)
and to show them as folows: 3>2>1
This solution would be great but i cant finish it. Stuck at croping an image portion and inserting it in 'the place' it belongs according to original image;
Questions are - Is there any other solution for this problem ? if not then - How to crop part of image using those 4 points and then put this image very exact place it belongs ?
Udate 1
Create new bitmap with transparent background (.png maybe) and same size as original image. Then add the cutted portion to it at special position and use it as image 3(described above); Is this solution correct ? if yes how to do it ?
try this:
class BD extends BitmapDrawable {
private Rect mSelection;
public BD(Resources res, Bitmap bitmap) {
super(res, bitmap);
mSelection = new Rect(20, 20, 60, 60);
}
#Override
public void draw(Canvas canvas) {
super.draw(canvas);
Log.d(TAG, "draw " + canvas.getMatrix());
canvas.clipRect(mSelection, Op.DIFFERENCE);
canvas.drawColor(0x66000000);
}
}
test code (place it in onCreate):
ImageView iv = new ImageView(this);
Resources res = getResources();
Bitmap b = BitmapFactory.decodeResource(res, R.drawable.layer0);
Drawable d = new BD(res, b);
iv.setImageDrawable(d);
setContentView(iv);
I am in the process of implementing expansion files for my Android app.
So far, I've placed several images and audio files into the main expansion file (I am not using the patch expansion file). None of the files have been compressed.
Through the app, I am able to download the expansion file, and play the audio files without any problems. At the same time an audio file in the expansion file is played, I am also displaying an image from the expansion file. However, the image is considerably smaller than I expected.
The image is 320x400px. Before implementing the expansion files, it was displayed as expected in my app. However, after implementation, it looks like the image shrank to about 50px wide (the height shrank in proportion).
I then tried the solution offered in How to create a drawable from a stream without resizing it. While the image does appear slightly larger, it is still much smaller than what I want it to be (looks like it's about 100x125 px now). Currently, my code for displaying the image looks like this:
public void displayImageFromExpansionFile(){
Bitmap b = BitmapFactory.decodeStream(fileStream);
b.setDensity(Bitmap.DENSITY_NONE);
Drawable d = new BitmapDrawable(this.getResources(), b);
imageToDisplay.setImageDrawable(d);
}
public void showImg(int imgNum){
switch(imgNum){
case(1):
try{
if((getResources().getConfiguration().screenLayout &
Configuration.SCREENLAYOUT_SIZE_MASK) == Configuration.SCREENLAYOUT_SIZE_SMALL){
fileStream = expansionFile.getInputStream("filepath inside expansion file for small image");
}
else if((getResources().getConfiguration().screenLayout &
Configuration.SCREENLAYOUT_SIZE_MASK) == Configuration.SCREENLAYOUT_SIZE_NORMAL){
fileStream = expansionFile.getInputStream("filepath inside expansion file for normal image");
}
else if((getResources().getConfiguration().screenLayout &
Configuration.SCREENLAYOUT_SIZE_MASK) == Configuration.SCREENLAYOUT_SIZE_LARGE){
fileStream = expansionFile.getInputStream("filepath inside expansion file for large image");
}
else{
fileStream = expansionFile.getInputStream("filepath inside expansion file for xlarge image");
}
displayImageFromExpansionFile();
} catch (Exception e) {
e.printStackTrace();
}
break;
// more cases here
}
It still seems as if the image is not being displayed at its actual size. When I examine the image inside the expansion file, I can see that it is still at 320x400px. However, the app is not displaying the image at these dimensions.
What could I do to get the app to display the image at its correct dimensions?
Thanks!
---UPDATE---
I've also tried the code below, with no difference in results. It still looks to be about 100x125px, instead of 320x400px, like its original size.
public void displayImageFromExpansionFile(int bWidth, int bHeight){
BitmapFactory.Options bfo = new BitmapFactory.Options();
bfo.inPreferredConfig = Bitmap.Config.ARGB_8888;
Bitmap b = BitmapFactory.decodeStream(fileStream, null, bfo);
b.setDensity(Bitmap.DENSITY_NONE);
imageToDisplay.setImageBitmap(b);
}
The only thing that's worked so far is Bitmap.createScaledBitmap(b, bWidth, bHeight, true);
On my phone, doubling the image's original dimensions (to 640x800 px) using the above method brings the image up to its expected size, but I would imagine that the image might appear at different sizes on different phones (probably because of screen density/size). When I tried doubling the xlarge image dimensions and viewed it on my tablet, the image appears larger than it should.
In the end, I fiddled around with the layout XML file that was displaying the shrunken image. I changed the attributes of the imageView like so:
Width / Height: fill_parent (both)
Scale Type: fitCenter
Now, the images are slightly bigger than I initially expected, but I think it looks better this way. And now the images are of a consistent size. Problem solved!
If anyone else is having trouble with what I've been experiencing, hope this helps.
thats worked for me:
public static Bitmap getBitmapExt(Context context, String name){
Bitmap bitmap = null;
try {
if(expansionFile == null){
PackageInfo pInfo = context.getPackageManager().getPackageInfo(context.getPackageName(), 0);
expansionFile = APKExpansionSupport.getAPKExpansionZipFile(context, pInfo.versionCode, 0);
}
InputStream is = expansionFile.getInputStream("images/" + name + ".png");
bitmap = BitmapFactory.decodeStream(is);
}
catch (Exception e){
e.printStackTrace();
}
return bitmap;
}
https://gist.github.com/uebi-belli/3c07323c8055a3b66ccac0d388b2b013
Hope that helps =)