Image becoming unrecognizable - android

Steps my application performs:-
Download a large no of images and save them on the SDCard.
Load every image into Bitmap and resize them, after resizing replace this resized image with the original one.
My code:-
Bitmap myimage = loadimage(path+temppos+".jpg");
Bitmap finalimage = getResizedBitmap(myimage,width,height);
//save image
.....
//recyclebitmap
myimage.recycle();
finalimage.recycle();
loadimage:-
public Bitmap loadimage(String path)
{
BitmapFactory.Options options = new BitmapFactory.Options();
options.inPreferredConfig = Bitmap.Config.RGB_565;
options.inDither=true;
options.inPurgeable=true;
options.inInputShareable=true;
return BitmapFactory.decodeFile(path, options);
}
Now I' populating these images on gridview.
Output(Before):-
Output (After):-
Where Before corresponds to initially when only a few images are downloaded.
And After corresponds to after all the images are downloaded.
Now, I think it is happening maybe because of Bitmap.recycle() method but don't know the reason. Please correct me if I am wrong and point out the error here.
Edit: I must add the grid view shows around 50 downloaded images, but only the first three images are becoming unrecognizable.
Thanks.

For getting your resized Bitmap you can use the below code: (taken from this tutorial)
public static Bitmap decodeSampledBitmapFromPath(String path, int reqWidth,
int reqHeight) {
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeFile(path, options);
options.inSampleSize = calculateInSampleSize(options, reqWidth,
reqHeight);
// Decode bitmap with inSampleSize set
options.inJustDecodeBounds = false;
Bitmap bmp = BitmapFactory.decodeFile(path, options);
return bmp;
}
public static int calculateInSampleSize(BitmapFactory.Options options,
int reqWidth, int reqHeight) {
final int height = options.outHeight;
final int width = options.outWidth;
int inSampleSize = 1;
if (height > reqHeight || width > reqWidth) {
if (width > height) {
inSampleSize = Math.round((float) height / (float) reqHeight);
} else {
inSampleSize = Math.round((float) width / (float) reqWidth);
}
}
return inSampleSize;
}
You can also take a look at the official site for getting a hint on loading Bitmaps
Edit
Try to change bitmap configuration to ARGB_8888 for best quality
because RGB_565 configuration can produce slight visual artifacts depending on the configuration of the source (taken from docs)
Update
I think you can take a look at this answer , I think this would solve your problem

Related

Bitmap decodeResource - out-of-memory crash on Samsung S5

I'm facing a crash every time with a Galaxy S5 when trying to show a background image.
This background is located in xxhdpi resource folder, the size is the same as the S5 screen (1080x1920) so I don't need to call "createScaledBitmap" for scaling it. The resolution of this image is JPG 96dpi.
And when calling decodeResource... crash!!! How is this possible? Is the only bitmap I'm loading in this "super-powerful" device.
Thanks!!!
Below my code (scale = 1 for S5):
public static Bitmap decodeBitmapFromResource(Resources res, int resId, float scale) {
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeResource(res, resId, options);
options.inSampleSize = calculateInSampleSize(options,
(int)(options.outWidth*scale),
(int)(options.outHeight*scale));
options.inJustDecodeBounds = false;
if (scale > 1) {
Bitmap bitmap = BitmapFactory.decodeResource(res, resId);
return Bitmap.createScaledBitmap(bitmap, (int)(options.outWidth*scale),
(int)(options.outHeight*scale), true);
}
return BitmapFactory.decodeResource(res, resId, options);
}
i too faced this problem many times...
try using this code..
private Bitmap decodeFile(File f) throws IOException {
Bitmap b = null;
DisplayMetrics metrics = new DisplayMetrics();
getActivity().getWindowManager().getDefaultDisplay()
.getMetrics(metrics);
// Decode image size
BitmapFactory.Options o = new BitmapFactory.Options();
o.inJustDecodeBounds = true;
o.inDither = false; // Disable Dithering mode
o.inPurgeable = true; // Tell to gc that whether it needs free memory,
// the Bitmap can be cleared
o.inInputShareable = true;
FileInputStream fis = new FileInputStream(f);
BitmapFactory.decodeStream(fis, null, o);
fis.close();
int scale = 1;
if (o.outHeight > metrics.heightPixels
|| o.outWidth > metrics.widthPixels) {
scale = (int) Math.pow(
2,
(int) Math.ceil(Math.log(metrics.heightPixels
/ (double) Math.max(o.outHeight, o.outWidth))
/ Math.log(0.5)));
}
// Decode with inSampleSize
BitmapFactory.Options o2 = new BitmapFactory.Options();
o2.inSampleSize = scale;
fis = new FileInputStream(f);
b = BitmapFactory.decodeStream(fis, null, o2);
fis.close();
return b;
}
and take care of few things like make every bitmap null after its use etc.
try this
public static Bitmap decodeBitmapFromResource(String pathName, int reqWidth, int reqHeight) {
// First decode with inJustDecodeBounds=true to check dimensions
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeFile(pathName, options);
// Calculate inSampleSize
options.inSampleSize = calculateInSampleSize(options, reqWidth, reqHeight);
// Decode bitmap with inSampleSize set
options.inJustDecodeBounds = false;
// return BitmapFactory.decodeResource(res, resId, options);
return BitmapFactory.decodeFile(pathName, options);
}
public static int calculateInSampleSize(BitmapFactory.Options options, int reqWidth, int reqHeight) {
// Raw height and width of image
final int height = options.outHeight;
final int width = options.outWidth;
int inSampleSize = 1;
if (height > reqHeight || width > reqWidth) {
// Calculate ratios of height and width to requested height and
// width
final int heightRatio = Math.round((float) height / (float) reqHeight);
final int widthRatio = Math.round((float) width / (float) reqWidth);
// Choose the smallest ratio as inSampleSize value, this will
// guarantee
// a final image with both dimensions larger than or equal to the
// requested height and width.
inSampleSize = heightRatio < widthRatio ? heightRatio : widthRatio;
}
return inSampleSize;
}
Add this line in your Manifest file in the application tag. It doesn't solve the problem just allows your app to have more memory:
android:largeHeap="true"
UPDATE:
However using largeHeap is not a good solution. here is the google's doc about this.
However, the ability to request a large heap is intended only for a
small set of apps that can justify the need to consume more RAM (such
as a large photo editing app). Never request a large heap simply
because you've run out of memory and you need a quick fix—you should
use it only when you know exactly where all your memory is being
allocated and why it must be retained. Yet, even when you're confident
your app can justify the large heap, you should avoid requesting it to
whatever extent possible. Using the extra memory will increasingly be
to the detriment of the overall user experience because garbage
collection will take longer and system performance may be slower when
task switching or performing other common operations.
And about loading bitmaps:
When you load a bitmap, keep it in RAM only at the resolution you need
for the current device's screen, scaling it down if the original
bitmap is a higher resolution. Keep in mind that an increase in bitmap
resolution results in a corresponding (increase2) in memory needed,
because both the X and Y dimensions increase.
It's not bad to take a look at this page, it explains ways of managing memory:
How Your App Should Manage Memory
So I think my last answer is not a good solution and You might rethink your strategy in loading images. Hope this answer helps you ;)

how to download photos from your disk as icons without OutOfMemory and "Bitmap too large to be uploaded into a texture (1840x3264, max=2048x2048)"

I want to download photos from your disk. I used to have a bug OutOfMemory. I coped with this error, but now on some phones I get the error "Bitmap too large to be uploaded into a texture (1840x3264, max = 2048x2048)". In this case, when the picture is uploaded my app begins to slow, jerky, slow down. Please tell me how to upload pictures from the disk so as to avoid these mistakes and express
use this method to create your bitmap-
Bitmap bm=decodeSampledBitmapFromPath(src, reqWidth, reqHeight);
// might be your Screen Height and Width in your Case
use this Defination-
public Bitmap decodeSampledBitmapFromPath(String path, int reqWidth,
int reqHeight) {
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeFile(path, options);
options.inSampleSize = calculateInSampleSize(options, reqWidth,
reqHeight);
// Decode bitmap with inSampleSize set
options.inJustDecodeBounds = false;
Bitmap bmp = BitmapFactory.decodeFile(path, options);
return bmp;
}
}
public int calculateInSampleSize(BitmapFactory.Options options,
int reqWidth, int reqHeight) {
final int height = options.outHeight;
final int width = options.outWidth;
int inSampleSize = 1;
if (height > reqHeight || width > reqWidth) {
if (width > height) {
inSampleSize = Math.round((float) height / (float) reqHeight);
} else {
inSampleSize = Math.round((float) width / (float) reqWidth);
}
}
return inSampleSize;
}
Note- Make Your reqWidth and reqHeight according to your sceenSize.
You can't increase the heap size dynamically.
you can request to use more by using
android:largeHeap="true"
in the manifest.
also, you can use native memory (NDK & JNI) , so you actually bypass the heap size limitation.
here are some posts made about it:
How to cache bitmaps into native memory
JNI bitmap operations , for helping to avoid OOM when using large images
and here's a library made for it:
https://github.com/AndroidDeveloperLB/AndroidJniBitmapOperations
happy coding
regards maven

BitmapFactory.decodeFile out of memory with images 2400x2400

I need to send an image from a file to a server. The server request the image in a resolution of 2400x2400.
What I'm trying to do is:
1) Get a Bitmap using BitmapFactory.decodeFile using the correct inSampleSize.
2) Compress the image in JPEG with a quality of 40%
3) Encode the image in base64
4) Sent to the server
I cannot achieve the first step, it throws an out of memory exception. I'm sure the inSampleSize is correct but I suppose even with inSampleSize the Bitmap is huge (around 30 MB in DDMS).
Any ideas how can do it? Can I do these steps without created a bitmap object? I mean doing it on filesystem instead of RAM memory.
This is the current code:
// The following function calculate the correct inSampleSize
Bitmap image = Util.decodeSampledBitmapFromFile(imagePath, width,height);
// compressing the image
ByteArrayOutputStream baos = new ByteArrayOutputStream();
image.compress(Bitmap.CompressFormat.JPEG, 40, baos);
// encode image
String encodedImage = Base64.encodeToString(baos.toByteArray(),Base64.DEFAULT));
public static int calculateInSampleSize(BitmapFactory.Options options, int reqWidth, int reqHeight) {
// Raw height and width of image
final int height = options.outHeight;
final int width = options.outWidth;
int inSampleSize = 1;
if (height > reqHeight || width > reqWidth) {
// Calculate ratios of height and width to requested height and width
final int heightRatio = Math.round((float) height / (float) reqHeight);
final int widthRatio = Math.round((float) width / (float) reqWidth);
// Choose the smallest ratio as inSampleSize value, this will guarantee
// a final image with both dimensions larger than or equal to the
// requested height and width.
inSampleSize = heightRatio < widthRatio ? heightRatio : widthRatio;
}
return inSampleSize;
}
public static Bitmap decodeSampledBitmapFromFile(String path,int reqWidth, int reqHeight) {
// First decode with inJustDecodeBounds=true to check dimensions
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeFile(path, options);
// Calculate inSampleSize
options.inSampleSize = calculateInSampleSize(options, reqWidth, reqHeight);
// Decode bitmap with inSampleSize set
options.inJustDecodeBounds = false;
return BitmapFactory.decodeFile(path,options);
}
you can skip ARGB_8888, and use RGB_565 instead, and then dither then images to preserve good quality
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = false;
options.inPreferredConfig = Config.RGB_565;
options.inDither = true;
you have to use BitmapFactory.Options with inJustDecodeBounds set to true. This way you can load information about the bitmap and calculate the value for downsampling it (inSampleSize for instance)
Do NOT load the image as a bitmap, convert it to an array, then send it.
instead:
Read it as a file, in JPG format. Use the files byte array, to encode it, and send the file across.
Loading it to bitmap, is going to cause huge memory issues unnecessarily. An image, reperesented in Bitmap format, will take ~20x or more memory than neccessary.
On the server side, you will need to treat it as a file too. rather than a bitmap.
Here is a link to loading a file to byte[] : Elegant way to read file into byte[] array in Java

Scaling down Images in android

I am implementing an application in which an activity shows a image view with full screen. Now i have some images downloaded in application's file directory. I want to set image to image view in that activity for which i am scaling down the larger images. I am getting OutOfMemory error after 10 to 15 mins of using application. error is in decodeFile of BitmapFactory. Here is my code :
public static int calculateInSampleSize(
BitmapFactory.Options options, int reqWidth, int reqHeight) {
// Raw height and width of image
final int height = options.outHeight;
final int width = options.outWidth;
int inSampleSize = 1;
if (height > reqHeight || width > reqWidth) {
if (width > height) {
inSampleSize = Math.round((float)height / (float)reqHeight);
} else {
inSampleSize = Math.round((float)width / (float)reqWidth);
}
}
return inSampleSize;
}
public static Bitmap decodeSampledBitmapFromFile(String imagePath,
int reqWidth, int reqHeight) {
// First decode with inJustDecodeBounds=true to check dimensions
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeFile(imagePath, options);
// Calculate inSampleSize
options.inSampleSize = calculateInSampleSize(options, reqWidth, reqHeight);
// Decode bitmap with inSampleSize set
options.inJustDecodeBounds = false;
return BitmapFactory.decodeFile(imagePath, options);
}
Right now i am giving reqHeight = 500 and reqWidth = 500
This code is given in Android guidelines page. Is there anything i am missing, if so please help me out. I tried lots of things but not getting any solution.
Change you int inSampleSize = 1; to int inSampleSize = 2 or 3 and test the application again, I hope this will solve your problem. I also suggest insted of this technique,try lazy loading for all you image dowanload by doing so there will be no bitmap and outOfMemoryError. Yo can have lazy loading - https://github.com/thest1/LazyList
Try using this
Bitmap resizedbitmap2 = Bitmap.createScaledBitmap(your_bitmap, width, height,
true);
it will help you.
There might be a memory leak in your app if you are storing list of bitmaps returned by decodeSampledBitmapFromFile somewhere. Try to check for memory leak and also use Bitmap.recycle() to recycle bitmaps and help android free memory.

Out of memory error due to large bitmap size

I am using some static images in my application and the images is being kept in the drawable folder.The size of the images are near about 2 MB but I have scaled them properly but still it is showing out of memory error due to the bitmap size during run time.And this is specially for samsung galaxy s3.
Can anybody plz tell me how to stop this and to reduce the bitmap size.
I have tried using this code for recycling images:
public static Bitmap decodeSampledBitmapFromResource(Resources res, int resId,
int reqWidth, int reqHeight) {
// First decode with inJustDecodeBounds=true to check dimensions
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeResource(res, resId, options);
// Calculate inSampleSize
options.inSampleSize = calculateInSampleSize(options, reqWidth, reqHeight);
// Decode bitmap with inSampleSize set
options.inJustDecodeBounds = false;
return BitmapFactory.decodeResource(res, resId, options);
}
public static int calculateInSampleSize(
BitmapFactory.Options options, int reqWidth, int reqHeight) {
// Raw height and width of image
final int height = options.outHeight;
final int width = options.outWidth;
int inSampleSize = 8;
if (height > reqHeight || width > reqWidth) {
if (width > height) {
inSampleSize = Math.round((float)height / (float)reqHeight);
} else {
inSampleSize = Math.round((float)width / (float)reqWidth);
}
}
return inSampleSize;
}
First compress the images to check if actually these are the ones that leak memory.
Get used to using tools to measure memory you are using and finding leaks because simply this is a way to do it.
You might start here:
What Android tools and methods work best to find memory/resource leaks?
I also recomend this code for image viewing
https://github.com/nostra13/Android-Universal-Image-Loader

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