Reducing load image time and RAM - android

i am loading some bitmap from the gallery using the following code:
bitmap = (BitmapFactory.decodeFile(picturePath)).copy(Bitmap.Config.ARGB_8888, true);
bitmap = Bitmap.createScaledBitmap(bitmap, screenWidth, screenHeight, true);
bitmapCanvas = new Canvas(bitmap);
invalidate(); // refresh the screen
Question:
It seems that it takes so long time to load an image by first decode fully and copy, and then making scaling to fit for the screen width and height. It really actually does not need to load the pic with full density because I would not let the user to enlarge the imported image anyway.
In that way, are there any method to reduce the load time and RAM? (directly load a scaled-down image) How to further modify the above coding?

It may be worth trying RGB_565 instead of ARGB_8888 if you don't have transparency.

just have found the answer for this reducing RAM and load time and avoid outofmemory error from other similar questions.
//get importing bitmap dimension
Options op = new Options();
op.inJustDecodeBounds = true;
Bitmap pic_to_be_imported = BitmapFactory.decodeFile(picturePath, op);
final int x_pic = op.outWidth;
final int y_pic = op.outHeight;
//The new size we want to scale to
final int IMAGE_MAX_SIZE= (int) Math.max(DrawViewWidth, DrawViewHeight);
int scale = 1;
if (op.outHeight > IMAGE_MAX_SIZE || op.outWidth > IMAGE_MAX_SIZE)
{
scale = (int)Math.pow(2, (int) Math.round(Math.log(IMAGE_MAX_SIZE /
(double) Math.max(op.outHeight, op.outWidth)) / Math.log(0.5)));
}
final BitmapFactory.Options o2 = new BitmapFactory.Options();
o2.inSampleSize = scale;
//Import the file using the o2 options: inSampleSized
bitmap = (BitmapFactory.decodeFile(picturePath, o2));
bitmap = bitmap.copy(Bitmap.Config.ARGB_8888, true);

Related

Android - Does an ImageView resizes the image (and doesn't save the original)?

Quite a simple questions, can't find an answer..
I'm asking in order to know if even though the ImageView shows a smaller version of the original image - does it still use the full memory size of the original .. ?
(I refer to an image which was loaded from the SD-card and not from resources)
Yes, it will use the original size. You have to resize all your bitmaps before assign then to an ImageView, otherwise you will have a lot of problems with Out Of Memory Error.
You should also calculate the final size of you ImageView and resize the Bitmap.
Some code to get you going.
private static Bitmap createBitmap(#NonNull String filePath, int width )
{
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeFile(filePath , options );
// Getting original image properties
int imageHeight = options.outHeight;
int imageWidth = options.outWidth;
int scale = -1;
if ( imageWidth < imageHeight ) {
scale = Math.round( imageHeight / width );
} else {
scale = Math.round(imageWidth / width);
}
if ( scale <= 0 )
scale = 1;
options.inSampleSize = scale;
options.inJustDecodeBounds = false;
// Create a resized bitmap
Bitmap scaledBitmap = BitmapFactory.decodeFile(filePath , options);
return scaledBitmap;
}
You should also consider:
Maintain all Bitmap operations outside the main Thread.
Handle Concurrency correctly
Make use of some open source lib, like this one

Scale down Bitmap from resource in good quality and memory efficient

I want to scale down a 500x500px resource to fit always a specific size which is determined by the width of the screen.
Currently I use the code from the Android Developers Site (Loading Large Bitmaps Efficiently), but the quality is not as good as I would use the 500x500px resource in a ImageView (as source in xml) and just scale the ImageView and not the Bitmap.
But it's slow and I want to scale the Bitmap, too, to be memory efficient and fast.
Edit: The drawable which I wanna scale is in the drawable folder of my app.
Edit2: My current approaches.
The left image is the method from Loading Large Bitmaps Efficiently without any modifications. The center image is done with the method provided by #Salman Zaidi with this little modification: o.inPreferredConfig = Config.ARGB_8888; and o2.inPreferredConfig = Config.ARGB_8888;
The right image is an imageview where the image source is defined in xml and the quality I wanna reach with a scaled bitmap.
private Bitmap decodeImage(File f) {
Bitmap b = null;
try {
BitmapFactory.Options o = new BitmapFactory.Options();
o.inJustDecodeBounds = true;
FileInputStream fis = new FileInputStream(f);
BitmapFactory.decodeStream(fis, null, o);
fis.close();
float sc = 0.0f;
int scale = 1;
//if image height is greater than width
if (o.outHeight > o.outWidth) {
sc = o.outHeight / 400;
scale = Math.round(sc);
}
//if image width is greater than height
else {
sc = o.outWidth / 400;
scale = Math.round(sc);
}
// Decode with inSampleSize
BitmapFactory.Options o2 = new BitmapFactory.Options();
o2.inSampleSize = scale;
fis = new FileInputStream(f);
b = BitmapFactory.decodeStream(fis, null, o2);
fis.close();
} catch (IOException e) {
}
return b;
}
Here '400' is the new width (in case image is in portrait mode) or new height (in case image is in landscape mode). You can set the value of your own choice.. Scaled bitmap will not take much memory space..
Dudes, inSampleSize param is made for memory optimization, while loading a bitmap from resources or memory. So for your issue you should use this:
Bitmap bmp = BitmapFactory.decode...;
bmp = bmp.createScaledBitmap(bmp, 400, 400, false);
inSampleSizelets lets you to scale bitmap with descret steps. Scale ratios are 2,4 and so on. So when your use decoding with options, where inSampleSize=2 you loads a 250x250 bitmap from memory and then stretch it to 400x400
Check this training:
http://developer.android.com/training/displaying-bitmaps/load-bitmap.html
It shows how to resize bitmaps efficiently

Loading big image to bitmap in android

Hi i am using below code to load images from sdcard, it is running correctly,
Bitmap picture=BitmapFactory.decodeFile("/sdcard...");
or
Bitmap picture= BitmapFactory.decodeByteArray(byte[]..);
The byte[] array contains bytes read from sdcard by using FileInputstream and is not null. Both of above codes work fine. The problem is that they dont work for images that are larger e.g. i have an image of 1.8 mb in size. My app crashes while decoding the image. Any method used for larges image fails.
Any solution plz thakns.
Try to create purgeable Bitmap.
byte[] data = ...(read byte array from file)
BitmapFactory.Options opt = new BitmapFactory.Options();
opt.inPurgeable = true;
Bitmap picture = BitmapFactory.decodeByteArray(data, 0, data.length, opt);
Use the below code to resize the image any size you need..
Bitmap picture=BitmapFactory.decodeFile("/sdcard...");
int width = picture.getWidth();
int height = picture.getWidth();
float aspectRatio = (float) width / (float) height;
int newWidth = 70;
int newHeight = (int) (70 / aspectRatio);
picture= Bitmap.createScaledBitmap(picture, newWidth, newHeight, true);
The tutorial at http://developer.android.com/training/displaying-bitmaps/load-bitmap.html explains how to load large images into a Bitmap without encountering the dreaded OutOfMemoryException.
The Android VM has memory limitation which limits the size of the images decodable. To display the resixed images in an image view the following code could be used.
decode_options.inJustDecodeBounds = true;
BitmapFactory.decodeFile(temp,decode_options); //This will just fill the output parameters
if(decode_options.outWidth > image_width
|| decode_options.outHeight > image_height)
{
float scale_width,scale_height;
scale_width = ((float)decode_options.outWidth) / image_width;
scale_param = scale_width;
scale_height = ((float)decode_options.outHeight) / image_height;
if(scale_param < scale_height)
scale_param = scale_height;
}
decode_options.inJustDecodeBounds = false;
decode_options.inSampleSize = (int)(scale_param + 1);
decode_options.inPreferredConfig = Bitmap.Config.ARGB_8888;
decoded_data =
BitmapFactory.decodeFile(temp,decode_options);

Displaying images and managing memory in android

I wrote a program that at any time displays 8 user selected images on the screen. Each image is taken from its original form and scaled down to a uniform size. In order to do this I am using the code below:
Bitmap bitmapOrg = BitmapFactory.decodeFile(File Location Here);
int width = bitmapOrg.getWidth();
int height = bitmapOrg.getHeight();
int newWidth = 100;
int newHeight = 100;
// calculate the scale - in this case = 0.4f
float scaleWidth = ((float) newWidth) / width;
float scaleHeight = ((float) newHeight) / height;
// createa matrix for the manipulation
Matrix matrix = new Matrix();
// resize the bit map
matrix.postScale(scaleWidth, scaleHeight);
// recreate the new Bitmap
Bitmap resizedBitmap = Bitmap.createBitmap(bitmapOrg, 0, 0, width,
height, matrix, true);
// make a Drawable from Bitmap to allow to set the BitMap
// to the ImageView, ImageButton or what ever
BitmapDrawable bmd = new BitmapDrawable(resizedBitmap);
//ImageView imageView = new ImageView(this);
ImageView iv = (ImageView) findViewById(R.id.imageView1);
// set the Drawable on the ImageView
iv.setImageDrawable(bmd);
// center the Image
iv.setScaleType(ScaleType.CENTER);
Even though my code works its not perfect. It seems like I'm using up a lot of memory especially calling this code possibly 8 times at once. Where in the code would I "recycle" the memory and how could I make this code possibly run better?
EDIT:
So I implemented the code in my project and it was working perfect and then I tried to add it to other sections and it just stopped working all together. My code looks like this: any idea what am I doing wrong?
BitmapFactory.Options options = new BitmapFactory.Options();
options.outWidth = 50;
options.outHeight = 50; Bitmap bitmap = BitmapFactory.decodeFile(path, options);
ImageView iv = (ImageView) findViewById(R.id.imageView7);
iv.setImageBitmap(bitmap);
You can use BitmapFactory.Options to scale the image as you decode it rather than reading in a full image and then scaling it.
BitmapFactory.Options options = new BitmapFactory.Options();
// You can play with this setting depending on how large your images are
// For example, to scale ~400x400 images to ~100x100, you can use 4.
options.inSampleSize = 4;
Bitmap bitmap = BitmapFactory.decodeFile(path, options);
Edit - George is correct. You should use inSampleSize to create a smaller image of the general size you need and then have it resized to the exact size you want using your ImageView. I've corrected my answer above to reflect this.
In any case, you should be much better off memory-wise if you are scaling the bitmaps during decode.
#matthew-willis I do not think you can use outWidth and outHeight to scale a bitmap. I believe they are output parameters only: they report the size of the bitmap created after the fact--setting them prior to decoding has no effect. You should use inSampleSize if you want to scale as you decode. George

Android how to create runtime thumbnail

I have a large sized image. At runtime, I want to read the image from storage and scale it so that its weight and size gets reduced and I can use it as a thumbnail. When a user clicks on the thumbnail, I want to display the full-sized image.
Try this
Bitmap ThumbImage = ThumbnailUtils.extractThumbnail(BitmapFactory.decodeFile(imagePath), THUMBSIZE, THUMBSIZE);
This Utility is available from API_LEVEl 8. [Source]
My Solution
byte[] imageData = null;
try
{
final int THUMBNAIL_SIZE = 64;
FileInputStream fis = new FileInputStream(fileName);
Bitmap imageBitmap = BitmapFactory.decodeStream(fis);
imageBitmap = Bitmap.createScaledBitmap(imageBitmap, THUMBNAIL_SIZE, THUMBNAIL_SIZE, false);
ByteArrayOutputStream baos = new ByteArrayOutputStream();
imageBitmap.compress(Bitmap.CompressFormat.JPEG, 100, baos);
imageData = baos.toByteArray();
}
catch(Exception ex) {
}
The best solution I found is the following. Compared with the other solutions this one does not need to load the full image for creating a thumbnail, so it is more efficient!
Its limit is that you can not have a thumbnail with exact width and height but the solution as near as possible.
File file = ...; // the image file
Options bitmapOptions = new Options();
bitmapOptions.inJustDecodeBounds = true; // obtain the size of the image, without loading it in memory
BitmapFactory.decodeFile(file.getAbsolutePath(), bitmapOptions);
// find the best scaling factor for the desired dimensions
int desiredWidth = 400;
int desiredHeight = 300;
float widthScale = (float)bitmapOptions.outWidth/desiredWidth;
float heightScale = (float)bitmapOptions.outHeight/desiredHeight;
float scale = Math.min(widthScale, heightScale);
int sampleSize = 1;
while (sampleSize < scale) {
sampleSize *= 2;
}
bitmapOptions.inSampleSize = sampleSize; // this value must be a power of 2,
// this is why you can not have an image scaled as you would like
bitmapOptions.inJustDecodeBounds = false; // now we want to load the image
// Let's load just the part of the image necessary for creating the thumbnail, not the whole image
Bitmap thumbnail = BitmapFactory.decodeFile(file.getAbsolutePath(), bitmapOptions);
// Save the thumbnail
File thumbnailFile = ...;
FileOutputStream fos = new FileOutputStream(thumbnailFile);
thumbnail.compress(Bitmap.CompressFormat.JPEG, 90, fos);
fos.flush();
fos.close();
// Use the thumbail on an ImageView or recycle it!
thumbnail.recycle();
Here is a more complete solution to scaling down a Bitmap to thumbnail size. It expands on the Bitmap.createScaledBitmap solution by maintaining the aspect ratio of the images and also padding them to the same width so that they look good in a ListView.
Also, it would be best to do this scaling once and store the resulting Bitmap as a blob in your Sqlite database. I have included a snippet on how to convert the Bitmap to a byte array for this purpose.
public static final int THUMBNAIL_HEIGHT = 48;
public static final int THUMBNAIL_WIDTH = 66;
imageBitmap = BitmapFactory.decodeByteArray(mImageData, 0, mImageData.length);
Float width = new Float(imageBitmap.getWidth());
Float height = new Float(imageBitmap.getHeight());
Float ratio = width/height;
imageBitmap = Bitmap.createScaledBitmap(imageBitmap, (int)(THUMBNAIL_HEIGHT*ratio), THUMBNAIL_HEIGHT, false);
int padding = (THUMBNAIL_WIDTH - imageBitmap.getWidth())/2;
imageView.setPadding(padding, 0, padding, 0);
imageView.setImageBitmap(imageBitmap);
ByteArrayOutputStream baos = new ByteArrayOutputStream();
imageBitmap.compress(Bitmap.CompressFormat.PNG, 100, baos);
byte[] byteArray = baos.toByteArray();
Use BitmapFactory.decodeFile(...) to get your Bitmap object and set it to an ImageView with ImageView.setImageBitmap().
On the ImageView set the layout dimensions to something small, eg:
android:layout_width="66dip" android:layout_height="48dip"
Add an onClickListener to the ImageView and launch a new activity, where you display the image in full size with
android:layout_width="wrap_content" android:layout_height="wrap_content"
or specify some larger size.
/**
* Creates a centered bitmap of the desired size.
*
* #param source original bitmap source
* #param width targeted width
* #param height targeted height
* #param options options used during thumbnail extraction
*/
public static Bitmap extractThumbnail(
Bitmap source, int width, int height, int options) {
if (source == null) {
return null;
}
float scale;
if (source.getWidth() < source.getHeight()) {
scale = width / (float) source.getWidth();
} else {
scale = height / (float) source.getHeight();
}
Matrix matrix = new Matrix();
matrix.setScale(scale, scale);
Bitmap thumbnail = transform(matrix, source, width, height,
OPTIONS_SCALE_UP | options);
return thumbnail;
}
I found an easy way to do this
Bitmap thumbnail = ThumbnailUtils.extractThumbnail(BitmapFactory.decodeFile(mPath),200,200)
Syntax
Bitmap thumbnail = ThumbnailUtils.extractThumbnail(Bitmap source,int width,int height)
OR
use Picasso dependancy
compile 'com.squareup.picasso:picasso:2.5.2'
Picasso.with(context)
.load("file:///android_asset/DvpvklR.png")
.resize(50, 50)
.into(imageView2);
Reference Picasso
If you want high quality result, so use [RapidDecoder][1] library. It is simple as follow:
import rapid.decoder.BitmapDecoder;
...
Bitmap bitmap = BitmapDecoder.from(getResources(), R.drawable.image)
.scale(width, height)
.useBuiltInDecoder(true)
.decode();
Don't forget to use builtin decoder if you want to scale down less than 50% and a HQ result.
This answer is based on the solution presented in https://developer.android.com/topic/performance/graphics/load-bitmap.html (without using of external libraries) with some changes by me to make its functionality better and more practical.
Some notes about this solution:
It is assumed that you want to keep the aspect ratio. In other words:
finalWidth / finalHeight == sourceBitmap.getWidth() / sourceBitmap.getWidth() (Regardless of casting and rounding issues)
It is assumed that you have two values (maxWidth & maxHeight) that you want any of the dimensions of your final bitmap doesn't exceed its corresponding value. In other words:
finalWidth <= maxWidth && finalHeight <= maxHeight
So minRatio has been placed as the basis of calculations (See the implementation). UNLIKE the basic solution that has placed maxRatio as the basis of calculations in actual. Also, the calculation of inSampleSize has been so much better (more logic, brief and efficient).
It is assumed that you want to (at least) one of the final dimensions has exactly the value of its corresponding maxValue (each one was possible, by considering the above assumptions). In other words:
finalWidth == maxWidth || finalHeight == maxHeight
The final additional step in compare to the basic solution (Bitmap.createScaledBitmap(...)) is for this "exactly" constraint. The very important note is you shouldn't take this step at first (like the accepted answer), because of its significant consumption of memory in case of huge images!
It is for decoding a file. You can change it like the basic solution to decode a resource (or everything that BitmapFactory supports).
The implementation:
public static Bitmap decodeSampledBitmap(String pathName, int maxWidth, int maxHeight) {
// First decode with inJustDecodeBounds=true to check dimensions
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeFile(pathName, options);
final float wRatio_inv = (float) options.outWidth / maxWidth,
hRatio_inv = (float) options.outHeight / maxHeight; // Working with inverse ratios is more comfortable
final int finalW, finalH, minRatio_inv /* = max{Ratio_inv} */;
if (wRatio_inv > hRatio_inv) {
minRatio_inv = (int) wRatio_inv;
finalW = maxWidth;
finalH = Math.round(options.outHeight / wRatio_inv);
} else {
minRatio_inv = (int) hRatio_inv;
finalH = maxHeight;
finalW = Math.round(options.outWidth / hRatio_inv);
}
options.inSampleSize = pow2Ceil(minRatio_inv); // pow2Ceil: A utility function that comes later
options.inJustDecodeBounds = false; // Decode bitmap with inSampleSize set
return Bitmap.createScaledBitmap(BitmapFactory.decodeFile(pathName, options),
finalW, finalH, true);
}
/**
* #return the largest power of 2 that is smaller than or equal to number.
* WARNING: return {0b1000000...000} for ZERO input.
*/
public static int pow2Ceil(int number) {
return 1 << -(Integer.numberOfLeadingZeros(number) + 1); // is equivalent to:
// return Integer.rotateRight(1, Integer.numberOfLeadingZeros(number) + 1);
}
Sample Usage, in case of you have an imageView with a determined value for layout_width (match_parent or a explicit value) and a indeterminate value for layout_height (wrap_content) and instead a determined value for maxHeight:
imageView.setImageBitmap(decodeSampledBitmap(filePath,
imageView.getWidth(), imageView.getMaxHeight()));

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