Related
I have two following methods those load my Bitmaps. And when I've tried to load huge image 2000px x 6000px I've got UIfreeze for about 3 seconds. Can anubody help me to improve loading speed of huge images? I's important for me on screen orientation change, because these methods always have been called by that lib and my UI always freezes for about 3 second before rotate...
/**
* Async task used to get image details
*/
private static class TilesInitTask implements Runnable {
private final WeakReference<ScaleImageView> viewRef;
private final WeakReference<Context> contextRef;
private final WeakReference<DecoderFactory<? extends ImageRegionDecoder>> decoderFactoryRef;
private final Uri source;
private ImageRegionDecoder decoder;
private Exception exception;
public TilesInitTask(ScaleImageView view, Context context, DecoderFactory<? extends ImageRegionDecoder> decoderFactory, Uri source) {
this.viewRef = new WeakReference<>(view);
this.contextRef = new WeakReference<>(context);
this.decoderFactoryRef = new WeakReference<DecoderFactory<? extends ImageRegionDecoder>>(decoderFactory);
this.source = source;
}
public void run() {
ScaleImageView view = null;
try {
String sourceUri = source.toString();
Context context = contextRef.get();
DecoderFactory<? extends ImageRegionDecoder> decoderFactory = decoderFactoryRef.get();
view = viewRef.get();
if (context != null && decoderFactory != null && view != null) {
decoder = decoderFactory.make();
Point dimensions = decoder.init(context, source);
int sWidth = dimensions.x;
int sHeight = dimensions.y;
int exifOrientation = view.getExifOrientation(sourceUri);
if (view.sRegion != null) {
sWidth = view.sRegion.width();
sHeight = view.sRegion.height();
}
view.onTilesInited(decoder, sWidth, sHeight, exifOrientation);
}
} catch (Exception e) {
Log.e(TAG, "Failed to initialise bitmap decoder", e);
this.exception = e;
if (view != null && view.onImageEventListener != null) {
view.onImageEventListener.onImageLoadError(exception);
}
}
}
}
/**
* Called by worker task when decoder is ready and image size and EXIF orientation is known.
*/
private synchronized void onTilesInited(ImageRegionDecoder decoder, int sWidth, int sHeight, int sOrientation) {
// If actual dimensions don't match the declared size, reset everything.
if (this.sWidth > 0 && this.sHeight > 0 && (this.sWidth != sWidth || this.sHeight != sHeight)) {
reset(false);
if (bitmap != null) {
if (!bitmapIsCached) {
bitmap.recycle();
}
bitmap = null;
bitmapIsPreview = false;
bitmapIsCached = false;
}
}
this.decoder = decoder;
this.sWidth = sWidth;
this.sHeight = sHeight;
this.sOrientation = sOrientation;
checkReady();
checkImageLoaded();
invalidate();
requestLayout();
}
/**
* Async task used to load images
*/
private static class TileLoadTask implements Runnable {
private final WeakReference<ScaleImageView> viewRef;
private final WeakReference<ImageRegionDecoder> decoderRef;
private final WeakReference<Tile> tileRef;
private Exception exception;
public TileLoadTask(ScaleImageView view, ImageRegionDecoder decoder, Tile tile) {
this.viewRef = new WeakReference<>(view);
this.decoderRef = new WeakReference<>(decoder);
this.tileRef = new WeakReference<>(tile);
tile.loading = true;
}
public void run() {
ScaleImageView view = null;
try {
view = viewRef.get();
ImageRegionDecoder decoder = decoderRef.get();
Tile tile = tileRef.get();
if (decoder != null && tile != null && view != null && decoder.isReady()) {
synchronized (view.decoderLock) {
// Update tile's file sRect according to rotation
view.fileSRect(tile.sRect, tile.fileSRect);
if (view.sRegion != null) {
tile.fileSRect.offset(view.sRegion.left, view.sRegion.top);
}
tile.bitmap = decoder.decodeRegion(tile.fileSRect, tile.sampleSize);
tile.loading = false;
view.onTileLoaded();
}
} else if (tile != null) {
tile.loading = false;
}
} catch (Exception e) {
Log.e(TAG, "Failed to decode tile", e);
this.exception = e;
if (view != null && view.onImageEventListener != null) {
view.onImageEventListener.onTileLoadError(exception);
}
}
}
}
/**
* Called by worker task when a tile has loaded. Redraws the view.
*/
private synchronized void onTileLoaded() {
checkReady();
checkImageLoaded();
if (isBaseLayerReady() && bitmap != null) {
if (!bitmapIsCached) {
bitmap.recycle();
}
bitmap = null;
bitmapIsPreview = false;
bitmapIsCached = false;
}
invalidate();
}
Working with bitmaps and pictures is a sensitive operation. I suggest you to use a library for these kind of operations suces as
https://github.com/nostra13/Android-Universal-Image-Loader
http://square.github.io/picasso/
Edit:
Here you can how to add and init library.
Correct usage of Universal Image Loader
After you init with best configuration you can use file paths below which is suitable for your operation:
"http://example.com/image.png" // from Web
"file:///mnt/sdcard/image.png" // from SD card
"file:///mnt/sdcard/video.mp4" // from SD card (video thumbnail)
"content://media/external/images/media/13" // from content provider
"content://media/external/video/media/13" // from content provider (video thumbnail)
"assets://image.png" // from assets
"drawable://" + R.drawable.img // from drawables (non-9patch images)
And finally you can load it with:
ImageLoader imageLoader = ImageLoader.getInstance(); // Get singleton instance
imageLoader.displayImage(imageUri, imageView);
Good luck.
I need help understanding androids LruCache. I want to use to load images into my gridview in order make the loading/scrolling better. Can someone post an example code using LruCache please. Thanks in advance.
Below is a class I made for using LruCache, this is based on the presentation Doing More With Less: Being a Good Android Citizen given at Google I/O 2012.
Check out the movie for more information about what I'm doing in the TCImageLoader class:
public class TCImageLoader implements ComponentCallbacks2 {
private TCLruCache cache;
public TCImageLoader(Context context) {
ActivityManager am = (ActivityManager) context.getSystemService(
Context.ACTIVITY_SERVICE);
int maxKb = am.getMemoryClass() * 1024;
int limitKb = maxKb / 8; // 1/8th of total ram
cache = new TCLruCache(limitKb);
}
public void display(String url, ImageView imageview, int defaultresource) {
imageview.setImageResource(defaultresource);
Bitmap image = cache.get(url);
if (image != null) {
imageview.setImageBitmap(image);
}
else {
new SetImageTask(imageview).execute(url);
}
}
private class TCLruCache extends LruCache<String, Bitmap> {
public TCLruCache(int maxSize) {
super(maxSize);
}
#Override
protected int sizeOf(ImagePoolKey key, Bitmap value) {
int kbOfBitmap = value.getByteCount() / 1024;
return kbOfBitmap;
}
}
private class SetImageTask extends AsyncTask<String, Void, Integer> {
private ImageView imageview;
private Bitmap bmp;
public SetImageTask(ImageView imageview) {
this.imageview = imageview;
}
#Override
protected Integer doInBackground(String... params) {
String url = params[0];
try {
bmp = getBitmapFromURL(url);
if (bmp != null) {
cache.put(url, bmp);
}
else {
return 0;
}
} catch (Exception e) {
e.printStackTrace();
return 0;
}
return 1;
}
#Override
protected void onPostExecute(Integer result) {
if (result == 1) {
imageview.setImageBitmap(bmp);
}
super.onPostExecute(result);
}
private Bitmap getBitmapFromURL(String src) {
try {
URL url = new URL(src);
HttpURLConnection connection
= (HttpURLConnection) url.openConnection();
connection.setDoInput(true);
connection.connect();
InputStream input = connection.getInputStream();
Bitmap myBitmap = BitmapFactory.decodeStream(input);
return myBitmap;
} catch (IOException e) {
e.printStackTrace();
return null;
}
}
}
#Override
public void onConfigurationChanged(Configuration newConfig) {
}
#Override
public void onLowMemory() {
}
#Override
public void onTrimMemory(int level) {
if (level >= TRIM_MEMORY_MODERATE) {
cache.evictAll();
}
else if (level >= TRIM_MEMORY_BACKGROUND) {
cache.trimToSize(cache.size() / 2);
}
}
}
I've found a really easy way that work perfectly for me...
This is the Cache.java class. In this class, the static getInstance() method enables us to create only one cache instance in the whole application. getLru() method is used to retrieve the cached object, it will be shown later how to use it. This cache is generic, meaning you can save any Object type into it. The cache memory size here is set to 1024. It can be changed if it is too small:
import android.support.v4.util.LruCache;
public class Cache {
private static Cache instance;
private LruCache<Object, Object> lru;
private Cache() {
lru = new LruCache<Object, Object>(1024);
}
public static Cache getInstance() {
if (instance == null) {
instance = new Cache();
}
return instance;
}
public LruCache<Object, Object> getLru() {
return lru;
}
}
This is the code in your activity where you save the bitmap to the cache:
public void saveBitmapToCahche(){
//The imageView that you want to save it's bitmap image resourse
ImageView imageView = (ImageView) findViewById(R.id.imageViewID);
//To get the bitmap from the imageView
Bitmap bitmap = ((BitmapDrawable)imageview.getDrawable()).getBitmap();
//Saving bitmap to cache. it will later be retrieved using the bitmap_image key
Cache.getInstance().getLru().put("bitmap_image", bitmap);
}
This is the code where you retrieve the bitmap from the cache, then set an imageView to this bitmap:
public void retrieveBitmapFromCache(){
//The imageView that you want to set to the retrieved bitmap
ImageView imageView = (ImageView) findViewById(R.id.imageViewID);
//To get bitmap from cache using the key. Must cast retrieved cache Object to Bitmap
Bitmap bitmap = (Bitmap)Cache.getInstance().getLru().get("bitmap_image");
//Setting imageView to retrieved bitmap from cache
imageView.setImageBitmap(bitmap));
}
THAT'S ALL! As you can see this is rather easy and simple.
EXAMPLE:
In my application, All the views are saved in class variables so they can be seen by all the methods in the class. In my first activity, I save the image bitmap to the cache in an onClickButton() method, right before I start a new activity using intent. I also save a string value in my cache:
public void onClickButton(View v){
Bitmap bitmap = ((BitmapDrawable)imageView.getDrawable()).getBitmap();
String name = textEdit.getText().toString();
Cache.getInstance().getLru().put("bitmap_image", bitmap);
Cache.getInstance().getLru().put("name", name);
Intent i = new Intent(FirstActivity.this, SecondActivity.class);
startActivity(i);
}
Then I navigate from the second activity to a third activity also using intents. In the last activity I save other objects into my cache, then go back to the first activity using an intent. Once I'm back in the first activity, the onCreate() method will start. In that method, I check if my cache has any bitmap value or any String value separately (based on my application business):
public ImageView imageView;
public EditText editText;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_first);
//...Other code...
//The imageView that you want to save it's bitmap image resourse
imageView = (ImageView) findViewById(R.id.imageViewID);
//The editText that I want to save it's text into cache
editText = (EditText)findViewById(R.id.editTextID);
if(Cache.getInstance().getLru().get("name")!=null){
editText.setText(Cache.getInstance().getLru().get("name").toString());
}
if(Cache.getInstance().getLru().get("bitmap_image")!=null){
imageView.setImageBitmap((Bitmap)Cache.getInstance().getLru().get("bitmap_image"));
}
//...Other code...
}
Take a look at Caching Bitmaps where the use of LruCache is demonstrated.
The relevant portion of the code from the page is as follows:-
private LruCache mMemoryCache;
#Override
protected void onCreate(Bundle savedInstanceState) {
...
// Get memory class of this device, exceeding this amount will throw an
// OutOfMemory exception.
final int memClass = ((ActivityManager) context.getSystemService(
Context.ACTIVITY_SERVICE)).getMemoryClass();
// Use 1/8th of the available memory for this memory cache.
final int cacheSize = 1024 * 1024 * memClass / 8;
mMemoryCache = new LruCache(cacheSize) {
#Override
protected int sizeOf(String key, Bitmap bitmap) {
// The cache size will be measured in bytes rather than number of items.
return bitmap.getByteCount();
}
};
...
}
public void addBitmapToMemoryCache(String key, Bitmap bitmap) {
if (getBitmapFromMemCache(key) == null) {
mMemoryCache.put(key, bitmap);
}
}
public Bitmap getBitmapFromMemCache(String key) {
return mMemoryCache.get(key);
}
https://techienotes.info/2015/08/28/caching-bitmaps-in-android-using-lrucache/
This link has a full project having sample application to load images into Gridview using LruCache.
This class is using LruCache and taken from the code given in the link
public class ImageAdapter extends BaseAdapter{
private String TAG = getClass().getSimpleName();
Context mContext;
ArrayList<Uri> imageList;
private LruCache<String, Bitmap> mLruCache;
public ImageAdapter (Context context){
mContext = context;
//Find out maximum memory available to application
//1024 is used because LruCache constructor takes int in kilobytes
final int maxMemory = (int) (Runtime.getRuntime().maxMemory() / 1024);
// Use 1/4th of the available memory for this memory cache.
final int cacheSize = maxMemory / 4;
Log.d(TAG, "max memory " + maxMemory + " cache size " + cacheSize);
// LruCache takes key-value pair in constructor
// key is the string to refer bitmap
// value is the stored bitmap
mLruCache = new LruCache<String, Bitmap>(cacheSize) {
#Override
protected int sizeOf(String key, Bitmap bitmap) {
// The cache size will be measured in kilobytes
return bitmap.getByteCount() / 1024;
}
};
imageList = new ArrayList<Uri>();
//Change this directory to where the images are stored
String imagesFolderPath = Environment.getExternalStorageDirectory().getPath()+"/backups/";
File imageSrcDir = new File (imagesFolderPath);
// if directory not present, build it
if (!imageSrcDir.exists()){
imageSrcDir.mkdirs();
}
ArrayList<File> imagesInDir = getImagesFromDirectory(imageSrcDir);
for (File file: imagesInDir){
// imageList will hold Uri of all images
imageList.add(Uri.fromFile(file));
}
}
#Override
public int getCount() {
return imageList.size();
}
#Override
public Object getItem(int position) {
return null;
}
#Override
public long getItemId(int position) {
return 0;
}
/**
*
* #param position The position of the item within the
* adapter's data set of the item whose view we want.
* #param convertView it is the view to be reused
* #param parent The parent that this view will eventually be attached to
* #return a View corresponding to the data at the specified position.
*/
#Override
public View getView(int position, View convertView, ViewGroup parent) {
ImageView imageView;
Bitmap thumbnailImage = null;
if (convertView == null){
imageView = new ImageView(mContext);
imageView.setLayoutParams(
//150,150 is size of imageview to display image
new GridView.LayoutParams(150, 150));
imageView.setScaleType(ImageView.ScaleType.CENTER_CROP);
}
else {
imageView = (ImageView)convertView;
}
// Use the path as the key to LruCache
final String imageKey = imageList.get(position).toString();
//thumbnailImage is fetched from LRU cache
thumbnailImage = getBitmapFromMemCache(imageKey);
if (thumbnailImage == null){
// if asked thumbnail is not present it will be put into cache
BitmapWorkerTask task = new BitmapWorkerTask(imageView);
task.execute(imageKey);
}
imageView.setImageBitmap(thumbnailImage);
return imageView;
}
/**
* This function returns the files from a directory
* #param parentDirPath source directory in which images are located
* #return list of Files
*/
private ArrayList<File> getImagesFromDirectory (File parentDirPath){
ArrayList <File> listOfImages = new ArrayList<File>();
File [] fileArray = null;
if ( parentDirPath.isDirectory() ){//parentDirPath.exists() &&
// &&
// parentDirPath.canRead()){
fileArray = parentDirPath.listFiles();
}
if (fileArray == null){
return listOfImages; // return empty list
}
for (File file: fileArray){
if (file.isDirectory()){
listOfImages.addAll(getImagesFromDirectory(file));
}
else {
// Only JPEG and PNG formats are included
// for sake of simplicity
if (file.getName().endsWith("png") ||
file.getName().endsWith("jpg")){
listOfImages.add(file);
}
}
}
return listOfImages;
}
/**
* This function will return the scaled version of original image.
* Loading original images into thumbnail is wastage of computation
* and hence we will take put scaled version.
*/
private Bitmap getScaledImage (String imagePath){
Bitmap bitmap = null;
Uri imageUri = Uri.parse (imagePath);
try{
BitmapFactory.Options options = new BitmapFactory.Options();
/**
* inSampleSize flag if set to a value > 1,
* requests the decoder to sub-sample the original image,
* returning a smaller image to save memory.
* This is a much faster operation as decoder just reads
* every n-th pixel from given image, and thus
* providing a smaller scaled image.
* 'n' is the value set in inSampleSize
* which would be a power of 2 which is downside
* of this technique.
*/
options.inSampleSize = 4;
options.inScaled = true;
InputStream inputStream = mContext.getContentResolver().openInputStream(imageUri);
bitmap = BitmapFactory.decodeStream(inputStream, null, options);
} catch (FileNotFoundException e) {
e.printStackTrace();
}
return bitmap;
}
public void addBitmapToMemoryCache(String key, Bitmap bitmap) {
if (getBitmapFromMemCache(key) == null) {
mLruCache.put(key, bitmap);
}
}
public Bitmap getBitmapFromMemCache(String key) {
return mLruCache.get(key);
}
class BitmapWorkerTask extends AsyncTask<String, Void, Bitmap> {
private final WeakReference<ImageView> imageViewReference;
public BitmapWorkerTask(ImageView imageView) {
// Use a WeakReference to ensure the ImageView can be garbage collected
imageViewReference = new WeakReference<ImageView>(imageView);
}
#Override
protected Bitmap doInBackground(String... params) {
final Bitmap bitmap = getScaledImage(params[0]);
addBitmapToMemoryCache(String.valueOf(params[0]), bitmap);
return bitmap;
}
// onPostExecute() sets the bitmap fetched by doInBackground();
#Override
protected void onPostExecute(Bitmap bitmap) {
if (imageViewReference != null && bitmap != null) {
final ImageView imageView = (ImageView)imageViewReference.get();
if (imageView != null) {
imageView.setImageBitmap(bitmap);
}
}
}
}
}
Utility Class to save and retrieve Bitmap from own Cache.
package com.roomco.android.utils;
import android.graphics.Bitmap;
import android.support.v4.util.LruCache;
public class MyCache {
private static MyCache instance;
private LruCache<Object, Object> lru;
private MyCache() {
lru = new LruCache<Object, Object>(1024);
}
public static MyCache getInstance() {
if (instance == null) {
instance = new MyCache();
}
return instance;
}
public LruCache<Object, Object> getLru() {
return lru;
}
public void saveBitmapToCahche(String key, Bitmap bitmap){
MyCache.getInstance().getLru().put(key, bitmap);
}
public Bitmap retrieveBitmapFromCache(String key){
Bitmap bitmap = (Bitmap)MyCache.getInstance().getLru().get(key);
return bitmap;
}
}
Usage:
//Save bitmap in cache
MyCache.getInstance().saveBitmapToCahche("your_key",bitmap);
// Get bitmap from cache
MyCache.getInstance().retrieveBitmapFromCache("your_key");
I am struggling to update a list view with data from a database, this works nicely by using a SimpleCursorAdapter. But the image view on the rows is not updated on the activity start, I have to scroll through the list a few times and only then the images are loaded in the image view.
This is the binder i am using for the SimpleCursorAdapter:
private class PromotionViewBinder implements SimpleCursorAdapter.ViewBinder {
private int done;
public boolean setViewValue(View view, Cursor cursor, int index) {
Log.e(""+cursor.getCount(),"");
View tmpview = view;
if (index == cursor.getColumnIndex(PromotionsTable.SEEN_COL)) {
boolean read = cursor.getInt(index) > 0 ? true : false;
TextView title = (TextView) tmpview;
if (!read) {
title.setTypeface(Typeface.DEFAULT_BOLD, 0);
} else {
title.setTypeface(Typeface.DEFAULT);
}
return true;
} else if (tmpview.getId() == R.id.promotions_list_row_image){
String imageURL = cursor.getString(index);
Log.e("",imageURL);
imageRetriever.displayImage(imageURL, (ImageView)tmpview);
return true;
} else {
return false;
}
}
}
The image retriever class is the LazyList example from here. As you will see this is using a runnable to retrieve the images and once the task is done is automatically updating the given imageView...Do you think that the reference to the imageView is lost somewhere on the way?
Thanx in advance,
Nick
package com.tipgain.promotions;
The image retriever class:
/**
* This class is used for retrieving images from a given web link. it uses local
* storage and memory to store the images. Once a image is downloaded
* successfully the UI gets updated automatically.
*
*
*/
public class ImageRetriever {
private final String TAG = ImageRetriever.class.getName();
private MemoryImageCache memoryImgCache = new MemoryImageCache();
private LocalStorageImageCache localFileCache;
private Map<ImageView, String> imageViewHolders = Collections
.synchronizedMap(new WeakHashMap<ImageView, String>());
private ExecutorService execService;
final int defaultImageID = R.drawable.photo_not_available;
public ImageRetriever(Context context) {
localFileCache = new LocalStorageImageCache(context);
execService = Executors.newFixedThreadPool(5);
}
public void displayImage(String url, ImageView imageView) {
imageViewHolders.put(imageView, url);
Bitmap bmp = memoryImgCache.retrieve(url);
if (bmp != null) {
Log.e("case 1", " " + (bmp != null));
imageView.setImageBitmap(bmp);
} else {
Log.e("case 2", " " + (bmp == null));
addImageToQueue(url, imageView);
imageView.setImageResource(defaultImageID);
}
}
private void addImageToQueue(String url, ImageView imageView) {
NextImageToLoad img = new NextImageToLoad(url, imageView);
execService.submit(new ImagesRetriever(img));
}
/**
* This method is used for retrieving the Bitmap Image.
*
* #param url
* String representing the url pointing to the image.
* #return Bitmap representing the image
*/
private Bitmap getBitmap(String url) {
File imageFile = localFileCache.getFile(url);
// trying to get the bitmap from the local storage first
Bitmap bmp = decodeImageFile(imageFile);
if (bmp != null)
return bmp;
// if the file was not found locally we retrieve it from the web
try {
URL imageUrl = new URL(url);
HttpURLConnection conn = (HttpURLConnection) imageUrl
.openConnection();
conn.setConnectTimeout(30000);
conn.setReadTimeout(30000);
conn.setInstanceFollowRedirects(true);
InputStream is = conn.getInputStream();
OutputStream os = new FileOutputStream(imageFile);
Utils.CopyStream(is, os);
os.close();
bmp = decodeImageFile(imageFile);
return bmp;
} catch (MalformedURLException e) {
Log.e(TAG, e.getMessage());
} catch (FileNotFoundException e) {
Log.e(TAG, e.getMessage());
} catch (IOException e) {
Log.e(TAG, e.getMessage());
}
return null;
}
/**
* This method is used for decoding a given image file. Also, to reduce
* memory, the image is also scaled.
*
* #param imageFile
* #return
*/
private Bitmap decodeImageFile(File imageFile) {
try {
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeStream(new FileInputStream(imageFile), null,
options);
// Find the correct scale value. It should be the power of 2.
// Deciding the perfect scaling value. (^2).
final int REQUIRED_SIZE = 100;
int tmpWidth = options.outWidth, tmpHeight = options.outHeight;
int scale = 1;
while (true) {
if (tmpWidth / 2 < REQUIRED_SIZE
|| tmpHeight / 2 < REQUIRED_SIZE)
break;
tmpWidth /= 2;
tmpHeight /= 2;
scale *= 2;
}
// decoding using inSampleSize
BitmapFactory.Options option2 = new BitmapFactory.Options();
option2.inSampleSize = scale;
return BitmapFactory.decodeStream(new FileInputStream(imageFile),
null, option2);
} catch (FileNotFoundException e) {
Log.e(TAG, e.getLocalizedMessage());
}
return null;
}
private boolean reusedImage(NextImageToLoad image) {
Context c = image.imageView.getContext();
c.getContentResolver().notifyChange(PromotionsProvider.CONTENT_URI, null);
String tag = imageViewHolders.get(image.imageView);
if ((tag == null) || (!tag.equals(image.url)))
return true;
return false;
}
/**
* Clears the Memory and Local cache
*/
public void clearCache() {
memoryImgCache.clear();
localFileCache.clear();
}
/**
* This class implements a runnable that is used for updating the promotions
* images on the UI
*
*
*/
class UIupdater implements Runnable {
Bitmap bmp;
NextImageToLoad image;
public UIupdater(Bitmap bmp, NextImageToLoad image) {
this.bmp = bmp;
this.image = image;
Log.e("", "ui updater");
}
public void run() {
Log.e("ui updater", "ui updater");
if (reusedImage(image))
return;
Log.e("nick", "" + (bmp == null) + " chberugv");
if (bmp != null){
image.imageView.setImageBitmap(bmp);
Context c = image.imageView.getContext();
c.getContentResolver().notifyChange(PromotionsProvider.CONTENT_URI, null);
}else
image.imageView.setImageResource(defaultImageID);
}
}
private class ImagesRetriever implements Runnable {
NextImageToLoad image;
ImagesRetriever(NextImageToLoad image) {
this.image = image;
}
public void run() {
Log.e("images retirever", " images retriever");
if (reusedImage(image))
return;
Bitmap bmp = getBitmap(image.url);
memoryImgCache.insert(image.url, bmp);
if (reusedImage(image))
return;
UIupdater uiUpdater = new UIupdater(bmp, image);
Activity activity = (Activity) image.imageView.getContext();
activity.runOnUiThread(uiUpdater);
//Context c = image.imageView.getContext();
//c.getContentResolver().notifyChange(PromotionsProvider.CONTENT_URI, null);
}
}
/**
* This class encapsulates the image being downloaded.
*
* #author Nicolae Anca
*
*/
private class NextImageToLoad {
public String url;
public ImageView imageView;
public NextImageToLoad(String u, ImageView i) {
url = u;
imageView = i;
}
}
}
Modified Runnable:
class UIupdater implements Runnable {
Bitmap bmp;
NextImageToLoad image;
public UIupdater(Bitmap bmp, NextImageToLoad image) {
this.bmp = bmp;
this.image = image;
}
public void run() {
if (reusedImage(image))
return;
if (bmp != null){
image.imageView.setImageBitmap(bmp);
Context c = image.imageView.getContext();
c.getContentResolver().notifyChange(PromotionsProvider.CONTENT_URI, null);
}else
image.imageView.setImageResource(defaultImageID);
}
}
Thats an interesting way to do what you are doing. Have you tried extending the Simple Cursor Adapter?
What you do is implement a ViewHolder and put your imageview in it.
Then in your ImageRetriever, write a Listener which will be called once the image is ready and retrieved.
Implement this listener in the Viewholder.
You create the view in getView() and request for the image in BindView().
Once the image gets loaded, the list will be refreshed automatically.
one way to do it is by calling notifyDataSetChenged on listview, and another was is to have adapter as member variable and when something changes on listview you call a function that assigns new listadapter to member adapter. That way your list will be redraw on change.
I guess, you have to use some handler, calling after image load, which will call notifyDataSetChanged for list adapter
I am having lots of images as frames in my resources/drawable folder (let say approx 200). And using this images i want run a animation. The longest animation is of 80Frames. I am successfully able to run the animation on click of the buttons for some, but for some of the animation it is giving me OutOfMemoryError saying that VM can't provide such memory. It is out of VM Budget. I count the size of all of the images its about 10MB. The size of each image is 320x480 in pixels.
I try googling and found that i need to explicitly call the Garbage Collector using System.gc() method. I have done that but still i am getting some time error of memory. Can anyone please kindly help me out in this.
Some Code:-
ImageView img = (ImageView)findViewById(R.id.xxx);
img.setBackgroundResource(R.anim.angry_tail_animation);
AnimationDrawable mailAnimation = (AnimationDrawable) img.getBackground();
MediaPlayer player = MediaPlayer.create(this.getApplicationContext(), R.raw.angry);
if(mailAnimation.isRunning()) {
mailAnimation.stop();
mailAnimation.start();
if (player.isPlaying()) {
player.stop();
player.start();
}
else {
player.start();
}
}
else {
mailAnimation.start();
if (player.isPlaying()) {
player.stop();
player.start();
}
else {
player.start();
}
}
This is the code i have written in on click of a Button.....
Resource file inside res/drawable/anim
<?xml version="1.0" encoding="utf-8"?>
<animation-list xmlns:android="http://schemas.android.com/apk/res/android"
android:oneshot="true" >
<item android:drawable="#drawable/cat_angry0000" android:duration="50"/>
<item android:drawable="#drawable/cat_angry0001" android:duration="50"/>
<item android:drawable="#drawable/cat_angry0002" android:duration="50"/>
<item android:drawable="#drawable/cat_angry0003" android:duration="50"/>
<item android:drawable="#drawable/cat_angry0004" android:duration="50"/>
<item android:drawable="#drawable/cat_angry0005" android:duration="50"/>
<item android:drawable="#drawable/cat_angry0006" android:duration="50"/>
<item android:drawable="#drawable/cat_angry0007" android:duration="50"/>
<item android:drawable="#drawable/cat_angry0008" android:duration="50"/>
<item android:drawable="#drawable/cat_angry0009" android:duration="50"/>
<item android:drawable="#drawable/cat_angry0010" android:duration="50"/>
<item android:drawable="#drawable/cat_angry0011" android:duration="50"/>
<item android:drawable="#drawable/cat_angry0012" android:duration="50"/>
<item android:drawable="#drawable/cat_angry0013" android:duration="50"/>
<item android:drawable="#drawable/cat_angry0014" android:duration="50"/>
<item android:drawable="#drawable/cat_angry0015" android:duration="50"/>
<item android:drawable="#drawable/cat_angry0016" android:duration="50"/>
<item android:drawable="#drawable/cat_angry0017" android:duration="50"/>
<item android:drawable="#drawable/cat_angry0018" android:duration="50"/>
<item android:drawable="#drawable/cat_angry0019" android:duration="50"/>
<item android:drawable="#drawable/cat_angry0020" android:duration="50"/>
<item android:drawable="#drawable/cat_angry0021" android:duration="50"/>
<item android:drawable="#drawable/cat_angry0022" android:duration="50"/>
<item android:drawable="#drawable/cat_angry0023" android:duration="50"/>
<item android:drawable="#drawable/cat_angry0024" android:duration="50"/>
<item android:drawable="#drawable/cat_angry0025" android:duration="50"/>
</animation-list>
** The above is the resource file used in setBackgroundResource, same way I am having 10 more file for other different animation. **
Error Log
01-16 22:23:41.594: E/AndroidRuntime(399): FATAL EXCEPTION: main
01-16 22:23:41.594: E/AndroidRuntime(399): java.lang.IllegalStateException: Could not execute method of the activity
01-16 22:23:41.594: E/AndroidRuntime(399): at android.view.View$1.onClick(View.java:2144)
01-16 22:23:41.594: E/AndroidRuntime(399): at android.view.View.performClick(View.java:2485)
01-16 22:23:41.594: E/AndroidRuntime(399): at android.view.View$PerformClick.run(View.java:9080)
01-16 22:23:41.594: E/AndroidRuntime(399): at android.os.Handler.handleCallback(Handler.java:587)
01-16 22:23:41.594: E/AndroidRuntime(399): at android.os.Handler.dispatchMessage(Handler.java:92)
01-16 22:23:41.594: E/AndroidRuntime(399): at android.os.Looper.loop(Looper.java:123)
01-16 22:23:41.594: E/AndroidRuntime(399): at android.app.ActivityThread.main(ActivityThread.java:3683)
01-16 22:23:41.594: E/AndroidRuntime(399): at java.lang.reflect.Method.invokeNative(Native Method)
01-16 22:23:41.594: E/AndroidRuntime(399): at java.lang.reflect.Method.invoke(Method.java:507)
01-16 22:23:41.594: E/AndroidRuntime(399): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:839)
01-16 22:23:41.594: E/AndroidRuntime(399): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:597)
01-16 22:23:41.594: E/AndroidRuntime(399): at dalvik.system.NativeStart.main(Native Method)
01-16 22:23:41.594: E/AndroidRuntime(399): Caused by: java.lang.reflect.InvocationTargetException
01-16 22:23:41.594: E/AndroidRuntime(399): at java.lang.reflect.Method.invokeNative(Native Method)
01-16 22:23:41.594: E/AndroidRuntime(399): at java.lang.reflect.Method.invoke(Method.java:507)
01-16 22:23:41.594: E/AndroidRuntime(399): at android.view.View$1.onClick(View.java:2139)
01-16 22:23:41.594: E/AndroidRuntime(399): ... 11 more
01-16 22:23:41.594: E/AndroidRuntime(399): Caused by: java.lang.OutOfMemoryError: bitmap size exceeds VM budget
01-16 22:23:41.594: E/AndroidRuntime(399): at android.graphics.BitmapFactory.nativeDecodeAsset(Native Method)
01-16 22:23:41.594: E/AndroidRuntime(399): at android.graphics.BitmapFactory.decodeStream(BitmapFactory.java:460)
01-16 22:23:41.594: E/AndroidRuntime(399): at android.graphics.BitmapFactory.decodeResourceStream(BitmapFactory.java:336)
01-16 22:23:41.594: E/AndroidRuntime(399): at android.graphics.drawable.Drawable.createFromResourceStream(Drawable.java:697)
01-16 22:23:41.594: E/AndroidRuntime(399): at android.content.res.Resources.loadDrawable(Resources.java:1709)
01-16 22:23:41.594: E/AndroidRuntime(399): at android.content.res.Resources.getDrawable(Resources.java:581)
01-16 22:23:41.594: E/AndroidRuntime(399): at android.graphics.drawable.AnimationDrawable.inflate(AnimationDrawable.java:267)
01-16 22:23:41.594: E/AndroidRuntime(399): at android.graphics.drawable.Drawable.createFromXmlInner(Drawable.java:787)
01-16 22:23:41.594: E/AndroidRuntime(399): at android.graphics.drawable.Drawable.createFromXml(Drawable.java:728)
01-16 22:23:41.594: E/AndroidRuntime(399): at android.content.res.Resources.loadDrawable(Resources.java:1694)
01-16 22:23:41.594: E/AndroidRuntime(399): at android.content.res.Resources.getDrawable(Resources.java:581)
01-16 22:23:41.594: E/AndroidRuntime(399): at android.view.View.setBackgroundResource(View.java:7533)
01-16 22:23:41.594: E/AndroidRuntime(399): at talking.cat.CatActivity.middleButtonClicked(CatActivity.java:83)
Same way i have different buttons for different animation...
Thanks
I had the same problem. Android loads all the drawables at once, so animation with many frames causes this error.
I ended up creating my own simple sequence animation:
public class AnimationsContainer {
public int FPS = 30; // animation FPS
// single instance procedures
private static AnimationsContainer mInstance;
private AnimationsContainer() {
};
public static AnimationsContainer getInstance() {
if (mInstance == null)
mInstance = new AnimationsContainer();
return mInstance;
}
// animation progress dialog frames
private int[] mProgressAnimFrames = { R.drawable.logo_30001, R.drawable.logo_30002, R.drawable.logo_30003 };
// animation splash screen frames
private int[] mSplashAnimFrames = { R.drawable.logo_ding200480001, R.drawable.logo_ding200480002 };
/**
* #param imageView
* #return progress dialog animation
*/
public FramesSequenceAnimation createProgressDialogAnim(ImageView imageView) {
return new FramesSequenceAnimation(imageView, mProgressAnimFrames);
}
/**
* #param imageView
* #return splash screen animation
*/
public FramesSequenceAnimation createSplashAnim(ImageView imageView) {
return new FramesSequenceAnimation(imageView, mSplashAnimFrames);
}
/**
* AnimationPlayer. Plays animation frames sequence in loop
*/
public class FramesSequenceAnimation {
private int[] mFrames; // animation frames
private int mIndex; // current frame
private boolean mShouldRun; // true if the animation should continue running. Used to stop the animation
private boolean mIsRunning; // true if the animation currently running. prevents starting the animation twice
private SoftReference<ImageView> mSoftReferenceImageView; // Used to prevent holding ImageView when it should be dead.
private Handler mHandler;
private int mDelayMillis;
private OnAnimationStoppedListener mOnAnimationStoppedListener;
private Bitmap mBitmap = null;
private BitmapFactory.Options mBitmapOptions;
public FramesSequenceAnimation(ImageView imageView, int[] frames, int fps) {
mHandler = new Handler();
mFrames = frames;
mIndex = -1;
mSoftReferenceImageView = new SoftReference<ImageView>(imageView);
mShouldRun = false;
mIsRunning = false;
mDelayMillis = 1000 / fps;
imageView.setImageResource(mFrames[0]);
// use in place bitmap to save GC work (when animation images are the same size & type)
if (Build.VERSION.SDK_INT >= 11) {
Bitmap bmp = ((BitmapDrawable) imageView.getDrawable()).getBitmap();
int width = bmp.getWidth();
int height = bmp.getHeight();
Bitmap.Config config = bmp.getConfig();
mBitmap = Bitmap.createBitmap(width, height, config);
mBitmapOptions = new BitmapFactory.Options();
// setup bitmap reuse options.
mBitmapOptions.inBitmap = mBitmap;
mBitmapOptions.inMutable = true;
mBitmapOptions.inSampleSize = 1;
}
}
private int getNext() {
mIndex++;
if (mIndex >= mFrames.length)
mIndex = 0;
return mFrames[mIndex];
}
/**
* Starts the animation
*/
public synchronized void start() {
mShouldRun = true;
if (mIsRunning)
return;
Runnable runnable = new Runnable() {
#Override
public void run() {
ImageView imageView = mSoftReferenceImageView.get();
if (!mShouldRun || imageView == null) {
mIsRunning = false;
if (mOnAnimationStoppedListener != null) {
mOnAnimationStoppedListener.AnimationStopped();
}
return;
}
mIsRunning = true;
mHandler.postDelayed(this, mDelayMillis);
if (imageView.isShown()) {
int imageRes = getNext();
if (mBitmap != null) { // so Build.VERSION.SDK_INT >= 11
Bitmap bitmap = null;
try {
bitmap = BitmapFactory.decodeResource(imageView.getResources(), imageRes, mBitmapOptions);
} catch (Exception e) {
e.printStackTrace();
}
if (bitmap != null) {
imageView.setImageBitmap(bitmap);
} else {
imageView.setImageResource(imageRes);
mBitmap.recycle();
mBitmap = null;
}
} else {
imageView.setImageResource(imageRes);
}
}
}
};
mHandler.post(runnable);
}
/**
* Stops the animation
*/
public synchronized void stop() {
mShouldRun = false;
}
}
}
Usage:
FramesSequenceAnimation anim = AnimationsContainer.getInstance().createSplashAnim(mSplashImageView);
anim.start();
don't forget to stop it...
I assume that your animation frame images are compressed (PNG or JPG). The compressed size is not useful for calculating how much memory is needed to display them. For that, you need to think about the uncompressed size. This will be the number of pixels (320x480) multiplied by the number of bytes per pixel, which is typically 4 (32 bits). For your images, then, each one will be 614,400 bytes. For the 26-frame animation example you provided, that will require a total of 15,974,400 bytes to hold the raw bitmap data for all the frames, not counting the object overhead.
Looking at the source code for AnimationDrawable, it appears to load all of the frames into memory at once, which it would basically have to do for good performance.
Whether you can allocate this much memory or not is very system dependent. I would at least recommend trying this on a real device instead of the emulator. You can also try tweaking the emulator's available RAM size, but this is just guessing.
There are ways to use BitmapFactory.inPreferredConfig to load bitmaps in a more memory-efficient format like RGB 565 (rather than ARGB 8888). This would save some space, but it still might not be enough.
If you can't allocate that much memory at once, you have to consider other options. Most high performance graphics applications (e.g. games) draw their graphics from combinations of smaller graphics (sprites) or 2D or 3D primitives (rectangles, triangles). Drawing a full-screen bitmap for every frame is effectively the same as rendering video; not necessarily the most efficient.
Does the entire content of your animation change with each frame? Another optimization could be to animate only the portion that actually changes, and chop up your bitmaps to account for that.
To summarize, you need to find a way to draw your animation using less memory. There are many options, but it depends a lot on how your animation needs to look.
I spent a lot of time on this and have two different solutions, both good..
First, the problem:
1) Android loads all of the images into RAM, in uncompressed Bitmap format.
2) Android uses resource scaling, so on a phone with an xxxhdpi display (such as LG G3), each frame takes up a TON of space, so you quickly run out of RAM.
Solution #1
1) Bypasses Android's resource scaling. 2) Stores the bytearrays of all files in memory (these are small, especially for JPEGs). 3) Generates Bitmaps frame-by-frame, so it is almost impossible to run out of RAM.
Disadvantages: It spams your logs as Android is allocating memory for new Bitmaps and recycling old ones. It also performs lousy on older devices (Galaxy S1), but performs nicely on current budget phones (read: $10 Alcatel C1 I picked up at BestBuy). Second solution below performs better on older devices, but could still run out of RAM in some circumstances.
public class MyAnimationDrawable {
public static class MyFrame {
byte[] bytes;
int duration;
Drawable drawable;
boolean isReady = false;
}
public interface OnDrawableLoadedListener {
public void onDrawableLoaded(List<MyFrame> myFrames);
}
public static void loadRaw(final int resourceId, final Context context, final OnDrawableLoadedListener onDrawableLoadedListener) {
loadFromXml(resourceId, context, onDrawableLoadedListener);
}
private static void loadFromXml(final int resourceId, final Context context, final OnDrawableLoadedListener onDrawableLoadedListener) {
new Thread(new Runnable() {
#Override
public void run() {
final ArrayList<MyFrame> myFrames = new ArrayList<>();
XmlResourceParser parser = context.getResources().getXml(resourceId);
try {
int eventType = parser.getEventType();
while (eventType != XmlPullParser.END_DOCUMENT) {
if (eventType == XmlPullParser.START_DOCUMENT) {
} else if (eventType == XmlPullParser.START_TAG) {
if (parser.getName().equals("item")) {
byte[] bytes = null;
int duration = 1000;
for (int i=0; i<parser.getAttributeCount(); i++) {
if (parser.getAttributeName(i).equals("drawable")) {
int resId = Integer.parseInt(parser.getAttributeValue(i).substring(1));
bytes = IOUtils.toByteArray(context.getResources().openRawResource(resId));
}
else if (parser.getAttributeName(i).equals("duration")) {
duration = parser.getAttributeIntValue(i, 1000);
}
}
MyFrame myFrame = new MyFrame();
myFrame.bytes = bytes;
myFrame.duration = duration;
myFrames.add(myFrame);
}
} else if (eventType == XmlPullParser.END_TAG) {
} else if (eventType == XmlPullParser.TEXT) {
}
eventType = parser.next();
}
}
catch (IOException | XmlPullParserException e) {
e.printStackTrace();
}
// Run on UI Thread
new Handler(context.getMainLooper()).post(new Runnable() {
#Override
public void run() {
if (onDrawableLoadedListener != null) {
onDrawableLoadedListener.onDrawableLoaded(myFrames);
}
}
});
}
}).run();
}
public static void animateRawManually(int resourceId, final ImageView imageView, final Runnable onStart, final Runnable onComplete) {
loadRaw(resourceId, imageView.getContext(), new OnDrawableLoadedListener() {
#Override
public void onDrawableLoaded(List<MyFrame> myFrames) {
if (onStart != null) {
onStart.run();
}
animateRawManually(myFrames, imageView, onComplete);
}
});
}
public static void animateRawManually(List<MyFrame> myFrames, ImageView imageView, Runnable onComplete) {
animateRawManually(myFrames, imageView, onComplete, 0);
}
private static void animateRawManually(final List<MyFrame> myFrames, final ImageView imageView, final Runnable onComplete, final int frameNumber) {
final MyFrame thisFrame = myFrames.get(frameNumber);
if (frameNumber == 0) {
thisFrame.drawable = new BitmapDrawable(imageView.getContext().getResources(), BitmapFactory.decodeByteArray(thisFrame.bytes, 0, thisFrame.bytes.length));
}
else {
MyFrame previousFrame = myFrames.get(frameNumber - 1);
((BitmapDrawable) previousFrame.drawable).getBitmap().recycle();
previousFrame.drawable = null;
previousFrame.isReady = false;
}
imageView.setImageDrawable(thisFrame.drawable);
new Handler().postDelayed(new Runnable() {
#Override
public void run() {
// Make sure ImageView hasn't been changed to a different Image in this time
if (imageView.getDrawable() == thisFrame.drawable) {
if (frameNumber + 1 < myFrames.size()) {
MyFrame nextFrame = myFrames.get(frameNumber+1);
if (nextFrame.isReady) {
// Animate next frame
animateRawManually(myFrames, imageView, onComplete, frameNumber + 1);
}
else {
nextFrame.isReady = true;
}
}
else {
if (onComplete != null) {
onComplete.run();
}
}
}
}
}, thisFrame.duration);
// Load next frame
if (frameNumber + 1 < myFrames.size()) {
new Thread(new Runnable() {
#Override
public void run() {
MyFrame nextFrame = myFrames.get(frameNumber+1);
nextFrame.drawable = new BitmapDrawable(imageView.getContext().getResources(), BitmapFactory.decodeByteArray(nextFrame.bytes, 0, nextFrame.bytes.length));
if (nextFrame.isReady) {
// Animate next frame
animateRawManually(myFrames, imageView, onComplete, frameNumber + 1);
}
else {
nextFrame.isReady = true;
}
}
}).run();
}
}
}
** Solution #2 **
It loads the XML resource, parses it and loads the raw resources - thereby bypassing Android's resource scaling (which is responsible for most OutOfMemoryExceptions), and creates an AnimationDrawable.
Advantages: Performs better on older devices (eg. Galaxy S1)
Disadvantages: Can still run out of RAM as it's holding all of the uncompressed Bitmaps in memory (but they are smaller because they are not scaled the way Android normally scales images)
public static void animateManuallyFromRawResource(int animationDrawableResourceId, ImageView imageView, Runnable onStart, Runnable onComplete) {
AnimationDrawable animationDrawable = new AnimationDrawable();
XmlResourceParser parser = imageView.getContext().getResources().getXml(animationDrawableResourceId);
try {
int eventType = parser.getEventType();
while (eventType != XmlPullParser.END_DOCUMENT) {
if (eventType == XmlPullParser.START_DOCUMENT) {
} else if (eventType == XmlPullParser.START_TAG) {
if (parser.getName().equals("item")) {
Drawable drawable = null;
int duration = 1000;
for (int i=0; i<parser.getAttributeCount(); i++) {
if (parser.getAttributeName(i).equals("drawable")) {
int resId = Integer.parseInt(parser.getAttributeValue(i).substring(1));
byte[] bytes = IoUtils.readBytes(imageView.getContext().getResources().openRawResource(resId));
drawable = new BitmapDrawable(imageView.getContext().getResources(), BitmapFactory.decodeByteArray(bytes, 0, bytes.length));
}
else if (parser.getAttributeName(i).equals("duration")) {
duration = parser.getAttributeIntValue(i, 66);
}
}
animationDrawable.addFrame(drawable, duration);
}
} else if (eventType == XmlPullParser.END_TAG) {
} else if (eventType == XmlPullParser.TEXT) {
}
eventType = parser.next();
}
}
catch (IOException | XmlPullParserException e) {
e.printStackTrace();
}
if (onStart != null) {
onStart.run();
}
animateDrawableManually(animationDrawable, imageView, onComplete, 0);
}
private static void animateDrawableManually(final AnimationDrawable animationDrawable, final ImageView imageView, final Runnable onComplete, final int frameNumber) {
final Drawable frame = animationDrawable.getFrame(frameNumber);
imageView.setImageDrawable(frame);
new Handler().postDelayed(new Runnable() {
#Override
public void run() {
// Make sure ImageView hasn't been changed to a different Image in this time
if (imageView.getDrawable() == frame) {
if (frameNumber + 1 < animationDrawable.getNumberOfFrames()) {
// Animate next frame
animateDrawableManually(animationDrawable, imageView, onComplete, frameNumber + 1);
}
else {
// Animation complete
if (onComplete != null) {
onComplete.run();
}
}
}
}
}, animationDrawable.getDuration(frameNumber));
}
If you are still having memory issues, use smaller images... or store the resource name + duration, and generate the byte-array + Drawable on each frame. That would almost certainly cause too much chopping between frames, but uses almost zero RAM.
I've created an animation class that displays frames based on passed in drawables resources and frames durations.
protected class SceneAnimation{
private ImageView mImageView;
private int[] mFrameRess;
private int[] mDurations;
private int mDuration;
private int mLastFrameNo;
private long mBreakDelay;
public SceneAnimation(ImageView pImageView, int[] pFrameRess, int[] pDurations){
mImageView = pImageView;
mFrameRess = pFrameRess;
mDurations = pDurations;
mLastFrameNo = pFrameRess.length - 1;
mImageView.setImageResource(mFrameRess[0]);
play(1);
}
public SceneAnimation(ImageView pImageView, int[] pFrameRess, int pDuration){
mImageView = pImageView;
mFrameRess = pFrameRess;
mDuration = pDuration;
mLastFrameNo = pFrameRess.length - 1;
mImageView.setImageResource(mFrameRess[0]);
playConstant(1);
}
public SceneAnimation(ImageView pImageView, int[] pFrameRess, int pDuration, long pBreakDelay){
mImageView = pImageView;
mFrameRess = pFrameRess;
mDuration = pDuration;
mLastFrameNo = pFrameRess.length - 1;
mBreakDelay = pBreakDelay;
mImageView.setImageResource(mFrameRess[0]);
playConstant(1);
}
private void play(final int pFrameNo){
mImageView.postDelayed(new Runnable(){
public void run() {
mImageView.setImageResource(mFrameRess[pFrameNo]);
if(pFrameNo == mLastFrameNo)
play(0);
else
play(pFrameNo + 1);
}
}, mDurations[pFrameNo]);
}
private void playConstant(final int pFrameNo){
mImageView.postDelayed(new Runnable(){
public void run() {
mImageView.setImageResource(mFrameRess[pFrameNo]);
if(pFrameNo == mLastFrameNo)
playConstant(0);
else
playConstant(pFrameNo + 1);
}
}, pFrameNo==mLastFrameNo && mBreakDelay>0 ? mBreakDelay : mDuration);
}
};
It is used like this:
private ImageView mTapScreenTextAnimImgView;
private final int[] mTapScreenTextAnimRes = {R.drawable.tap0001_b, R.drawable.tap0002_b, R.drawable.tap0003_b,
R.drawable.tap0004_b, R.drawable.tap0005_b, R.drawable.tap0006_b, R.drawable.tap0005_b, R.drawable.tap0004_b,
R.drawable.tap0003_b, R.drawable.tap0002_b, R.drawable.tap0001_b};
private final int mTapScreenTextAnimDuration = 100;
private final int mTapScreenTextAnimBreak = 500;
and in onCreate:
mTapScreenTextAnimImgView = (ImageView) findViewById(R.id.scene1AnimBottom);
new SceneAnimation(mTapScreenTextAnimImgView, mTapScreenTextAnimRes, mTapScreenTextAnimDuration, mTapScreenTextAnimBreak);
I had this problem and solved it by doing the two following things:
Cut the resolution of the animation images in half...1/4 the size in uncompressed bytes.
Put the images in the drawable-nodpi folder so they don't get scaled up by Android for you.
My animation was still failing to load on some phones after doing step 1.
Step 2 got it working on those phones.
Hope this saves somebody else some time.
EDIT: I was still experiencing crashes after going to the Activity that plays the AnimationDrawable but I have it working now. Here are the additional things I did:
Do not use an animation-list in xml. Instead create the AnimationDrawable each time you need to use it. Otherwise, the next time you load the animation drawable from the resource it will still be trying to use the bitmaps you end up recycling.
Recycle the bitmaps in the AnimationDrawable when you are done using it. This is the magic that frees up the memory.
Use the Android Device Monitor to monitor the allocated bytes in your heap.
Here is code I am using for creating the AnimationDrawable:
protected AnimationDrawable CreateLoadingAnimationDrawable()
{
AnimationDrawable animation = new AnimationDrawable ();
animation.OneShot = false;
for (int i = 0; i < kNumberOfFrames; ++i) {
int index = (i * 2) + 1;
string stringIndex = index.ToString ("00");
string bitmapStringId = kBaseAnimationName + stringIndex;
int resID = this.Resources.GetIdentifier (bitmapStringId, "drawable", this.PackageName);
Bitmap bitmap = BitmapFactory.DecodeResource (this.Resources, resID);
BitmapDrawable frame = new BitmapDrawable (bitmap);
//Drawable frame = Resources.GetDrawable (resID);
animation.AddFrame (frame, 111);
}
return animation;
}
And code for freeing up the bitmaps when you are done using them. You could do this in OnPause or OnDestroy. _loadingAnimation is my AnimationDrawable created above. I would love to know what SetCallback() does for you in this case. I just copied that from somewhere else on SO.
if (_loadingAnimation != null) {
_loadingAnimation.Stop ();
_loadingImageView.SetBackgroundResource (Resource.Drawable.loading_anim_full7001);
for (int i = 0; i < _loadingAnimation.NumberOfFrames; ++i) {
BitmapDrawable frame = _loadingAnimation.GetFrame (i) as BitmapDrawable;
if (frame != null) {
Android.Graphics.Bitmap bitmap = frame.Bitmap;
bitmap.Recycle ();
frame.SetCallback(null);
}
}
_loadingAnimation.SetCallback(null);
_loadingAnimation = null;
}
Ted
Similar to other answers, using rxjava:
public final class RxSequenceAnimation {
private static final int[] PNG_RESOURCES = new int[]{
R.drawable.sequence_frame_00,
R.drawable.sequence_frame_01,
R.drawable.sequence_frame_02
};
private static final String TAG = "rx-seq-anim";
private final Resources mResource;
private final ImageView mImageView;
private final byte[][] RAW_PNG_DATA = new byte[PNG_RESOURCES.length][];
private final byte[] buff = new byte[1024];
private Subscription sub;
public RxSequenceAnimation(Resources resources, ImageView imageView) {
mResource = resources;
mImageView = imageView;
}
public void start() {
sub = Observable
.interval(16, TimeUnit.MILLISECONDS)
.map(new Func1<Long, Bitmap>() {
#Override
public Bitmap call(Long l) {
int i = (int) (l % PNG_RESOURCES.length);
if (RAW_PNG_DATA[i] == null) {
// read raw png data (compressed) if not read already into RAM
try {
RAW_PNG_DATA[i] = read(PNG_RESOURCES[i]);
} catch (IOException e) {
Log.e(TAG, "IOException " + String.valueOf(e));
}
Log.d(TAG, "decoded " + i + " size " + RAW_PNG_DATA[i].length);
}
// decode directly from RAM - only one full blown bitmap is in RAM at a time
return BitmapFactory.decodeByteArray(RAW_PNG_DATA[i], 0, RAW_PNG_DATA[i].length);
}
})
.subscribeOn(Schedulers.newThread())
.onBackpressureDrop()
.observeOn(AndroidSchedulers.mainThread())
.doOnNext(new Action1<Bitmap>() {
#Override
public void call(Bitmap b) {
mImageView.setImageBitmap(b);
}
})
.subscribe(LogErrorSubscriber.newInstance(TAG));
}
public void stop() {
if (sub != null) {
sub.unsubscribe();
}
}
private byte[] read(int resId) throws IOException {
return streamToByteArray(inputStream(resId));
}
private InputStream inputStream(int id) {
return mResource.openRawResource(id);
}
private byte[] streamToByteArray(InputStream is) throws IOException {
ByteArrayOutputStream baos = new ByteArrayOutputStream();
int i;
while ((i = is.read(buff, 0, buff.length)) > 0) {
baos.write(buff, 0, i);
}
byte[] bytes = baos.toByteArray();
is.close();
return bytes;
}
}
I ported a solution to Xamarin Android and did some improvements.
It works well with orientation changes and specially with images around 300 width and height (the larger the image the longer it takes to load the image, the bigger the flickering).
using Android.Content;
using Android.Graphics;
using Android.OS;
using Android.Widget;
using System;
namespace ...Droid.Util
{
public class FramesSequenceAnimation
{
private int[] animationFrames;
private int currentFrame;
private bool shouldRun; // true if the animation should continue running. Used to stop the animation
private bool isRunning; // true if the animation currently running. prevents starting the animation twice
private ImageView imageview;
private Handler handler;
private int delayMillis;
private bool oneShot = false;
private FramesSequenceAnimationListener onAnimationStoppedListener;
private Bitmap bitmap = null;
private BitmapFactory.Options bitmapOptions;
private Action action;
private static object Lock = new object();
public interface FramesSequenceAnimationListener
{
void AnimationStopped();
}
public void SetFramesSequenceAnimationListener(FramesSequenceAnimationListener onAnimationStoppedListener)
{
this.onAnimationStoppedListener = onAnimationStoppedListener;
}
public int GetCurrentFrame()
{
return currentFrame;
}
public void SetCurrentFrame(int currentFrame)
{
this.currentFrame = currentFrame;
}
public FramesSequenceAnimation(FramesSequenceAnimationListener onAnimationStoppedListener, ImageView imageview, int[] animationFrames, int fps)
{
this.onAnimationStoppedListener = onAnimationStoppedListener;
this.imageview = imageview;
this.animationFrames = animationFrames;
delayMillis = 1000 / fps;
currentFrame = -1;
shouldRun = false;
isRunning = false;
handler = new Handler();
imageview.SetImageResource(this.animationFrames[0]);
//// use in place bitmap to save GC work (when animation images are the same size & type)
//if (Build.VERSION.SdkInt >= BuildVersionCodes.Honeycomb)
//{
// Bitmap bmp = ((BitmapDrawable)imageview.Drawable).Bitmap;
// int width = bmp.Width;
// int height = bmp.Height;
// Bitmap.Config config = bmp.GetConfig();
// bitmap = Bitmap.CreateBitmap(width, height, config);
// bitmapOptions = new BitmapFactory.Options(); // setup bitmap reuse options
// bitmapOptions.InBitmap = bitmap; // reuse this bitmap when loading content
// bitmapOptions.InMutable = true;
// bitmapOptions.InSampleSize = 1;
//}
bitmapOptions = newOptions();
bitmap = decode(bitmapOptions, getNext());
bitmapOptions.InBitmap = bitmap;
}
private BitmapFactory.Options newOptions()
{
BitmapFactory.Options options = new BitmapFactory.Options();
options.InSampleSize = 1;
options.InMutable = true;
options.InJustDecodeBounds = true;
options.InPurgeable = true;
options.InInputShareable = true;
options.InPreferredConfig = Bitmap.Config.Rgb565;
return options;
}
private Bitmap decode(BitmapFactory.Options options, int imageRes)
{
return BitmapFactory.DecodeResource(imageview.Resources, imageRes, bitmapOptions);
}
public void SetOneShot(bool oneShot)
{
this.oneShot = oneShot;
}
private int getNext()
{
currentFrame++;
if (currentFrame >= animationFrames.Length)
{
if (oneShot)
{
shouldRun = false;
currentFrame = animationFrames.Length - 1;
}
else
{
currentFrame = 0;
}
}
return animationFrames[currentFrame];
}
public void stop()
{
lock (Lock)
{
shouldRun = false;
}
}
public void start()
{
lock (Lock)
{
shouldRun = true;
if (isRunning)
{
return;
}
Action tempAction = new Action(delegate
{
if (!shouldRun || imageview == null)
{
isRunning = false;
if (onAnimationStoppedListener != null)
{
onAnimationStoppedListener.AnimationStopped();
onAnimationStoppedListener = null;
handler.RemoveCallbacks(action);
}
return;
}
isRunning = true;
handler.PostDelayed(action, delayMillis);
if (imageview.IsShown)
{
int imageRes = getNext();
if (bitmap != null)
{
if (Build.VERSION.SdkInt >= BuildVersionCodes.Honeycomb)
{
if (bitmap != null && !bitmap.IsRecycled)
{
bitmap.Recycle();
bitmap = null;
}
}
try
{
bitmap = BitmapFactory.DecodeResource(imageview.Resources, imageRes, bitmapOptions);
}
catch (Exception e)
{
bitmap.Recycle();
bitmap = null;
Console.WriteLine("Exception: " + e.StackTrace);
}
if (bitmap != null)
{
imageview.SetImageBitmap(bitmap);
}
else
{
imageview.SetImageResource(imageRes);
bitmap.Recycle();
bitmap = null;
}
}
else
{
imageview.SetImageResource(imageRes);
}
}
});
action = tempAction;
handler.Post(action);
}
}
}
}
This is my splash screen class: (this class reads the images from the drawable folder that are named "splash_0001, splash_0002 ...". So no need to name your image resources on an array. Increase the number of frames per second (FPS) to speed up the animation).
using Android.App;
using Android.Content;
using Android.OS;
using Android.Widget;
using ...Droid.Base;
using ...Droid.Util;
using System;
using System.Collections.Generic;
using static ...Util.FramesSequenceAnimation;
namespace ...Droid.Activities
{
[Activity(MainLauncher = true)]
public class SplashActivity : BaseActivity, FramesSequenceAnimationListener
{
private FramesSequenceAnimation framesSequenceAnimation;
private const string
IMAGE_NAME_PREFIX = "splash_",
KEY_CURRENT_FRAME = "key_current_frame";
private int FPS = 50;
private int numberOfImages;
protected override OrientationEnum GetOrientation()
{
return OrientationEnum.ORIENTATION_CHECK_DEVICE_SIZE;
}
protected override void OnCreate(Bundle savedInstanceState)
{
base.OnCreate(savedInstanceState);
SetContentView(Resource.Layout.activity_splash);
RelativeLayout background = FindViewById<RelativeLayout>(Resource.Id.splash_background);
background.Click += Click;
ImageView imageView = FindViewById<ImageView>(Resource.Id.splash_imageview);
imageView.Click += Click;
numberOfImages = GetSplashImagesCount();
framesSequenceAnimation = new FramesSequenceAnimation(this, imageView, GetImageResourcesIDs(), FPS);
framesSequenceAnimation.SetOneShot(true);
if (savedInstanceState != null)
{
int currentFrame = savedInstanceState.GetInt(KEY_CURRENT_FRAME) + 1;
if (currentFrame < numberOfImages)
{
framesSequenceAnimation.SetCurrentFrame(currentFrame);
}
}
framesSequenceAnimation.start();
}
private int[] GetImageResourcesIDs()
{
List<int> list = new List<int>();
for (int i = 1; i <= numberOfImages; i++)
{
var image_name = IMAGE_NAME_PREFIX + i.ToString().PadLeft(4, '0');
int resID = Resources.GetIdentifier(image_name, "drawable", PackageName);
list.Add(resID);
}
return list.ToArray();
}
private int GetSplashImagesCount()
{
// Count number of images in drawable folder
int count = 0;
var fields = typeof(Resource.Drawable).GetFields();
foreach (var field in fields)
{
if (field.Name.StartsWith(IMAGE_NAME_PREFIX))
{
count++;
}
}
return count;
}
private void Click(object sender, EventArgs e)
{
framesSequenceAnimation.SetFramesSequenceAnimationListener(null);
GoToLoginScreen();
}
private void GoToLoginScreen()
{
Finish();
StartActivity(new Intent(this, typeof(LoginActivity)));
OverridePendingTransition(0, Resource.Animation.abc_fade_out);
}
void FramesSequenceAnimationListener.AnimationStopped()
{
GoToLoginScreen();
}
protected override void OnSaveInstanceState(Bundle outState)
{
base.OnSaveInstanceState(outState);
outState.PutInt(KEY_CURRENT_FRAME, framesSequenceAnimation.GetCurrentFrame());
}
}
}
It's big problem with the sdk but it can be solved by using threads for concurrently loading the bitmap images instead of loading the entire image at the same time.
I solved my outOfMemoryError problem by cutting down the framerate brutally and scaling down the images in gimp. Depending on what you are doing you can probably get away with a lot less fps than you'd expect.
I have solve this problem by put all the images in array and use delay after show each of them.
The array of images source in res/string
<!-- Array table for the pictures to show on the spinner-->
<array name="spinner_list">
<item>#drawable/arrows_loop__00000_org</item>
<item>#drawable/arrows_loop__00005_org</item>
<item >#drawable/arrows_loop__00010_org</item>
<item>#drawable/arrows_loop__00015_org</item>
<item >#drawable/arrows_loop__00020_org</item>
<item >#drawable/arrows_loop__00025_org</item>
.
.
.
</array>
I declare about the spinner imageView
private static ImageView imagespinner;
Then in my class I call it here:
final TypedArray imgs = getResources().obtainTypedArray(R.array.spinner_list);
runimage(imgs, imgs.length());
and then on runimage I do the loop with delay like this:
/* handle the spinner frame by frame */
public void runimage(final TypedArray array, int index) {
int size = array.length();
if(index<size) {// show in sequence the images
final int localindex= index;
handler.postDelayed(new Runnable() {
public void run() {
imagespinner.setImageResource(array.getResourceId(localindex, -1));// find the picture to show
runimage(array,(localindex+1));// because use final arg need to do the increase inside
}
}, 55);
}
else // after show all images go ahead
{
textview2.setVisibility(View.VISIBLE);
handler.postDelayed(myRunnablewait, 2000); // make some time to see text before go to ather fragment
}
}
so I run all the images with 55milsec delay on the imagespinner. After finish do the nex job.
I have a ListView with rows which may have, or not, a picture. When there is a picture I start an image loader based on http://developer.android.com/resources/samples/XmlAdapters/src/com/example/android/xmladapters/ImageDownloader.html. One of my modifications is to replace the Color drawable shown while the image is loading by an animated image (a spinning wheel). In order to do that I set a spinner Bitmap in the constructor and I animate it in the download(String url, ImageView imageView) method, if the image to be downloaded is not in the cache. I clear the animation when the image is loaded and set to the ImageView.
The issue is that with the animation code
Animation rotate_picture = AnimationUtils.loadAnimation(context, R.anim.rotate_picture);
imageView.startAnimation(rotate_picture);
in the download method of my ImageDownloader, my adapter goes crazy and sometimes set the animation to downloaded images, or set the default picture to row with no picture.
When I comment these two lines everything is ok (except the spinner is not animated of course).
Anybody can help?
adapter's getView
#Override
public View getView(int position, View convertView, final ViewGroup parent) {
View row = convertView;
ItemHolder holder = null;
if(row == null)
{
LayoutInflater inflater = ((Activity)context).getLayoutInflater();
row = inflater.inflate(layoutResourceId, parent, false);
holder = new ItemHolder();
holder.title = (TextView)row.findViewById(R.id.title);
holder.date = (TextView)row.findViewById(R.id.date);
holder.desc = (EllipsizingTextView)row.findViewById(R.id.desc);
holder.pic = (ImageView)row.findViewById(R.id.pic);
row.setTag(holder);
}
else
{
holder = (ItemHolder)row.getTag();
}
Item item = data.get(position);
holder.title.setText(item.title);
holder.date.setText(Utils.UnixTime2String(item.published, "/"));
holder.desc.setMaxLines(3);
holder.desc.setText(item.descriptionintro);
if(item.list_images.size()>0){
holder.pic.setVisibility(View.VISIBLE);
imageLoader.download(GlobalData.BASE_URL + item.list_images.get(0), (ImageView) holder.pic);
}
else{
holder.pic.setVisibility(View.GONE);
holder.pic.setImageResource(0);
}
return row;
}
ImageDownloader
public class ImageDownloader {
private static final String LOG_TAG = "ImageDownloader";
private Integer xbound, ybound;
private static Context context;
private static Bitmap defaultPic;
public ImageDownloader(Context context, Bitmap defaultPic, Integer xbound, Integer ybound){
ImageDownloader.context = context;
ImageDownloader.defaultPic = defaultPic;
this.xbound = xbound;
this.ybound = ybound;
}
/**
* Download the specified image from the Internet and binds it to the provided ImageView. The
* binding is immediate if the image is found in the cache and will be done asynchronously
* otherwise. A null bitmap will be associated to the ImageView if an error occurs.
*
* #param url The URL of the image to download.
* #param imageView The ImageView to bind the downloaded image to.
*/
public void download(String url, ImageView imageView) {
resetPurgeTimer();
Bitmap bitmap = getBitmapFromCache(url);
if (bitmap == null) {
//Animation rotate_picture = AnimationUtils.loadAnimation(context, R.anim.rotate_picture);
//imageView.startAnimation(rotate_picture);
forceDownload(url, imageView);
} else {
cancelPotentialDownload(url, imageView);
imageView.setImageBitmap(bitmap);
}
}
/*
* Same as download but the image is always downloaded and the cache is not used.
* Kept private at the moment as its interest is not clear.
private void forceDownload(String url, ImageView view) {
forceDownload(url, view, null);
}
*/
/**
* Same as download but the image is always downloaded and the cache is not used.
* Kept private at the moment as its interest is not clear.
*/
private void forceDownload(String url, ImageView imageView) {
// State sanity: url is guaranteed to never be null in DownloadedDrawable and cache keys.
if (url == null) {
imageView.setImageDrawable(null);
return;
}
if (cancelPotentialDownload(url, imageView)) {
BitmapDownloaderTask task = new BitmapDownloaderTask(imageView);
DownloadedDrawable downloadedDrawable = new DownloadedDrawable(task);
imageView.setImageDrawable(downloadedDrawable);
task.execute(url);
}
}
/**
* Returns true if the current download has been canceled or if there was no download in
* progress on this image view.
* Returns false if the download in progress deals with the same url. The download is not
* stopped in that case.
*/
private static boolean cancelPotentialDownload(String url, ImageView imageView) {
BitmapDownloaderTask bitmapDownloaderTask = getBitmapDownloaderTask(imageView);
if (bitmapDownloaderTask != null) {
String bitmapUrl = bitmapDownloaderTask.url;
if ((bitmapUrl == null) || (!bitmapUrl.equals(url))) {
bitmapDownloaderTask.cancel(true);
} else {
// The same URL is already being downloaded.
return false;
}
}
return true;
}
/**
* #param imageView Any imageView
* #return Retrieve the currently active download task (if any) associated with this imageView.
* null if there is no such task.
*/
private static BitmapDownloaderTask getBitmapDownloaderTask(ImageView imageView) {
if (imageView != null) {
Drawable drawable = imageView.getDrawable();
if (drawable instanceof DownloadedDrawable) {
DownloadedDrawable downloadedDrawable = (DownloadedDrawable)drawable;
return downloadedDrawable.getBitmapDownloaderTask();
}
}
return null;
}
Bitmap downloadBitmap(String url) {
//final int IO_BUFFER_SIZE = 4 * 1024;
final HttpClient client = new DefaultHttpClient();
final HttpGet getRequest = new HttpGet(url);
try {
HttpResponse response = client.execute(getRequest);
final int statusCode = response.getStatusLine().getStatusCode();
if (statusCode != HttpStatus.SC_OK) {
return null;
}
final HttpEntity entity = response.getEntity();
if (entity != null) {
InputStream inputStream = null;
try {
inputStream = entity.getContent();
return BitmapFactory.decodeStream(new FlushedInputStream(inputStream), null, null);
} finally {
if (inputStream != null) {
inputStream.close();
}
entity.consumeContent();
}
}
} catch (IOException e) {
getRequest.abort();
} catch (IllegalStateException e) {
getRequest.abort();
} catch (Exception e) {
getRequest.abort();
}
return null;
}
/*
* Cancel and remove download task for a given ImageView. Done when going previous/next to avoid "out of memory" when clicking fast
*/
void cancelDownload(ImageView imageView){
BitmapDownloaderTask bitmapDownloaderTask = getBitmapDownloaderTask(imageView);
if (bitmapDownloaderTask != null) {
bitmapDownloaderTask.cancel(true);
removeBitmapDownloaderTask(imageView);
}
}
private static boolean removeBitmapDownloaderTask(ImageView imageView) {
if (imageView != null) {
Drawable drawable = imageView.getDrawable();
if (drawable instanceof DownloadedDrawable) {
DownloadedDrawable downloadedDrawable = (DownloadedDrawable)drawable;
downloadedDrawable.clearBitmapDownloaderTask();
return true;
}
}
return false;
}
/*
* An InputStream that skips the exact number of bytes provided, unless it reaches EOF.
*/
static class FlushedInputStream extends FilterInputStream {
public FlushedInputStream(InputStream inputStream) {
super(inputStream);
}
#Override
public long skip(long n) throws IOException {
long totalBytesSkipped = 0L;
while (totalBytesSkipped < n) {
long bytesSkipped = in.skip(n - totalBytesSkipped);
if (bytesSkipped == 0L) {
int b = read();
if (b < 0) {
break; // we reached EOF
} else {
bytesSkipped = 1; // we read one byte
}
}
totalBytesSkipped += bytesSkipped;
}
return totalBytesSkipped;
}
}
/**
* The actual AsyncTask that will asynchronously download the image.
*/
class BitmapDownloaderTask extends AsyncTask<String, Void, Bitmap> {
private String url;
private final WeakReference<ImageView> imageViewReference;
public BitmapDownloaderTask(ImageView imageView) {
imageViewReference = new WeakReference<ImageView>(imageView);
}
/**
* Actual download method.
*/
#Override
protected Bitmap doInBackground(String... params) {
url = params[0];
return downloadBitmap(url);
}
/**
* Once the image is downloaded, associates it to the imageView
*/
#Override
protected void onPostExecute(Bitmap bitmap) {
if (isCancelled()) {
bitmap = null;
}
if(bitmap != null ){
addBitmapToCache(url, bitmap);
if (imageViewReference != null) {
ImageView imageView = imageViewReference.get();
BitmapDownloaderTask bitmapDownloaderTask = getBitmapDownloaderTask(imageView);
// Change bitmap only if this process is still associated with it
// Or if we don't use any bitmap to task association (NO_DOWNLOADED_DRAWABLE mode)
if (this == bitmapDownloaderTask) {
if(xbound!=null && ybound!=null){
int width = bitmap.getWidth();
int height = bitmap.getHeight();
int xbounding = dpToPx(xbound);
int ybounding = dpToPx(ybound);
// Determine how much to scale: the dimension requiring less scaling is
// closer to the its side. This way the image always stays inside your
// bounding box AND either x/y axis touches it.
float xScale = ((float) xbounding) / width;
float yScale = ((float) ybounding) / height;
float scale = (xScale <= yScale) ? xScale : yScale;
// Create a matrix for the scaling and add the scaling data
Matrix matrix = new Matrix();
matrix.postScale(scale, scale);
// Create a new bitmap and convert it to a format understood by the ImageView
Bitmap scaledBitmap = Bitmap.createBitmap(bitmap, 0, 0, width, height, matrix, true);
width = scaledBitmap.getWidth(); // re-use
height = scaledBitmap.getHeight(); // re-use
BitmapDrawable result = new BitmapDrawable(scaledBitmap);
// Apply the scaled bitmap
imageView.setImageDrawable(result);
// Now change ImageView's dimensions to match the scaled image
//LinearLayout.LayoutParams params = (LinearLayout.LayoutParams) imageView.getLayoutParams();
//params.width = width;
//params.height = height;
//imageView.setLayoutParams(params);
}
else{
imageView.clearAnimation();
imageView.setImageBitmap(bitmap);
}
}
}
}
}
}
private int dpToPx(int dp)
{
float density = context.getResources().getDisplayMetrics().density;
return Math.round((float)dp * density);
}
/**
* A fake Drawable that will be attached to the imageView while the download is in progress.
*
* <p>Contains a reference to the actual download task, so that a download task can be stopped
* if a new binding is required, and makes sure that only the last started download process can
* bind its result, independently of the download finish order.</p>
*/
static class DownloadedDrawable extends BitmapDrawable {
private final WeakReference<BitmapDownloaderTask> bitmapDownloaderTaskReference;
public DownloadedDrawable(BitmapDownloaderTask bitmapDownloaderTask) {
super(context.getResources(), defaultPic);
bitmapDownloaderTaskReference =
new WeakReference<BitmapDownloaderTask>(bitmapDownloaderTask);
}
public BitmapDownloaderTask getBitmapDownloaderTask() {
return bitmapDownloaderTaskReference.get();
}
public void clearBitmapDownloaderTask() {
bitmapDownloaderTaskReference.clear();
}
}
/*
*
* Image loaded listener
*
*/
OnImageDownloaderListener onImageDownloaderListener = null;
public interface OnImageDownloaderListener {
public abstract void onImageLoaded(int tag);
}
public void setOnImageDownloaderListener(OnImageDownloaderListener listener) {
onImageDownloaderListener = listener;
}
private void OnImageLoaded(int tag){
if(onImageDownloaderListener!=null) {
onImageDownloaderListener.onImageLoaded(tag);
}
}
/*
* Cache-related fields and methods.
*
* We use a hard and a soft cache. A soft reference cache is too aggressively cleared by the
* Garbage Collector.
*/
private static final int HARD_CACHE_CAPACITY = 20;
private static final int DELAY_BEFORE_PURGE = 10 * 1000; // in milliseconds
// Hard cache, with a fixed maximum capacity and a life duration
private final HashMap<String, Bitmap> sHardBitmapCache =
new LinkedHashMap<String, Bitmap>(HARD_CACHE_CAPACITY / 2, 0.75f, true) {
#Override
protected boolean removeEldestEntry(LinkedHashMap.Entry<String, Bitmap> eldest) {
if (size() > HARD_CACHE_CAPACITY) {
// Entries push-out of hard reference cache are transferred to soft reference cache
sSoftBitmapCache.put(eldest.getKey(), new SoftReference<Bitmap>(eldest.getValue()));
return true;
} else
return false;
}
};
// Soft cache for bitmaps kicked out of hard cache
private final static ConcurrentHashMap<String, SoftReference<Bitmap>> sSoftBitmapCache =
new ConcurrentHashMap<String, SoftReference<Bitmap>>(HARD_CACHE_CAPACITY / 2);
private final Handler purgeHandler = new Handler();
private final Runnable purger = new Runnable() {
public void run() {
clearCache();
}
};
/**
* Adds this bitmap to the cache.
* #param bitmap The newly downloaded bitmap.
*/
private void addBitmapToCache(String url, Bitmap bitmap) {
if (bitmap != null) {
synchronized (sHardBitmapCache) {
sHardBitmapCache.put(url, bitmap);
}
}
}
/**
* #param url The URL of the image that will be retrieved from the cache.
* #return The cached bitmap or null if it was not found.
*/
private Bitmap getBitmapFromCache(String url) {
// First try the hard reference cache
synchronized (sHardBitmapCache) {
final Bitmap bitmap = sHardBitmapCache.get(url);
if (bitmap != null) {
// Bitmap found in hard cache
// Move element to first position, so that it is removed last
sHardBitmapCache.remove(url);
sHardBitmapCache.put(url, bitmap);
return bitmap;
}
}
// Then try the soft reference cache
SoftReference<Bitmap> bitmapReference = sSoftBitmapCache.get(url);
if (bitmapReference != null) {
final Bitmap bitmap = bitmapReference.get();
if (bitmap != null) {
// Bitmap found in soft cache
return bitmap;
} else {
// Soft reference has been Garbage Collected
sSoftBitmapCache.remove(url);
}
}
return null;
}
/**
* Clears the image cache used internally to improve performance. Note that for memory
* efficiency reasons, the cache will automatically be cleared after a certain inactivity delay.
*/
public void clearCache() {
sHardBitmapCache.clear();
sSoftBitmapCache.clear();
}
/**
* Allow a new delay before the automatic cache clear is done.
*/
private void resetPurgeTimer() {
purgeHandler.removeCallbacks(purger);
purgeHandler.postDelayed(purger, DELAY_BEFORE_PURGE);
}
}