Android code to set wallpaper to phone screen size - android

I make use of the following code to set my static images as wallpaper from my android app.. The image dimensions are like 425*700, 280*180, 600*400 etc., so the image dimensions are not the same.
try {
WallpaperManager myWallpaperManager = WallpaperManager
.getInstance(context);
Display display = getWindowManager().getDefaultDisplay();
Point size = new Point();
display.getSize(size);
int fullWidth = size.x;
int fullHeight = size.y;
// int fullWidth = wManager.getDesiredMinimumWidth();
// int fullHeight = wManager.getDesiredMinimumHeight();
Log.d("Debug", Integer.toString(fullWidth));
Log.d("Debug", Integer.toString(fullHeight));
Bitmap bitmap = BitmapFactory.decodeStream(getResources()
.openRawResource(R.drawable.hello));
Bitmap bitmapResized = Bitmap.createScaledBitmap(bitmap, fullWidth,
fullHeight, true);
myWallpaperManager.suggestDesiredDimensions(
bitmapResized.getWidth(), bitmapResized.getHeight());
myWallpaperManager.setBitmap(bitmapResized);
} catch (IOException e) {
e.printStackTrace();
}
But the images are quite streched and doesn't look good after setting as a wallpaper in the phone.. What am I doing wrong?

I guess problem lies in the resources as you have already mentioned. For a good view/quality of wallpaper we have to use different resources of images as according to the resolution of your device, if you want to use your application of setting the wallpaper to be used by many devices without making any changes(an apk). The crux is, you need a better quality image matching the resolution of your device. Hope it helps.
Edit: The distortion is again because you are resizing your image for covering full screen size. I guess if you do not resize it, it might work, though I havent use it till now.

Related

AndroidSVG fuzzy edges on image

I am want to display Barcode on android. As input I get SVG string. As a SVG library I use AndroidSVG. I used sample code from library website and everything seem to be fine. But when I zoom on image, I get distorted edges (Anti-alias?). I tried to disable all the flags. But the image still has fuzzy edges. What can be wrong with my code?
Picture:
Try to zoom to max, you will see the fuzzy edges.
Code:
private void loadQRCode(String svgString) {
SVG svg = null;
try {
svg = SVG.getFromString(svgString);
} catch (SVGParseException e) {
e.printStackTrace();
}
if (svg.getDocumentWidth() != -1) {
int widthPx = Utils.pxFromDp(400);
int heightDp = Utils.pxFromDp(300);
svg.setDocumentWidth(widthPx);
svg.setDocumentHeight(heightDp);
int width = (int) Math.ceil(svg.getDocumentWidth());
int height = (int) Math.ceil(svg.getDocumentHeight());
Bitmap newBM = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888);
Canvas bmcanvas = new Canvas(newBM);
final DrawFilter filter = new PaintFlagsDrawFilter(Paint.ANTI_ALIAS_FLAG| Paint.FILTER_BITMAP_FLAG | Paint.DITHER_FLAG, 0);
bmcanvas.setDrawFilter(filter);
barcode.setLayerType(View.LAYER_TYPE_SOFTWARE,null);
bmcanvas.drawRGB(255, 255, 255);
svg.renderToCanvas(bmcanvas);
barcode.setImageBitmap(newBM);
}
}
If the edges of the bars do not lie exactly on pixel boundaries, you will get anti-aliasing. On a high resolution screen, this should not normally be visible.
However, in your code, you are rendering the SVG to a bitmap and setting the bitmap to an ImageView. If that ImageView has a size larger than the bitmap - ie. greater than 400 x 300, then the anti-aliased pixels in that bitmap will likely be rendered larger and thus more visible.
One solution is to avoid using a bitmap. Use a Picture/PictureDrawable instead. That way the barcode will be rendered at highest quality no matter what size it is. As vector graphics are supposed to be.
Follow the example on this page:
http://bigbadaboom.github.io/androidsvg/use_with_ImageView.html
So your code should probably look something like the following:
private void loadQRCode(String svgString) {
try {
SVG svg = SVG.getFromString(svgString);
barcode.setLayerType(View.LAYER_TYPE_SOFTWARE,null);
Drawable drawable = new PictureDrawable(svg.renderToPicture());
barcode.setImageDrawable(drawable);
} catch (SVGParseException e) {
e.printStackTrace();
}
}
If for some reason you need to use bitmaps - maybe you are caching them or something - then you should watch for changes in the size of the ImageView and then recreate the bitmap at the new size. So the bitmap is always the same size as the ImageView to which it is assigned.

Generating non icon images

I want to add image resources to an Android app that won't be used for icons. I wanted to know what is the right way of doing it while supporting multiple device screen sizes. The only solution I can think of is resizing the image to different pixel (width, height) combinations and storing them in their appropriate drawable folders.
For images that are icons, I use the Android studio image asset tool to automatically generate different sized icons. I want that for images that are not icons(won't be placed in the toolbar and similar places).
Solution that worked for me
Used Android Asset Studio, Generic Icon Generator
to generate the resource images for the different device resolutions.
I think you can try this:
Create folder drawable-nodpi and put your images inside it.
Use this code to find the width of the device:
public static int getWidth() {
int width = 400;
try {
WindowManager wm = (WindowManager) DataBackApplication.getInstance().getApplicationContext()
.getSystemService(Context.WINDOW_SERVICE);
Display display = wm.getDefaultDisplay();
if (Build.VERSION.SDK_INT > 12) {
Point size = new Point();
display.getSize(size);
width = size.x;
} else {
width = display.getWidth(); // Deprecated
}
} catch (Exception e) {
e.printStackTrace();
}
return width;
}
Build your layout.
Load image using this code:
int width = getWidth();
int imgWidth = width/6;
int imgHeight = width/9;
Glide.with(PermissionActivity.this)
.load(R.drawable.privacy_mobile_img)
.override(imgWidth, imgHeight )
.into(imgUserPerm);
Use Glide to load the image because it will resize it for small, mid, or any size device. I used width / 6 as an example, you can adjust as needed.

OutOfMemoryError when Loading Bitmaps

The app I'm creating requires a number of images to be pulled from our server, and displayed on a page. The user can go into several different categories, and each will have their own images. The problem is after going to 2-3 categories (depending on how many images are in those categories) in a row, the app has no more memory and cannot display the Bitmaps without crashing.
What I'd like to be able to do is clear the memory every time the user goes to a new category so that the old category's images won't be stored in memory anymore, freeing up space for the relevant category's images. I'm not sure if this is a good way to do it, or even how to do it if it was.
If anyone has a better solution let me know. One idea that was thrown around was loading only ~20 images at once, and waiting until the user scrolls to the bottom before loading more, however since our customers are paying to have their images on the app, that would cause less traffic to certain images, so this is not the ideal solution. However it's not out of the question.
Here is the code I'm using to load the images:
EDIT: My Mistake I posted the wrong code, this is the real code I'm using:
#SuppressWarnings("deprecation")
public Drawable loadImageFromWebOperations(String url, String imagePath) {
try {
if(Global.couponBitmaps.get(imagePath) != null){
scaledHeight = Global.couponBitmaps.get(imagePath).getHeight();
return new BitmapDrawable(getResources(), Global.couponBitmaps.get(imagePath));
}
Drawable d = null;
File f = new File(getBaseContext().getFilesDir().getPath().toString() + "/" + imagePath + ".png");
if (f.exists()) {
Display display = getWindowManager().getDefaultDisplay();
Point size = new Point();
int scaledWidth = 0;
try {
display.getSize(size);
scaledWidth = size.x;
} catch (java.lang.NoSuchMethodError ignore) {
scaledWidth = display.getWidth();
}
Bitmap bitmap = null;
BitmapScaler scaler = new BitmapScaler(f, scaledWidth);
bitmap = scaler.getScaled();
scaledHeight = bitmap.getHeight();
d = new BitmapDrawable(getResources(), bitmap);
Global.couponBitmaps.put(imagePath, bitmap);
} else {
Display display = getWindowManager().getDefaultDisplay();
Point size = new Point();
int scaledWidth = 0;
try {
display.getSize(size);
scaledWidth = size.x;
} catch (java.lang.NoSuchMethodError ignore) {
scaledWidth = display.getWidth();
}
Bitmap bitmap = BitmapFactory.decodeStream((InputStream) new URL(url).getContent());
int height = bitmap.getHeight();
int width = bitmap.getWidth();
scaledHeight = (int) (((scaledWidth * 1.0) / width) * height);
f.getParentFile().mkdirs();
f.createNewFile();
OutputStream output = new FileOutputStream(f);
bitmap.compress(Bitmap.CompressFormat.PNG, 90, output);
output.close();
bitmap = Bitmap.createScaledBitmap(bitmap, scaledWidth, scaledHeight, false);
d = new BitmapDrawable(getResources(), bitmap);
Global.couponBitmaps.put(imagePath, bitmap);
}
return d;
} catch (MalformedURLException e) {
e.printStackTrace();
return null;
} catch (IOException e) {
e.printStackTrace();
return null;
} catch (OutOfMemoryError e){
e.printStackTrace();
return null;
}
}
If anyone knows if there is a more efficient way of loading the images, or if there is a way to clear the memory before drawing them, it would be greatly appreciated, thank you.
Since you are loading your Bitmaps from a server, you should probably use an image loading library.
Powerful libraries are for example:
Picasso, by square
UniversalImageLoader, by nostra13
They allow you to do pretty much anything with your Bitmap and during loading. Chaching is also supported.
UniversalImageLoader is slightly more powerful, Picasso is easier to use, in my opinion.
Bitmaps in android are a bit tricky.. My first app which required a large number of images in a gridview - I ran into a lot of OOM problems as well.
I ended up using nostra13's "Universal Image Loader" as it seemed to be the best solution for what I needed. It has a lot of built in features such as disk cache, memory cache, bitmap size, thread pool size, image scaling, etc. There are working examples too. :)
Nostra13 Universal Image Loader
There are a few things to keep in mind:
Recycle your bitmaps before displaying the next one else they will
pile up in memory and you'll get OOM
If using Universal Image Loader, make sure you use .bitmapConfig(Bitmap.Config.RGB_565) as it uses the least amount of memory per image.
If you plan on displaying a lot of images in a gridview or listview, the approach I used is to load two different images from your APIs, one being extremely small (100x100 ish) for thumbnail view, and the other being the full size image. This way you wont run out of memory when showing the thumbnails. Then only when the user clicks a thumbnail, will it load the the full size image for that position.
Hopefully this helps. :)
Every time you create new Drawable and BitmapDrawable use one Drawable and refresh image on it.

change resolution of picture according to its size

I'm writing an app that uses the phone's camera to take a picture, and then display it. The problem is, for phones that have high-res cameras, this caused the app to crash, so I lowered the resolution using isSampleSize, which solved this issue. But now I have a problem with phones that have lower resolution cameras - the picture has terrible quality. Is there any way to check what the image memory consumption is, and according to that decide whether I want to lower the quality or not?
To rescale my picture, because I had a limitaion in the image height, I used the code below to resize it. But i didnt wan't to resize the bmp unless it was above my height requirement, hope you can use it. (Used a stream to get my pictures in)
if (stream != null) {
img = BitmapFactory.decodeStream(stream, null, o);
float imgHeight = (float) img.getHeight();
Display display = ((WindowManager) ctx.getSystemService(
Context.WINDOW_SERVICE)).getDefaultDisplay();
float displayHeight = (float) (display.getHeight()-50);
if(imgHeight>displayHeight) {
float scaleFactor = displayHeight/imgHeight;
img = Bitmap.createScaledBitmap(img, (int)(img.getWidth()*scaleFactor), (int)(imgHeight*scaleFactor), false);
}
saveBitmap(new File(getSdPath() + location), img);
}

"Bitmap too large to be uploaded into a texture"

I'm loading a bitmap into an ImageView, and seeing this error. I gather this limit relates to a size limit for OpenGL hardware textures (2048x2048). The image I need to load is a pinch-zoom image of about 4,000 pixels high.
I've tried turning off hardware acceleration in the manifest, but no joy.
<application
android:hardwareAccelerated="false"
....
>
Is it possible to load an image larger than 2048 pixels into an ImageView?
This isn't a direct answer to the question (loading images >2048), but a possible solution for anyone experiencing the error.
In my case, the image was smaller than 2048 in both dimensions (1280x727 to be exact) and the issue was specifically experienced on a Galaxy Nexus. The image was in the drawable folder and none of the qualified folders. Android assumes drawables without a density qualifier are mdpi and scales them up or down for other densities, in this case scaled up 2x for xhdpi. Moving the culprit image to drawable-nodpi to prevent scaling solved the problem.
I have scaled down the image in this way:
ImageView iv = (ImageView)waypointListView.findViewById(R.id.waypoint_picker_photo);
Bitmap d = new BitmapDrawable(ctx.getResources() , w.photo.getAbsolutePath()).getBitmap();
int nh = (int) ( d.getHeight() * (512.0 / d.getWidth()) );
Bitmap scaled = Bitmap.createScaledBitmap(d, 512, nh, true);
iv.setImageBitmap(scaled);
All rendering is based on OpenGL, so no you can't go over this limit (GL_MAX_TEXTURE_SIZE depends on the device, but the minimum is 2048x2048, so any image lower than 2048x2048 will fit).
With such big images, if you want to zoom in out, and in a mobile, you should setup a system similar to what you see in google maps for example. With the image split in several pieces, and several definitions.
Or you could scale down the image before displaying it (see user1352407's answer on this question).
And also, be careful to which folder you put the image into, Android can automatically scale up images. Have a look at Pilot_51's answer below on this question.
Instead of spending hours upon hours trying to write/debug all this downsampling code manually, why not use Picasso? It was made for dealing with bitmaps of all types and/or sizes.
I have used this single line of code to remove my "bitmap too large...." problem:
Picasso.load(resourceId).fit().centerCrop().into(imageView);
Addition of the following 2 attributes in (AndroidManifest.xml) worked for me:
android:largeHeap="true"
android:hardwareAccelerated="false"
Changing the image file to drawable-nodpi folder from drawable folder worked for me.
I used Picasso and had the same problem. image was too large at least in on size, width or height. finally I found the solution here. you can scale the large image down according to display size and also keep the aspect ratio:
public Point getDisplaySize(Display display) {
Point size = new Point();
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.HONEYCOMB_MR2) {
display.getSize(size);
} else {
int width = display.getWidth();
int height = display.getHeight();
size = new Point(width, height);
}
return size;
}
and use this method for loading image by Picasso:
final Point displySize = getDisplaySize(getWindowManager().getDefaultDisplay());
final int size = (int) Math.ceil(Math.sqrt(displySize.x * displySize.y));
Picasso.with(this)
.load(urlSource)
.resize(size, size)
.centerInside()
.into(imageViewd);
also for better performance you can download the image according to width and height of the display screen, not whole the image:
public String reviseImageUrl(final Integer displayWidth, final Integer displayHeight,
final String originalImageUrl) {
final String revisedImageUrl;
if (displayWidth == null && displayHeight == null) {
revisedImageUrl = originalImageUrl;
} else {
final Uri.Builder uriBuilder = Uri.parse(originalImageUrl).buildUpon();
if (displayWidth != null && displayWidth > 0) {
uriBuilder.appendQueryParameter(QUERY_KEY_DISPLAY_WIDTH, String.valueOf(displayWidth));
}
if (displayHeight != null && displayHeight > 0) {
uriBuilder.appendQueryParameter(QUERY_KEY_DISPLAY_HEIGHT, String.valueOf(displayHeight));
}
revisedImageUrl = uriBuilder.toString();
}
return revisedImageUrl;
}
final String newImageUlr = reviseImageUrl(displySize.x, displySize.y, urlSource);
and then:
Picasso.with(this)
.load(newImageUlr)
.resize(size, size)
.centerInside()
.into(imageViewd);
EDIT: getDisplaySize()
display.getWidth()/getHeight() is deprecated. Instead of Display use DisplayMetrics.
public Point getDisplaySize(DisplayMetrics displayMetrics) {
int width = displayMetrics.widthPixels;
int height = displayMetrics.heightPixels;
return new Point(width, height);
}
BitmapRegionDecoder does the trick.
You can override onDraw(Canvas canvas), start a new Thread and decode the area visible to the user.
As pointed by Larcho, starting from API level 10, you can use BitmapRegionDecoder to load specific regions from an image and with that, you can accomplish to show a large image in high resolution by allocating in memory just the needed regions. I've recently developed a lib that provides the visualisation of large images with touch gesture handling. The source code and samples are available here.
View level
You can disable hardware acceleration for an individual view at runtime with the following code:
myView.setLayerType(View.LAYER_TYPE_SOFTWARE, null);
I ran through same problem, here is my solution. set the width of image same as android screen width and then scales the height
Bitmap myBitmap = BitmapFactory.decodeFile(image.getAbsolutePath());
Display display = getWindowManager().getDefaultDisplay();
Point size = new Point();
display.getSize(size);
int width = size.x;
int height = size.y;
Log.e("Screen width ", " "+width);
Log.e("Screen height ", " "+height);
Log.e("img width ", " "+myBitmap.getWidth());
Log.e("img height ", " "+myBitmap.getHeight());
float scaleHt =(float) width/myBitmap.getWidth();
Log.e("Scaled percent ", " "+scaleHt);
Bitmap scaled = Bitmap.createScaledBitmap(myBitmap, width, (int)(myBitmap.getWidth()*scaleHt), true);
myImage.setImageBitmap(scaled);
This is better for any size android screen. let me know if it works for you.
Scale down image:
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
// Set height and width in options, does not return an image and no resource taken
BitmapFactory.decodeStream(imagefile, null, options);
int pow = 0;
while (options.outHeight >> pow > reqHeight || options.outWidth >> pow > reqWidth)
pow += 1;
options.inSampleSize = 1 << pow;
options.inJustDecodeBounds = false;
image = BitmapFactory.decodeStream(imagefile, null, options);
The image will be scaled down at the size of reqHeight and reqWidth. As I understand inSampleSize only take in a power of 2 values.
Use Glide library instead of directly loading into imageview
Glide : https://github.com/bumptech/glide
Glide.with(this).load(Uri.parse(filelocation))).into(img_selectPassportPic);
I tried all the solutions above, one-after-the-other, for quite many hours, and none seemed to work! Finally, I decided to look around for an official example concerning capturing images with Android's camera, and displaying them. The official example (here), finally gave me the only method that worked. Below I present the solution I found in that example app:
public void setThumbnailImageAndSave(final ImageView imgView, File imgFile) {
/* There isn't enough memory to open up more than a couple camera photos */
/* So pre-scale the target bitmap into which the file is decoded */
/* Get the size of the ImageView */
int targetW = imgView.getWidth();
int targetH = imgView.getHeight();
/* Get the size of the image */
BitmapFactory.Options bmOptions = new BitmapFactory.Options();
bmOptions.inJustDecodeBounds = true;
BitmapFactory.decodeFile(imgFile.getAbsolutePath(), bmOptions);
int photoW = bmOptions.outWidth;
int photoH = bmOptions.outHeight;
/* Figure out which way needs to be reduced less */
int scaleFactor = 1;
if ((targetW > 0) || (targetH > 0)) {
scaleFactor = Math.min(photoW/targetW, photoH/targetH);
}
/* Set bitmap options to scale the image decode target */
bmOptions.inJustDecodeBounds = false;
bmOptions.inSampleSize = scaleFactor;
bmOptions.inPurgeable = true;
/* Decode the JPEG file into a Bitmap */
Bitmap bitmap = BitmapFactory.decodeFile(imgFile.getAbsolutePath(), bmOptions);
/* Associate the Bitmap to the ImageView */
imgView.setImageBitmap(bitmap);
imgView.setVisibility(View.VISIBLE);
}
NOTE FOR THOSE WHO WANT TO PUT IMAGES OF SMALL SIZE:
Pilot_51's solution (moving your images to drawable-nodpi folder) works, but has another problem:
It makes images TOO SMALL on screen unless the images are resized to a very large (like 2000 x 3800) resolution to fit screen -- then it makes your app heavier.
SOLUTION: put your image files in drawable-hdpi -- It worked like a charm for me.
Using the correct drawable subfolder solved it for me. My solution was to put my full resolution image (1920x1200) into the drawable-xhdpi folder, instead of the drawable folder.
I also put a scaled down image (1280x800) into the drawable-hdpi folder.
These two resolutions match the 2013 and 2012 Nexus 7 tablets I'm programming. I also tested the solution on some other tablets.
#Override
protected void onActivityResult(int requestCode, int resultCode, Intent data) {
super.onActivityResult(requestCode, resultCode, data);
///*
if (requestCode == PICK_FROM_FILE && resultCode == RESULT_OK && null != data){
uri = data.getData();
String[] prjection ={MediaStore.Images.Media.DATA};
Cursor cursor = getContentResolver().query(uri,prjection,null,null,null);
cursor.moveToFirst();
int columnIndex = cursor.getColumnIndex(prjection[0]);
ImagePath = cursor.getString(columnIndex);
cursor.close();
FixBitmap = BitmapFactory.decodeFile(ImagePath);
ShowSelectedImage = (ImageView)findViewById(R.id.imageView);
// FixBitmap = new BitmapDrawable(ImagePath);
int nh = (int) ( FixBitmap.getHeight() * (512.0 / FixBitmap.getWidth()) );
FixBitmap = Bitmap.createScaledBitmap(FixBitmap, 512, nh, true);
// ShowSelectedImage.setImageBitmap(BitmapFactory.decodeFile(ImagePath));
ShowSelectedImage.setImageBitmap(FixBitmap);
}
}
This code is work

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