I want to get Image from cache memory, I am using volley library and displaying image successfully. I want to get same downloaded image from cache Below is my code.
Cache cache = AppController.getInstance().getRequestQueue().getCache();
Entry entry = cache.get(ImageUrl);
if (entry != null) {
try {
// Get Data From Catch Successefully
String data = new String(entry.data, "UTF-8");
// but now this code return null value i want Bitmap From Catch
LruBitmapCache bitmapCache = new LruBitmapCache();
mBitmap = bitmapCache.getBitmap(data);
} catch (UnsupportedEncodingException e) {
e.printStackTrace();
}
}
I can get data from cache, but bitmapCache.getBitmap(data); return's null.
use this line instead to convert entry.data into bitmap:
mBitmap = BitmapFactory.decodeByteArray(entry.data, 0, entry.data.length);
Related
I am trying to convert url to bitmap and then set that bitmap to background as wallpaper. And all this process is getting done in background with the use of worker class in android. But I am getting no protocol error. I am fetching any one random wallpaper link from firebase then I am trying to convert it into bitmap by
try {
URL url = new URL(image_url);
Bitmap image = BitmapFactory.decodeStream(url.openConnection().getInputStream());
myWallpaperManager.setBitmap(image,null,false,WallpaperManager.FLAG_SYSTEM);
} catch(IOException e) {
Log.e("tag102",e.getMessage());
}
But this method gave me this error in logcat
2022-07-08 03:15:07.544 25513-25752/com.nightowl.stylo E/tag102: no protocol:
But when I put hardcoded string (showed in below method) in url method parameter then it return bitmap without any error. and wallpaper also gets changed
try {
URL url = new URL("https://images.pexels.com/photos/6336035/pexels-photo-6336035.jpeg?auto=compress&cs=tinysrgb&fit=crop&h=1200&w=800");
Bitmap image = BitmapFactory.decodeStream(url.openConnection().getInputStream());
myWallpaperManager.setBitmap(image,null,false,WallpaperManager.FLAG_SYSTEM);
} catch(IOException e) {
Log.e("tag102",e.getMessage());
}
But i want random string to set and get me bitmap from that. So how i can achieve that? I also try to encode url by
try {
encodedURL = URLEncoder.encode(image_url, "UTF-8");
} catch (UnsupportedEncodingException e) {
Log.e("tag3",e.toString());
}
I am using three kind of url in this project
https://images.pexels.com/photos/6336035/pexels-photo-6336035.jpeg?auto=compress&cs=tinysrgb&fit=crop&h=1200&w=800
https://cdn.pixabay.com/photo/2020/11/27/22/07/naruto-5783102_960_720.png
https://images.unsplash.com/photo-1641414315243-196e7382c32d?ixlib=rb-1.2.1&ixid=MnwxMjA3fDB8MHxwaG90by1wYWdlfHx8fGVufDB8fHx8&auto=format&fit=crop&w=1178&q=80
Any help will be appreciated.
I am trying to save in cache response from server for certain time.
There are tne next data for saving in cache: I have a List<ProgrammeItem> which I am getting from server. While user is working, he can download up to ~230 List<ProgrammeItem> (but it is unreal to reach this, estimated is 10-50).
ProgrammeItem oblect including strings, int, int[].
That is how I am saving and getting the last downloaded List<ProgrammeItem>:
//saving / getting Programme items
public boolean saveObject(List<ProgrammeItem> obj) {
final File suspend_f=new File(android.os.Environment.getExternalStorageDirectory(), "test");
FileOutputStream fos = null;
ObjectOutputStream oos = null;
boolean keep = true;
try {
fos = new FileOutputStream(suspend_f);
oos = new ObjectOutputStream(fos);
oos.writeObject(obj);
} catch (Exception e) {
keep = false;
Log.e("catching exception ", "" + e.getMessage() + ";;;" + e);
} finally {
try {
if (oos != null) oos.close();
if (fos != null) fos.close();
if (keep == false) suspend_f.delete();
} catch (Exception e) { /* do nothing */ }
}
return keep;
}
public List<ProgrammeItem> getObject(Context c) {
final File suspend_f=new File(android.os.Environment.getExternalStorageDirectory(), "test");
List<ProgrammeItem> simpleClass= null;
FileInputStream fis = null;
ObjectInputStream is = null;
try {
fis = new FileInputStream(suspend_f);
is = new ObjectInputStream(fis);
simpleClass = (List<ProgrammeItem>) is.readObject();
} catch(Exception e) {
String val= e.getMessage();
} finally {
try {
if (fis != null) fis.close();
if (is != null) is.close();
} catch (Exception e) { }
}
return simpleClass;
}
That is how I am saving and getting object in activity:
PI = new ProgrammeItem();
List<ProgrammeItem> programmeItems = new ArrayList<>();
...
//filling programmeItems with data from server
...
boolean result = PI.saveObject(programmeItems); //Save object
ProgrammeItem m = new ProgrammeItem();
List<ProgrammeItem> c = m.getObject(getApplicationContext()); //Get object
The question is: how can I save a lot of my objects instead of only one?
I think I should done something like public boolean addObjectsInCache(List<ProgrammeItem> obj) for adding objects, not overriding them.
And change get method into public List<ProgrammeItem> getObject(Context c, String id), where id will be unique identifier, which will includes into every ProgrammeItem in the every List<ProgrammeItem>.
Am I right? And how I can achieve this? Maybe you will show me the other way to work with objects and cache?
You can use SharedPreference instead, while having a local database Android Room can also be an option. SharedPreference basically is stored in your device's cache while the local database is stored in your device's data hence in our apps we have clear cache and clear data function.
Additional Resources:
StackOverFlow: How Android SharedPreferences save/store object
Object based preference library: https://github.com/ShawnLin013/PreferencesManager I would suggest you go with this one, since it can easily save you time saving list based object and retrieving them. You can also add more to the persisted list object when needed.
Secured Preferences: https://github.com/scottyab/secure-preferences
An option could be to use Room database with inMemoryDatabaseBuilder:
db = Room.inMemoryDatabaseBuilder(context, ProgrammeDatabase::class.java)
.build()
if it all can fit in memory.
I'm populating an osm map with markers using parseGeoJSON, it works fine when the activity is first started, but if the activity is resumed I get Throwing OutOfMemoryError
Here's my code, it's run from an AsyncTask.
KmlDocument lines = new KmlDocument();
Drawable defaultMarker = getResources().getDrawable(R.drawable.pin);
Bitmap defaultBitmap = ((BitmapDrawable)defaultMarker).getBitmap();
Style defaultStyle = new Style(defaultBitmap, 0x901010AA, 8.0f, 0x20AA1010);
try {
lines.parseGeoJSON(IOUtils.toString(getResources().openRawResource(R.raw.line), "UTF-8"));
linesOver = (FolderOverlay) lines.mKmlRoot.buildOverlay(map, defaultStyle, null, lines);
} catch (IOException e) {
e.printStackTrace();
}
return null;
I have image-url getting from facebook, I want to display that image at runtine in my game in libgdx.I am using facebook graph api and parse data with help of Json parsing. my approach is as follows:
In main activity
protected void gettingfacebookData() {
try {
JSONArray friendArray = new JSONArray(
prefLevel.getFriendFacebookData());
for (int i = 0; i < friendArray.length(); i++) {
JSONObject jsonObject = friendArray.getJSONObject(i);
String name = jsonObject.getString("name");
String score = jsonObject.getString("score");
String fid = jsonObject.getString("fid");
String image = "http://graph.facebook.com/" + fid
+ "/picture?type=large";
//saving score into array list
PlayingScreen.scoreAl.add(score);
//saving image url into arraylist
PlayingScreen.imageUrlAl.add(image);
} }
} catch (JSONException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
Now how can I display image at run time with this particular image url?
We use a wrapper class, that wraps Texture, for displaying images from web (like facebook profile pictures). This wrapper class takes url of the image and a temporary texture. Just as the wrapper is created, it starts to download image bytes in a background thread. Consumer of this wrapper class simply calls getTexture() to obtain texture and until download has finished, this method returns the temporary texture. When there are bytes available to create a texture getTexture() processes this bytes and starts to return new texture created from url.
Below is a simple version of this wrapper class. Note that, processTextureBytes is called inside getTexture method, not somewhere in background thread. It is because we have to construct texture in the thread which obtains the GLContext. You can add caching and retry mechanisms to this class.
BTW, instead of using http://graph.facebook.com/[uid]/picture url try using one of pic_ urls from FQL. You may want to check this.
public class WebTexture {
private final String url;
private Texture texture;
private volatile byte[] textureBytes;
public WebTexture(String url, Texture tempTexture) {
this.url = url;
texture = tempTexture;
downloadTextureAsync();
}
private void downloadTextureAsync() {
Utils.runInBackground(new Runnable() {
#Override
public void run() {
textureBytes = downloadTextureBytes();
}
});
}
private byte[] downloadTextureBytes() {
try {
return Utils.downloadData(url);
} catch (IOException e) {
e.printStackTrace();
return null;
}
}
public Texture getTexture() {
if (textureBytes != null)
processTextureBytes();
return texture;
}
private void processTextureBytes() {
try {
Pixmap pixmap = new Pixmap(textureBytes, 0, textureBytes.length);
Texture gdxTexture = new Texture(pixmap);
gdxTexture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
texture = gdxTexture;
} catch (Throwable t) {
t.printStackTrace();
} finally {
textureBytes = null;
}
}
}
You should download the image.
Once you have your image as a byte array, you can create a pixmap:
Pixmap pixmap = new Pixmap(imageBytes, 0, imageBytes.length);
Then you can use this pixmap to render the image. For example if are you using scene2d.ui you can set Image's drawable as follows:
image.setDrawable(new TextureRegionDrawable(new TextureRegion(new Texture(profilePicture))));
Hope this helps.
I'm having trouble with my listviews items. I'm dynamically getting some images from a XML file, downloading the image and setting it.
I'm trying to primitively cache the bitmap fetched to speed up the getView process of my listviews adapter. But when trying to scroll my listview the phone seems to 'lag'.
This is the part of my code which is responsible for the 'lag':
if( ni.Bitmap == null )
{
Pattern p = Pattern.compile("<img[^>]+src\\s*=\\s*['\"]([^'\"]+)['\"][^>]*>");
Matcher m = p.matcher(ni.Description);
boolean result = m.find();
if( result )
{
try {
Bitmap bitmap = BitmapFactory.decodeStream((InputStream)new URL(m.group(1)).getContent());
ni.Bitmap = bitmap;
holder.theimage.setImageBitmap(ni.Bitmap);
} catch (MalformedURLException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
}
}
}
else
holder.theimage.setImageBitmap(ni.Bitmap);
Can I in anyway speed up this process?
Check this Url. you will get lot thing about this.
https://stackoverflow.com/search?q=lazy+loading+listview+android