Android - Best way to query device for all folders containing images - android

Im trying to figure out the best way to get all the directories on a device that contain image files. I know how to use all the api's but my application calls for using an in app image gallery rather than just using an intent to launch the gallery. Ive thought of going through the entire device and looking in the directories and check for extensions but that would take a couple seconds to long. Does any one have a better solution? I already have a very solid custom gallery built but my only problem is coming up with a nice solution to get all the images in other places that my app wont know about.

apache commons-io DirectoryWalker
public class ImagesFinder extends DirectoryWalker{
protected boolean handleDirectory(File directory, int depth, Collection results) {
return true;
}
protected void handleFile(File file, int depth, Collection results) {
//
}
}

Related

How download all pictures at the start of mediaManager?

I have been working with DJI Mobile SDK for Android, making my own application by following this tutorial: https://developer.dji.com/mobile-sdk/documentation/android-tutorials/MediaManagerDemo.html
But i have to download all pictures at once at the start of my gallery, and i coudn't manage how to do it.
Is there any example showing how to do it?
I think it should happen at MainActivity.java from the MediaManagerDemo tutorial. Should i create getFiles() and put it alongside getThumbnails and getPreviews (on line 317)?
scheduler.resume(new CommonCallbacks.CompletionCallback() {
#Override
public void onResult(DJIError error) {
if (error == null) {
getThumbnails();
getPreviews();
}
}
});
Should i create a Callback for this? What else should i look out?
Thank you all in advance!
EDIT: I stopped and thinked calmly about this, and managed to solve this by creating a downloadAllFiles() method after getPreviews(), where it checks if the connection was succeed and calls downloadFileByIndex for each one of the items. I also implemented a way to check if there is already a file with the exact size on internal storage, to avoid unnecessary downloads.
If anyone is interested, heres my code on Github
Have you looked at the section in the tutorial on Downloading and Editing the Media files?

How to show a stock panorama activity with UI elements overlayed?

I am successfully showing a spherical image using the Google Panorama API
I am using the same code as most tutorials do:
#Override
public void onConnected(Bundle bundle){
Panorama.PanoramaApi.loadPanoramaInfo(GOOGLE_CLIENT,Uri.parse(url)).setResultCallback(
new ResultCallback<PanoramaApi.PanoramaResult>(){
#Override
public void onResult(PanoramaApi.PanoramaResult result){
if (result.getStatus().isSuccess()){
Intent intent = result.getViewerIntent();
if (intent != null){
startActivity(intent);
}
}
}
});
}
Actually, I do not only have one sphere but around 5. I would like to be able to switch between the images clicking on menu items overlayed over the images.
Since the actual activity showing the sphere is not defined by me but started through an intent received in the success callback I have no idea how I can achieve this and the API does not seem to offer much more possibilities.
I guess I can not even show a dialog on top of the sphere.
Does anybody have any ideas for me? I'd appreciate it a lot
Note: This question purposely is phrased very similarly to this SO post.
Solution: Switch to the more recent Google API – Google VR – with which it is possible to embed spherical 360° images in a view instead of starting an activity through an intent, which one has no control of.
Note: The API is still labeled experimental but being part of the VR API this looks like the library being actively developed.
Another advantage: This is open source while the older Google Panorama API is part of google play services, which is not.
PS: Before I looked into these libraries I tested PanoramaGL and OpenPanodroid. Both libraries are not maintained for years and it was no big suprise the results could not keep up with the Google libraries.

JavaFX ScrollPane on Android - Too Slow

I have just coded a simple example of using a scrolling pane in JavaFX. Just one ScrollPane placed in the Scene, and the ScrollPane holds a Label component with a large text. Using gradle I have uploaded the app on a Nexus 4 android device. As you can see from the video I have uploaded, the scrolling is way too slow. I am sure others have experienced this. Any suggestion of how this can be changed to the native speed scroll is really much appreciated.
Source code of the app can be downloaded from here.
AndroidFX.java
public class AndroidFX extends Application{
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage primaryStage) throws Exception {
Parent mySearchListFXML = getFXMLPane("/fxml/ScrollPaneWithLabel.fxml");
primaryStage.setScene(new Scene(mySearchListFXML));
primaryStage.setWidth(Screen.getPrimary().getVisualBounds().getWidth()); primaryStage.setHeight(Screen.getPrimary().getVisualBounds().getHeight());
primaryStage.show();
}
public static Parent getFXMLPane(String url) throws IOException {
URL location = AndroidFX.class.getResource(url);
FXMLLoader fxmlLoader = new FXMLLoader();
fxmlLoader.setLocation(location);
Parent pane = fxmlLoader.load();
return pane;
}
}
ScrollPaneWithLabel.fxml
<?xml version="1.0" encoding="UTF-8"?>
<?import javafx.scene.*?>
<?import javafx.scene.control.*?>
<?import java.lang.*?>
<?import javafx.scene.layout.*?>
<ScrollPane fx:id="scrollPane" fitToWidth="true" hbarPolicy="NEVER" pannable="true" style="-fx-background: white;" xmlns="http://javafx.com/javafx/8" xmlns:fx="http://javafx.com/fxml/1">
<content>
<Label text="<VERY LARGE TEXT HERE>" wrapText="true" />
</content>
</ScrollPane>
Faced similar issues. The problem is worse on hidpi devices, disabling the hipdpi setting in the properties file helps but you will have to do any scaling your self for hidpi screens.
Another thing that might help is caching the fonts. I believe the end result of a javafx ported application is more like a big image with hot spots. Scrolling I think is just telling the application to redraw the whole image every time. Just a theory really. Caching does help but can make your text look kinda fuzzy. Although I had some success in scaling the font large, setting the cache to true and then scale down, normally x2 and .5 gives pretty good results. Using em for the fonts helps the fuzzy text too.
If you need to show a huge amount of text and it must be scrolled, you will probably get much better results displaying it through a webview. I haven't ever really used it to be honest, but I would imagine that it is replaced when ported with the native browser window so performance should be pretty good I think. I guess it is possible they wrote a html renderer in javafx and then you would run into the same pitfalls.
http://www.gluonhq.com is offering something called the charm, down, and connect package that is supposed to mimic native apps. It sounds promising and I am currently trying to get more info to see if they have solutions to these types of issues. I will add to the post if I receive any more info about charm.

Picasso Library Not Loading Images in Android 5.0

I have a ListView extending ArrayAdapter. I am using a view holder patter for the getView and here is a part of my getView method which loads images using picasso. The following code is expected to load images into my image view inside every list item.
Picasso.with(mContext).load(imageURL).fit().into(holder.myImageView,
new Callback(){
#Override
public void onError() {
holder.myImageView.setVisibility(View.INVISIBLE);}
#Override
public void onSuccess() {}});
So here is the problem: this works fine for OS < Android 5.0, but in the case of Android 5.0 (Lollipop), it looks like Picasso is fetching these images when my app is installed and run for the very first time, but when I launch the app again, the images don't load. Not at all sure what the problem is. I am not loading huge images, you can assume all the images that I am loading are only of the size of a small icon/thumbnail (around 120X120). I am using Picasso 2.4.0 for my application and the phone that I am using for testing is the Nexus 4.
Open Issue as of this edit: https://github.com/square/picasso/issues/633
Alternative:
I struggled to find an answer for very long time yesterday night. I explored Picasso really intimately trying several stuff. None did work. So right now what I am doing is:
if(api>=21) //Keeping in mind about any updates beyond 21
Use Android-Universal-Image-Loader
else
Use Picasso
For more information on Andorid Universal Image Loader.
Please visit https://github.com/nostra13/Android-Universal-Image-Loader
Its awesome with its cusotmization.
Agian, dont get me wrong, I am 100% +ve there is a solution with Picasso, I am sure I will find it someday, I will post it here then, but for anyone who have problems like me, I think the above is the way to go. Please suggest if you have anuy other better way.
************************ ISSUE FIXED **************************
https://github.com/square/picasso/issues/632
https://github.com/square/picasso/pull/860
************************** ISSUE FIXED ****************************

Android: access "system"-drawables

I'm currently working on an app to display the battery status and I'd like to use Android-drawables instead of own images to reduce the app size.
I've found this page which lists available images and the availability for each SDK-version:http://www.fixedd.com/projects/android_drawables_display
My question: How can I access the "system"-drawables? If you click on the link and choose the tab "Status", there are some battery-drawables like "stat_sys_battery_0", but I can't access it, Eclipse doesn't offer intellisense for it and won't compile the app if I use one of those drawables.
As those drawables are part of all SDK-versions, I'd think I should be able to use them, or are those "special" drawables protected in a way so they can only be used by system-functions (and not apps)?
Any idea is appreciated.
Select0r
Hope this is what you were looking for:
private BroadcastReceiver mBatInfoReceiver = new BroadcastReceiver(){
#Override
public void onReceive(Context arg0, Intent intent) {
int level = intent.getIntExtra("level", 0);
int batteryIconId = intent.getIntExtra("icon-small", 0);
Button toolBarBattery = (Button) findViewById(R.id.toolBarButton);
LevelListDrawable batteryLevel = (LevelListDrawable) getResources().getDrawable(batteryIconId);
batteryLevel.setLevel(level);
toolBarBattery.setBackgroundDrawable(batteryLevel);
}
};
I've found another link with information that not all drawables are public. It doesn't say why some drawables would be private, but I guess I'll have to live with the fact and copy the needed images to my app.http://androiddrawableexplorer.appspot.com/
NOTE: Some of the images in the Android jar are not public and therefore cannot be directly used (you can copy them to you own application, but can't reference them via the "android" package namespace).
There actually seems to be a way to access the system icons, but it's not really working as stated in the documentation, but I'll add it in case somebody is interested:
intent.getIntExtra(BatteryManager.EXTRA_ICON_SMALL, -1)
Will get you the resource-ID of the icon that matches the current battery-status:http://developer.android.com/reference/android/os/BatteryManager.html#EXTRA_ICON_SMALL
Extra for ACTION_BATTERY_CHANGED:
integer containing the resource ID of
a small status bar icon indicating the
current battery state.
However, it always returns the same icon, no matter what the actual battery level is. Finding the icon by just trying random numbers may work, but I don't know if the IDs are consistent throughout the SKD-levels as well as different machines, so I'd rather not rely in that.

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