I trying to resize one image from InputStream, so I use the code in Strange out of memory issue while loading an image to a Bitmap object but I don't know why this code always return Drawable without image.
This one works well:
private Drawable decodeFile(InputStream f){
try {
InputStream in2 = new BufferedInputStream(f);
BitmapFactory.Options o2 = new BitmapFactory.Options();
o2.inSampleSize=2;
return new BitmapDrawable(BitmapFactory.decodeStream(in2, null, o2));
} catch (Exception e) {
return null;
}
}
This one does not work:
private Drawable decodeFile(InputStream f){
try {
InputStream in1 = new BufferedInputStream(f);
InputStream in2 = new BufferedInputStream(f);
//Decode image size
BitmapFactory.Options o = new BitmapFactory.Options();
o.inJustDecodeBounds = true;
BitmapFactory.decodeStream(in1,null,o);
//The new size we want to scale to
final int IMAGE_MAX_SIZE=90;
//Find the correct scale value. It should be the power of 2.
int scale = 2;
if (o.outHeight > IMAGE_MAX_SIZE || o.outWidth > IMAGE_MAX_SIZE) {
scale = (int)Math.pow(2, (int) Math.round(Math.log(IMAGE_MAX_SIZE /
(double) Math.max(o.outHeight, o.outWidth)) / Math.log(0.5)));
}
BitmapFactory.Options o2 = new BitmapFactory.Options();
o2.inJustDecodeBounds = false;
o2.inSampleSize=scale;
return new BitmapDrawable(BitmapFactory.decodeStream(in2, null, o2));
} catch (Exception e) {
return null;
}
}
why one option affect the other? how its possible if I use two different InputStream and Options?
Actually you have two different BufferedInputStream but they internally use the only one InputStream object because BufferedInputStream is only a wrapper for InputStream.
So you can't just call two times BitmapFactory.decodeStream method on the same stream, it will definitely fail because the second time it wouldn't start decoding from the beginning of the stream. You need to reset your stream if it is supported or reopen it.
this is my code that works well, I hope this will help
//Decode image size
BitmapFactory.Options optionsIn = new BitmapFactory.Options();
optionsIn.inJustDecodeBounds = true; // the trick is HERE, avoiding memory leaks
BitmapFactory.decodeFile(filePath, optionsIn);
BitmapFactory.Options optionsOut = new BitmapFactory.Options();
int requiredWidth = ECameraConfig.getEntryById(Preferences.I_CAMERA_IMAGE_RESOLUTION.get()).getyAxe();
float bitmapWidth = optionsIn.outWidth;
int scale = Math.round(bitmapWidth / requiredWidth);
optionsOut.inSampleSize = scale;
optionsOut.inPurgeable = true;//avoiding memory leaks
return BitmapFactory.decodeFile(filePath, optionsOut);
And I belive you dont need 2 InputStream.
Related
I have wrote a function that do reduce image size then upload it
everything works very well except original image will lost it quality
it should only reduce uploaded image size not the original one
this is my function
public void ReduceAndUpload(File file)
{
BitmapFactory.Options o = new BitmapFactory.Options();
o.inJustDecodeBounds = true;
o.inSampleSize = 6;
BitmapFactory.decodeFile(file.getPath(), o);
int Scale = 1;
while (o.outWidth / Scale / 2 >= 75 && o.outHeight / Scale / 2 >= 75)
{
Scale *= 2;
}
BitmapFactory.Options o2 = new BitmapFactory.Options();
o2.inSampleSize = Scale;
Bitmap SelectedBitmap = BitmapFactory.decodeFile(file.getPath(), o2);
ByteArrayOutputStream OutputStream = new ByteArrayOutputStream();
SelectedBitmap.compress(Bitmap.CompressFormat.JPEG, 100, OutputStream);
String ImageEncode = Base64.encodeToString(OutputStream.toByteArray(), 0);
DoUpload(ImageEncode);
}
whats wrong ?
Full Code: http://paste.ubuntu.com/20529512/
I have 2 ImageView on my home layout and their content comes from images placed on SD card as shown in below code snippet:
try {
String tempPath1 = Environment.getExternalStorageDirectory()
+ File.separator + "Clipping_Pictures" + File.separator
+ "06-05-2013_02-06-09pm.png";
File f = new File(tempPath1);
Bitmap b = null, b2 = null;
b = BitmapFactory.decodeFile(f.getPath());
if (f.exists()) {
ivClip1.setImageBitmap(b);//ivClip1 is ImageView
}
tempPath1 = Environment.getExternalStorageDirectory()
+ File.separator + "Clipping_Pictures" + File.separator
+ "06-05-2013_02-06-33pm.png";
f = new File(tempPath1);
b2 = BitmapFactory.decodeFile(f.getPath());
if (f.exists()) {
ivClip2.setImageBitmap(b2);
}
} catch (Exception e) {
e.printStackTrace();
}
When I load the app for the 1st time, it displays both the images on respective imageviews. But 2nd launch on-wards, app crashes with following exception:
OutOfMemoryError: bitmap size exceeds VM budget
Note that two resource images are .png and of size ~850kb each which should be fine I guess.
There are similar threads on SO and on internet and I tried some of their suggested solutions, but none seems to work.
Any help appreciated.
If you are building your app for Android 3.0 on wards, then you can use android:largeHeap="true" attribute in your application tag of manifest file.
Doing this, hope your app won't crash due to Out of Memory.
Here is example:
application
android:allowBackup="true"
android:icon="#drawable/icon_96x96"
android:label="#string/app_name"
android:largeHeap="true"
android:theme="#android:style/Theme.NoTitleBar"
Thanks!
its because of large size of your bitmaps. compress your bitmap using following code:
Bitmap ShrinkBitmap(byte[] file, int width, int height){
BitmapFactory.Options bmpFactoryOptions = new BitmapFactory.Options();
bmpFactoryOptions.inJustDecodeBounds = true;
Bitmap bitmap = BitmapFactory.decodeByteArray(file, 0, file.length, bmpFactoryOptions);
int heightRatio = (int)Math.ceil(bmpFactoryOptions.outHeight/(float)height);
int widthRatio = (int)Math.ceil(bmpFactoryOptions.outWidth/(float)width);
if (heightRatio > 1 || widthRatio > 1)
{
if (heightRatio > widthRatio)
{
bmpFactoryOptions.inSampleSize = heightRatio;
} else {
bmpFactoryOptions.inSampleSize = widthRatio;
}
}
bmpFactoryOptions.inJustDecodeBounds = false;
bitmap = BitmapFactory.decodeByteArray(file, 0, file.length, bmpFactoryOptions);
return bitmap;
}
Are you executing all this code from onCreate() or from onResume()?
You may try to clean the views before you try to load the images again (ivClip1.setImageBitmap(null) or a lightweight one), because while you are decoding both bitmaps you are still having the previous instances in memory while showing.
You can add this lines to resize bitmap and then use it
BitmapFactory.Options options = new BitmapFactory.Options();
options.inSampleSize = 8;
Bitmap bitmap = BitmapFactory.decodeStream(new FileInputStream(file),null,options);
Method to calculate samplesize and reduce the bitmap size
private Bitmap decodeFile(File f){
try {
BitmapFactory.Options o = new BitmapFactory.Options();
o.inJustDecodeBounds = true;
BitmapFactory.decodeStream(new FileInputStream(f),null,o);
final int REQUIRED_SIZE=70;
//Find the correct scale value. It should be the power of 2.
int scale=1;
while(o.outWidth/scale/2>=REQUIRED_SIZE && o.outHeight/scale/2>=REQUIRED_SIZE)
scale*=2;
BitmapFactory.Options o2 = new BitmapFactory.Options();
o2.inSampleSize=scale;
return BitmapFactory.decodeStream(new FileInputStream(f), null, o2);
} catch (FileNotFoundException e) {}
return null;
}
I put 4x4 imageView to an activity(BoardActivity), and user can change the images by clicking them. With HTC Desire (Android 2.2.2), I got OOM(Out Of Memory) in about 30 minutes of intensive useage -EDIT: 16th start of this activity-, but no other devices produces this (android 2.1, and android 2.2.1). Is it possible, that I made some mistake with the bitmap/imageview useage and that causes this error?
First, I load all resource ID into a map:
private Map<String, Integer> imageResourceMap;
imageResourceMap = new HashMap<String, Integer>();
imageResourceMap.put("a", R.drawable.a);
imageResourceMap.put("b", R.drawable.b);
imageResourceMap.put("c", R.drawable.c);
//... I store 55 drawable's resourceId in this map
Then I resize and save every image into bitmap, represented in Map:
private static Map<String, Bitmap> imageBitmap;
private void loadBitmaps(int imagesSize) {
for (String s : imageResourceMap.keySet()) {
Bitmap tmp = getBitmapFromRes(imageResourceMap.get(s), imagesSize);
imageBitmap.put(s, tmp);
}
}
private Bitmap getBitmapFromRes(int resId, int imageSize) {
Bitmap b = null;
try {
// Decode image size
BitmapFactory.Options o = new BitmapFactory.Options();
o.inJustDecodeBounds = true;
InputStream fis = getResources().openRawResource(resId);
BitmapFactory.decodeStream(fis, null, o);
fis.close();
int scale = 1;
if (o.outHeight > imageSize || o.outWidth > imageSize) {
scale = (int) Math.pow(2, (int) Math.round(Math.log(imageSize / (double) Math.max(o.outHeight, o.outWidth)) / Math.log(0.5)));
}
// Decode with inSampleSize
BitmapFactory.Options o2 = new BitmapFactory.Options();
o2.inSampleSize = scale;
fis = getResources().openRawResource(resId);
b = BitmapFactory.decodeStream(fis, null, o2);
fis.close();
} catch (IOException e) {
e.printStackTrace();
}
return b;
}
I keep the imageViews in an array, and init all images with this function:
private static ImageView[][] imageViews;
private ImageView getImage(String name) {
MyImageView item = new MyImageView(this, i, j, c + "");
item.setImageBitmap(imageBitmap.get(name));
item.setAdjustViewBounds(true);
return item;
}
When I need to change an image, I simple change its resource:
imageViews[i][j].setImageBitmap(imageBitmap.get("a"));
And right before I finish the activity, I recycle the bitmap map:
private void recycleImageBitmaps() {
for (Bitmap b : imageBitmap.values()) {
if (b != null) {
b.recycle();
}
}
}
In AndroidManifest.xml I declared this activity "singleTask":
<activity android:name=".game.board.BoardActivity" android:launchMode="singleTask">
</activity>
In this application(game), we reopen this activity a several times...
What did I wrong? Can this cause the Out Of Memory error?
CORRECTION
Corrected the getBitmapFromRes like this:
private Bitmap getBitmapFromRes(int resId, int imageSize) {
Bitmap tmp = null;
Bitmap b = null;
try {
// Decode image size
BitmapFactory.Options o = new BitmapFactory.Options();
o.inJustDecodeBounds = true;
InputStream fis = getResources().openRawResource(resId);
tmp = BitmapFactory.decodeStream(fis, null, o);
fis.close();
int scale = 1;
if (o.outHeight > imageSize || o.outWidth > imageSize) {
scale = (int) Math.pow(2, (int) Math.round(Math.log(imageSize / (double) Math.max(o.outHeight, o.outWidth)) / Math.log(0.5)));
}
// Decode with inSampleSize
BitmapFactory.Options o2 = new BitmapFactory.Options();
o2.inSampleSize = scale;
fis = getResources().openRawResource(resId);
b = BitmapFactory.decodeStream(fis, null, o2);
fis.close();
} catch (IOException e) {
e.printStackTrace();
}finally{
if(tmp != null){
tmp.recycle();
tmp = null;
}
}
return b;
}
HTC still crashed at the 11th start of this activity.
EDIT:
This activity(BoardActivity) launch from an Activity(MenuActivity), which have 4 imageButton, and is in a Tabhost activity. The imageButtons declarations look like this:
<ImageButton
android:id="#+id/game_menu_CreateButton"
android:layout_width="120dip"
android:layout_height="120dip"
android:layout_alignRight="#+id/textView1"
android:layout_alignTop="#+id/textView1"
android:background="#drawable/create"
android:layout_marginRight="1sp"
android:layout_marginTop="10sp"
/>
When I start the BoardActivity from MenuActivity, I don't call finish() at MenuActivity, and when I call finish() at the BoardActivity, I don't start a new intent, so it just return to the already opened MenuActivity. And the 16 round of this, I got the OOM.
To reduce memory, you can try out these things :
After converting drawables into bitmaps, you can set the imageResourceMap to null. This will unload the 3 drawables.
Avoid storing a reference to the imageViews. You might be storing imageViews even after they are removed from the UI
Recycle the bitmaps more often. Instead of just onDestroy, as soon as you know that one bitmap is not used, you can recycle it.
Edit : based on the conversation in the comments : The bitmap returned by BitmapFactory.decodeStream(fis, null, o) is not assigned to any variable and hence is not recycled. Android 2.2 and 2.3 will have leaks in this line.
So here is my problem. I've got an image view containing a large bitmap (meaning that the imageview only shows a part of it since the bitmap is larger than the image view). I want to be able to center the bitmap in the imageview at the coordinates x, y (x and y are coordinate of the bitmap).
Any idea how I could achieve it ?
Regards,
Rob
try with
ImageView.ScaleType FIT_CENTER
see here the documentation http://developer.android.com/reference/android/widget/ImageView.ScaleType.html
now depending on how large is exactly your bitmap you might want to reduce it's size by using something like this
private Bitmap decodeFile(File f) {
Bitmap b = null;
try {
// Decode image size
BitmapFactory.Options o = new BitmapFactory.Options();
o.inJustDecodeBounds = true;
FileInputStream fis = new FileInputStream(f);
BitmapFactory.decodeStream(fis, null, o);
fis.close();
int scale = 1;
if (o.outHeight > 1024 || o.outWidth > 900) {
scale = (int) Math.pow(2, (int) Math.round(Math.log(1024 / (double) Math.max(o.outHeight, o.outWidth)) / Math.log(0.5)));
}
// 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;
}
credits to How to scale bitmap to screen size?
So i've got a Uri of an image the user chooses out of images off his SD card. And i'd like to display a thumbnail of that image, because obviously, the image could be huge and take up the whole screen. Anyone know how?
You can simply create thumbnail video and image using ThumnailUtil class of java
Bitmap resized = ThumbnailUtils.extractThumbnail(BitmapFactory.decodeFile(file.getPath()), width, height);
public static Bitmap createVideoThumbnail (String filePath, int kind)
Added in API level 8
Create a video thumbnail for a video. May return null if the video is corrupt or the format is not supported.
Parameters
filePath the path of video file
kind could be MINI_KIND or MICRO_KIND
For more Source code of Thumbnail Util class
Developer.android.com
This code will do the job:
Bitmap getPreview(URI uri) {
File image = new File(uri);
BitmapFactory.Options bounds = new BitmapFactory.Options();
bounds.inJustDecodeBounds = true;
BitmapFactory.decodeFile(image.getPath(), bounds);
if ((bounds.outWidth == -1) || (bounds.outHeight == -1))
return null;
int originalSize = (bounds.outHeight > bounds.outWidth) ? bounds.outHeight
: bounds.outWidth;
BitmapFactory.Options opts = new BitmapFactory.Options();
opts.inSampleSize = originalSize / THUMBNAIL_SIZE;
return BitmapFactory.decodeFile(image.getPath(), opts);
}
You may want to calculate the nearest power of 2 to use for inSampleSize, because it's said to be faster.
I believe this code is fastest way to generate thumbnail from file on SD card:
public static Bitmap decodeFile(String file, int size) {
//Decode image size
BitmapFactory.Options o = new BitmapFactory.Options();
o.inJustDecodeBounds = true;
BitmapFactory.decodeFile(file, o);
//Find the correct scale value. It should be the power of 2.
int width_tmp = o.outWidth, height_tmp = o.outHeight;
int scale = (int)Maths.pow(2, (double)(scale-1));
while (true) {
if (width_tmp / 2 < size || height_tmp / 2 < size) {
break;
}
width_tmp /= 2;
height_tmp /= 2;
scale++;
}
//Decode with inSampleSize
BitmapFactory.Options o2 = new BitmapFactory.Options();
o2.inSampleSize = scale;
return BitmapFactory.decodeFile(file, o2);
}
A few trying I could not get the thumbnail path of image from SD.
i am resolved this problem getting an android image bitmap, before I create an image view in adapter for gridview (or where you need). So i call method imageView.setImageBitmap(someMethod(Context context, imageID))
Bitmap someMethod(Context context, long imageId){
Bitmap bitmap = Media.Images.Thumbnails.getThumbnail(context.getAplicationContext.getContentResolver(), imageid, MediaStore.Images.Thumbnails.MINI_KIND, null);
return bitmap;
}
You can get image ID from your SD using this guide (Get list of photo galleries on Android)
If you like HQ thumbnails, 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.
I tested it in API Level 8 :)
This package will let you access image URI to receive image size, large Bitmap data, sampling image to any smaller size for saving memory and maximize performance.
It uses InputStream and BitmapFactory:
public int[] getImageSize(Uri uri){
try {
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
InputStream input = this.getContentResolver().openInputStream(uri);
BitmapFactory.decodeStream(input, null, options); input.close();
return new int[]{options.outWidth, options.outHeight};
}
catch (Exception e){}
return new int[]{0,0};
}
public Bitmap BitmapImage(Uri uri){return BitmapImage(uri,-1,-1);}
public Bitmap BitmapImage(Uri uri, int maxSize){return BitmapImage(uri,maxSize,maxSize);}
public Bitmap BitmapImage(Uri uri, int Wmax, int Hmax){
try {
InputStream input = this.getContentResolver().openInputStream(uri);
double ratio=1;
if ((Wmax>-1)&&(Hmax>-1)){
int[] wh=getImageSize(uri); double w=wh[0], h=wh[1];
if (w/Wmax>1){ratio=Wmax/w; if (h*ratio>Hmax){ratio=Hmax/h;}}
else if (h/Hmax>1){ratio=Hmax/h;}
}
BitmapFactory.Options bitmapOptions = new BitmapFactory.Options();
bitmapOptions.inSampleSize = (int)Math.ceil(1/ratio);
bitmapOptions.inPreferredConfig=Bitmap.Config.ARGB_8888;
Bitmap bitmap = BitmapFactory.decodeStream(input, null, bitmapOptions);
input.close();
return bitmap;
}
catch (Exception e){}
return null;
}
Four functions for different use case:
/*
getImageSize(Uri uri): return int[]{ width, height}
BitmapImage(Uri uri): return Bitmap in full size
BitmapImage(Uri uri, int maxSize): return sampled Bitmap which is limited in square size
BitmapImage(Uri uri, int Wmax, int Hmax): return sampled Bitmap which is limited width and height
*/