I am trying to set background for the image view. But not got luck to set background using universal image loader.
I am using following code.
DisplayImageOptions options = new DisplayImageOptions.Builder()
.showStubImage(R.drawable.mo_no_image)
.showImageForEmptyUri(R.drawable.mo_no_image)
.cacheInMemory().cacheOnDisc()
.displayer(new RoundedBitmapDisplayer(0))
.imageScaleType(ImageScaleType.EXACTLY).build();
ImageLoader.getInstance().displayImage("url_to_load_image", imgView, options);
By using above code I am able to set image resource which check aspect ratio and using that modifying image size.
I want to set downloaded image to the background of image view.
I can recommend a different way that works like a charm: Android Query.
You can download that jar file from http://code.google.com/p/android-query/downloads/list
AQuery androidAQuery=new AQuery(this);
As an example:
androidAQuery.id(YOUR IMAGEVIEW).image(YOUR IMAGE TO LOAD, true, true, getDeviceWidth(), ANY DEFAULT IMAGE YOU WANT TO SHOW);
It's very fast and accurate, and using this you can find many more features like Animation when loading; getting a bitmap, if needed; etc.
In your case you need to fetch Bitmap, so for it, use below code
androidAQuery.ajax(YOUR IMAGE URL,Bitmap.class,0,new AjaxCallback<Bitmap>(){
#Override
public void callback(String url, Bitmap object, AjaxStatus status) {
super.callback(url, object, status);
//You will get Bitmap from object.
}
});
Use this bitmap to set your background resource of ImageView using method.
Universal Image Loader also provide to use the Background functionality.Please check the below coed for it:-
Here Uri is the path of the folder image OR the url of the image.
imageLoader.loadImage(YOUR_URL, new SimpleImageLoadingListener() {
#Override
public void onLoadingComplete(String imageUri, View view, Bitmap loadedImage) {
super.onLoadingComplete(imageUri, view, loadedImage);
layout.setBackgroundDrawable(new BitmapDrawable(loadedImage));
}
});
Related
I use Glide to load my image. I need to modify my image with a SimpleTarget callback, however when the image loaded to my list, and I scroll the list shows first always an other image, and than animate the right image after 1 second to the place. Without image modification and SimpleTarget everything works just fine. Here is my code.
#BindingAdapter("imageSrc")
public static void setImage(ImageView imageView, String url) {
Glide.with(imageView.getContext()).load(url).asBitmap().into(new SimpleTarget<Bitmap>() {
#Override
public void onResourceReady(Bitmap bitmap, GlideAnimation anim) {
//the bitmap modified here
imageView.setImageBitmap(bmp);
}
});
}
is there any solution to avoid the flickering?
I am trying to insert a generic loading circle as placeholder while an image is being loaded with an image loader library like Glide or Picasso.
I cannot for the life of me find out how you are supposed to create a rotating drawable from xml.
I tried using an AnimationDrawable in XML by creating an animation-list, but it doesn't even show up (not even static).
I just want to have a simple circle that spins all by itself, all in an xml drawable, so I can pass the id as placeholder to my image loader. If that is not possible please tell me now, so I can save a lot of research :)
EDIT: Some code to make it more clear, I need a spinning drawable for this Glide command:
Glide.with(context)
.load(imageUrl)
.into(imageView)
.placeHolder(R.drawable.spinning_loading_placeholder);
While the image is being loaded a placeholder drawable will be shown where the image will later be. I need a drawable that spins itself.
You can add a ProgressBar element to your layout XML, and then display/hide this element as needed. The ProgressBar View is built in and already animated, no custom AnimationDrawable required.
You can use something like this:
Glide.with(mContext).load(imageUrl).asBitmap().centerCrop().into(new BitmapImageViewTarget(vh.avatarImageView) {
#Override
public void onLoadStarted(Drawable placeholder) {
vh.avatarImageView.setImageDrawable(mContext.getResources().getDrawable(R.drawable.ic_placeholder));
}
#Override
public void onLoadFailed(Exception e, Drawable errorDrawable) {
vh.avatarImageView.setImageDrawable(mContext.getResources().getDrawable(R.drawable.ic_failed_download));
}
#Override
protected void setResource(Bitmap resource) {
RoundedBitmapDrawable circularBitmapDrawable =
RoundedBitmapDrawableFactory.create(mContext.getResources(), resource);
circularBitmapDrawable.setCircular(true);
vh.avatarImageView.setImageDrawable(circularBitmapDrawable);
}
});
I have trouble finding the right workflow to load images into cache.
What I want to do:
Show Progress bar
Get data from REST service and load it into SQLite database
Some objects contain urls in JSON > load these images in cache so
they are quickly loaded when needed
Dismiss Progress bar
I have all the data loaded from rest and stored in a DB,
but I'm new to caching images.
What I go so far:
- Inserted Universal Image Loader into my project
(https://github.com/nostra13/Android-Universal-Image-Loader)
- I tried
imageLoader.loadImage(url of an image, new SimpleImageLoadingListener() {
#Override
public void onLoadingStarted(String imageUri, View view) {
super.onLoadingStarted(imageUri, view);
//notify me the image started loading
}
#Override
public void onLoadingComplete(String imageUri, View view, Bitmap loadedImage) {
super.onLoadingComplete(imageUri, view, loadedImage);
//notify me the image is loaded
}
}
But when I check:
int size = MemoryCacheUtils.findCachedBitmapsForImageUri(url from that image, ImageLoader.getInstance().getMemoryCache()).size();
//show me the size
it's always zero.
My question is the following: am I going in the right direction or do I need to fix this someother way?
I found a better solution: ShutterBug (Android alternative for SDWebImage for iOs). It's easy to add urls to the ShutterbugManager and when I want to fill an ImageView (FetchableImageView in Shutterbug) with an image, it grabs the image from cache.
I want to load multiple image(list view or gridview) of specified size (i need to change height and width of image at run time) .Can anyone suggest me for any library which support this functionality ?
imageloader.loadimage(imageview,"imageurl",height,width);
Check out UniversalImageLoader. I think this is the best library for loading images. In its loading listener you can resize the loaded image before display it.
Try by this one : and check this for refrence https://github.com/nostra13/Android-Universal-Image-Loader
ImageSize targetSize = new ImageSize(120, 80); // result Bitmap will be fit to this size
imageLoader.loadImage(imageUri, targetSize, displayOptions, new SimpleImageLoadingListener() {
#Override
public void onLoadingComplete(String imageUri, View view, Bitmap loadedImage) {
// Do whatever you want with Bitmap
}
});
I am using the Android-Universal-Image-Loader library to loading/caching remote images, and have been digging through the source for quite a while trying to find a way to retrieve the original image size (width and height) for my ImageLoadingListener.
The sample code below is just give you an idea of what I'm trying to do.
protected class ViaImageLoadingListener implements ImageLoadingListener {
final SelectableImageView selectableImageView ;
protected ViaImageLoadingListener(SelectableImageView selectableImageView) {
this.selectableImageView = selectableImageView;
}
#Override
public void onLoadingComplete(String imageUri, View view, Bitmap loadedImage) {
selectableImageView.setImageBitmap(loadedImage);
// loadedImage.getWeight() will not return the original
// dimensions of the image if it has been scaled down
selectableImageView.setOriginalImageSize(width, height);
selectableImageView.invalidate();
}
I have tried extending the ImageDecoder class and the ImageLoader class to find a round-about way to linking the decoder (from which I can get the original image size in the #prepareDecodingOptions method) to my custom ImageLoadingListener. But the configuration object is private and the fields (including the decoder) are inaccessible from subclasses (and feels like an overly hacky way of solving the problem anyways).
Have I overlooked a simple "built-in" way of getting the original image size without losing the benefit of the UIL's scaling/memory management?
There is no way to pass original image size from ImageDecoder to listener through params.
I think the solution for you is following.
Extend BaseImageDecoder and create map in it for keeping image sizes:
Map<String, ImageSize> urlToSizeMap = new ConcurrentHashMap<String, ImageSize>();
Then override defineImageSizeAndRotation(...):
protected ImageFileInfo defineImageSizeAndRotation(InputStream imageStream, String imageUri) throws IOException {
ImageFileInfo info = super.defineImageSizeAndRotation(imageStream, imageUri);
urlToSizeMap.put(imageUri, info.imageSize); // Remember original image size for image URI
return info;
}
Note: info.imageSize won't compile because imageSize isn't visible. I'll fix it in next version (1.8.5) but you can use reflection for now.
Set this decoder into configuration and keep reference to this decoder anywhere (or you can make urlToSizeMap static to access from listener).
Then in your listener:
#Override
public void onLoadingComplete(String imageUri, View view, Bitmap loadedImage) {
selectableImageView.setImageBitmap(loadedImage);
ImageSize imageSize = decoder.urlToSizeMap.get(imageUri);
selectableImageView.setOriginalImageSize(imageSize.getWidth(), imageSize.getHeight());
selectableImageView.invalidate();
}
It seems that you do not have to implement own ImageLoadingListener if you want to get original size of loaded image. I use loadImage method and it seems recieved bitmap has origin sizes.
UIL v1.8.6
loader.loadImage(pin_url, option, new SimpleImageLoadingListener() {
#Override
public void onLoadingFailed(String imageUri, View view,
FailReason failReason) {
showErrorLayout();
}
#Override
public void onLoadingComplete(String imageUri, View view,
Bitmap loadedImage) {
// width - device width
// height - OpenGl maxTextureSize
if (width < loadedImage.getWidth() || height < loadedImage.getHeight()) {
// handle scaling
}
iv.setImageBitmap(loadedImage);
}
});