saving image to parse db without losing quality in android - android

when a user is taking a photo I want to save it to background as a parse file as follows:
ByteArrayOutputStream stream = new ByteArrayOutputStream();
bitmap.compress(Bitmap.CompressFormat.PNG, 100, stream);
try {
stream.flush();
stream.close();
} catch (IOException e) {
e.printStackTrace();
}
filePic = new ParseFile(userName + ".png", byteArray);
filePic.saveInBackground();
This code works, but the problem is that the image loses its quality even though its set to 100.
Can anyone help with a solution on how to compress the bitmap without losing the quality? or maybe saving it without compressing?

Related

After Uploading photo on server from android Application, it lost his quality

While I select the image from the gallery and shows it in ImageView. The image quality is all right. But, uploading an image on the server, it lost quality and become a blur. I obtain the image from the camera by this code.
private void onCaptureImageResult(Intent data) {
bitmap = (Bitmap) data.getExtras().get("data");
ByteArrayOutputStream bytes = new ByteArrayOutputStream();
bitmap.compress(Bitmap.CompressFormat.JPEG, 100, bytes);
File destination = new File(
Environment.getExternalStorageDirectory(),
System.currentTimeMillis() + ".jpg"
);
FileOutputStream fo;
try {
destination.createNewFile();
fo = new FileOutputStream(destination);
fo.write(bytes.toByteArray());
fo.close();
} catch (FileNotFoundException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
}
imageView.setImageBitmap(bitmap);
}
Then, I did this work-
private String imageToString(Bitmap bitmap){
ByteArrayOutputStream byteArrayOutputStream=new ByteArrayOutputStream();
bitmap.compress(Bitmap.CompressFormat.JPEG,100,byteArrayOutputStream);
byte[] imgByte=byteArrayOutputStream.toByteArray();
return Base64.encodeToString(imgByte,Base64.DEFAULT);
}
and used this function to compress my selected photo. But, it makes the loss of that image quality and image become a blur on the server. Why am I facing this problem?
You could use the .png format as it's lossless and doesn't reduce the image quality. On the other hand the .jpeg format is just the opposite of this.
private String imageToString(Bitmap bitmap){
ByteArrayOutputStream byteArrayOutputStream=new ByteArrayOutputStream();
bitmap.compress(Bitmap.CompressFormat.PNG, 100, byteArrayOutputStream);
byte[] imgByte=byteArrayOutputStream.toByteArray();
return Base64.encodeToString(imgByte, Base64.DEFAULT);
}
You did not show the intent to start a Camera app.
But you did it in such a way that you only got a thumbnail of the picture taken.
Change the intent. Add an uri where the camera app can save the full picture.
There are 783 examples of such an intent on stackoverflow and even more on the internet.

bitmap.compress destroys the picture quality

I'm using an app to get the gps location and draw it as a circle on a bitmap then save it to proceed, so I need repetitively to read and save the file. But unfortunately when I save the file and read it, the file is damaged after some iterations...! the code:
File output = new File(tmpDirectory, "map.jpg");
try {
OutputStream outputStream = new FileOutputStream(output);
bitmap.compress(Bitmap.CompressFormat.JPEG, 100, outputStream);
outputStream.flush();
outputStream.close();
} catch (Exception ex) {
Message("error!");
}
directory = tmpDirectory;//updating directory to load the manipulated image
readFile(directory + "map.jpg", false);//setting the image view new image
image included:picture after iterations
image included:
main image
JPEG uses lossy compression. That means with each iteration you will lose some quality. You should use loseless format like PNG if you want to preserve it.
bitmap.compress(Bitmap.CompressFormat.PNG, 100, outputStream);

Saving Canvas Image at high resolution

I am creating an Android app where a user can draw, add text, or image on to the canvas.
After the user has finished editing on th canvas there is an option for saving.
When I try to save that as an image, the resulting output image is of very low resolution.
canvas.setDrawingCacheEnabled(true);
canvas.setDrawingCacheQuality(View.DRAWING_CACHE_QUALITY_HIGH);
Bitmap bitmap = canvas.getDrawingCache();
String path = Environment.getExternalStorageDirectory().getAbsolutePath();
File file = new File(path+"/image.jpg");
FileOutputStream ostream;
try {
file.createNewFigle();
ostream = new FileOutputStream(file);
bitmap.compress(CompressFormat.JPEG, 100, ostream);
ostream.flush();
ostream.close();
Toast.makeText(getApplicationContext(), "image saved", 5000).show();
} catch (Exception e) {
e.printStackTrace();
Toast.makeText(getApplicationContext(), "error", 5000).show();
}
I want the image to be saved as A3 300dpi. Is there any possible way?
Try to save text, images and all drawing as objects and when the user clicks the save button create a new bitmap with required resolution and translate the current canvas to the required one
I think this is because of using bitmap.compress(CompressFormat.JPEG, 100, ostream); use PNG instread of JPEG
Hope you be ok

Screenshot using drawing cache and saving to file adds noise to image

I have multiple activities that each one apply some visual effects on screen then save and send it's uri to another activity,but after each process(getDrawingCache + save + send)some noises appear on image,this is my code:
FrameLayout frame1=(FrameLayout) findViewById(R.id.finalview_new);
frame1.setDrawingCacheEnabled(true);
frame1.buildDrawingCache();
Bitmap bitmap=frame1.getDrawingCache();
String fileName = "myImage";//no .png or .jpg needed
try {
ByteArrayOutputStream bytes =
new ByteArrayOutputStream();
bitmap.compress(Bitmap.CompressFormat.JPEG, 100, bytes);
FileOutputStream fo =
openFileOutput(fileName, aftertext.this.MODE_PRIVATE);
fo.write(bytes.toByteArray());
// remember close file output
fo.close();
} catch (Exception e) {
e.printStackTrace();
fileName = null;
}
ed.setVisibility(View.VISIBLE);
onCreate(null);
This is the culprit
bitmap.compress(Bitmap.CompressFormat.JPEG, 100, bytes);
JPEG is a lossy format. Use the BitmapFormat.PNG option instead.

Black portion in place of transparent portion while saving the bitmap

I am frustrated searching almost every google page for this problem.
I need to save my bitmap to file.
I have used this method several times with no problem at all. But now I am having a problem.
The Bitmap I am saving is a round image with transparency and having .png format which I have placed in res folder. But I am getting black portion in place of transparent portion.
This is the code I am using for saving the bitmap.
void saveImage(Bitmap bmp) {
try {
ByteArrayOutputStream bytes = new ByteArrayOutputStream();
bmp.compress(Bitmap.CompressFormat.PNG, 100, bytes);
finalImg = new File(Environment.getExternalStorageDirectory(),
"emoticon_temp" + ".png");
finalImg.createNewFile();
FileOutputStream fo = new FileOutputStream(finalImg);
fo.write(bytes.toByteArray());
fo.flush();
fo.close();
} catch (FileNotFoundException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
}
}
I am saving this bitmap as file because I need to share this image and for sharing the image I need the Stream Uri.
If you got any other Idea for sharing a bitmap, please let me know.

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