Bitmap out of memory error in android... - android

I am working in an android application and I am using a bitmap to bind an image to an ImageView. My requirement is to rotate that ImageView and give a border to that ImageView. I have successfully implemented this, but after the application uses this activity two-three times a "force close" error appears saying Bitmap out of VM memory. Please help me to minimize the bitmap memory consumption in my code. And let me know how to modify the code for the same?
final int BORDER_WIDTH = 5;
// Set the border color
final int BORDER_COLOR = Color.WHITE;
Bitmap res = Bitmap.createBitmap(CAPTURE_IMAGE.getWidth() + 2
* BORDER_WIDTH, CAPTURE_IMAGE.getHeight() + 2 * BORDER_WIDTH,
CAPTURE_IMAGE.getConfig());
System.gc();
Canvas canvas = new Canvas(res);
Paint paint = new Paint();
paint.setColor(BORDER_COLOR);
canvas.drawRect(0, 0, res.getWidth(), res.getHeight(), paint);
canvas.drawBitmap(CAPTURE_IMAGE, BORDER_WIDTH, BORDER_WIDTH, paint);
Matrix mat = new Matrix();
// Set the Imageview position
mat.postRotate(355);
bMapRotate = Bitmap.createBitmap(res, 0, 0, res.getWidth(),
res.getHeight(), mat, true);
System.gc();
res.recycle();
res = null;
paint = null;
canvas = null;
mat = null;
// Set the captured bitmap image in the imageview
mShareImageView.setImageBitmap(bMapRotate);

I think you should use shrink function like this
bMapRotate = Bitmap.createBitmap(res, 0, 0, res.getWidth(),
res.getHeight(), mat, true);
Bitmap myBitmap = ShrinkBitmap(bMapRotate , 300, 300);
mShareImageView.setImageBitmap(myBitmap );
private Bitmap ShrinkBitmap(String file, int width, int height) {
// TODO Auto-generated method stub
BitmapFactory.Options bmpFactoryOptions = new BitmapFactory.Options();
bmpFactoryOptions.inJustDecodeBounds = true;
Bitmap bitmap = BitmapFactory.decodeFile(file, 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.decodeFile(file, bmpFactoryOptions);
return bitmap;
}
it worked for me and i avoided Bitmap out of VM memory exception

in mainfest file add ---> android:largeHeap:"true"

Try moving the gc() call to the end. It should run after you set res = null so that it can release the unused memory:
res.recycle();
res = null;
paint = null;
canvas = null;
mat = null;
System.gc();

Just add android:largeHeap="true" in your manifest file
Ref: largeHeap=true manifest tag not working?

Related

Merge two images one below the other in android by adding pixels

I am trying to join images and form 1 single image.This is done to send the image to the server.
//Obtain the bitmaps from drawabl folder
Bitmap bm1 = BitmapFactory.decodeResource(getResources(), R.drawable.image);
Bitmap bm2 = BitmapFactory.decodeResource(getResources(), R.drawable.img);
//Create a buffer
ByteBuffer buffer3 = ByteBuffer.allocate((bm1.getHeight()+bm2.getHeight()) * (bm1.getRowBytes()+bm2.getRowBytes()));
//copy the pixels to buffer
bm2.copyPixelsToBuffer(buffer3);
bm1.copyPixelsToBuffer(buffer3);
//Covert to byteArray
byte[] bytes = buffer3.array();
int leftovers = buffer3.remaining();
buffer3.compact();
//Finally forming a bitmap
Bitmap bitmap = BitmapFactory.decodeByteArray(bytes , 0, bytes.length);
ImageView img = (ImageView) findViewById(R.id.imgV);
img.setImageBitmap(bitmap);
But the problem I am facing is my "bitmap" is coming as null.
Can anyone please help me joining images.
In this case you can use canvas like as follows
public Bitmap mergeBitmap(Bitmap bitmap1, Bitmap bitmap2) {
Bitmap mergedBitmap = null;
int w, h = 0;
h = bitmap1.getHeight() + bitmap2.getHeight();
if (bitmap1.getWidth() > bitmap2.getWidth()) {
w = bitmap1.getWidth();
} else {
w = bitmap2.getWidth();
}
mergedBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(mergedBitmap);
canvas.drawBitmap(bitmap1, 0f, 0f, null);
canvas.drawBitmap(bitmap2, 0f, bitmap1.getHeight(), null);
return mergedBitmap;
}

bitmap exceeds 32 bits error with createScaledBitmap in android

When calling the following method:
Bitmap localBitmap = Bitmap.createScaledBitmap(paramBitmap, 360, (int)(360.0D / (paramBitmap.getWidth() / paramBitmap.getHeight())), false);
I get the exception trace as:
java.lang.IllegalArgumentException: bitmap size exceeds 32 bits
I printed the size of incoming bitmap using statements:
System.out.println("paramBitmap.getWidth() "+ paramBitmap.getWidth());
System.out.println("paramBitmap.getHeight() "+ paramBitmap.getHeight());
and it is 480x960
How to debug this problem and solve it.
i know its late but it might help somebody,I faced the same problem when i tried to draw a border for bitmap and rotate it to certain angle, it always crashed in xiaomi mi mobile, i solved it by scaling the bitmap as per the need,
BitmapFactory.Options options = new BitmapFactory.Options();
options.inPreferredConfig = Bitmap.Config.ARGB_8888;
Bitmap bmp = BitmapFactory.decodeFile(path, options);
final int BORDER_WIDTH = 10;
final int BORDER_COLOR = Color.YELLOW;
Bitmap res = Bitmap.createBitmap(bmp.getWidth() + 2 * BORDER_WIDTH,bmp.getHeight() + 2 * BORDER_WIDTH,bmp.getConfig());
Canvas c = new Canvas(res);
Paint p = new Paint();
p.setColor(BORDER_COLOR);
c.drawRect(0, 0, res.getWidth(), res.getHeight(), p);
p = new Paint(Paint.FILTER_BITMAP_FLAG);
c.drawBitmap(bmp, BORDER_WIDTH, BORDER_WIDTH, p);
float viewWidth = (float) res.getWidth();
float viewHeight = `enter code here`(float) res.getHeight();
float ratiowidth = vi`enter code here`ewWidth / (float) res.getWidth();
float ratioheight = viewHeight / (float) res.getHeight();
Matrix mat = new Matrix();
mat.postScale(ratiowidth, ratioheight);
mat.postRotate(45);
Bitmap bMapRotate = Bitmap.createBitmap(res, 0,0,res.getWidth(),res.getHeight(), mat, true);

bitmapshader and canvas.scaling android

Does anyone have a hint or explanation for the following problem ?
I draw a path with a bitmapshader. When canvas is not scaled, it looks good ( first picture ).
When I scale into ( zooming in ) the bitmapshader is not be scaled and looks very ugly. I tried several things with recreating the bitmapshader after zooming in, but did not succeed :-(. Does anyone have a hint ?
No Scaling it looks good :
when scaling it looks ugly:
Code :
canvas.scale(scalex, scaley);
canvas.translate(itranslatex, itranslatey);
fillBMP = makePatternCross(fscalex, 1, Color.GREEN/*,fscalex,fscaley*/);
fillBMPshader = new BitmapShader(fillBMP, BitmapShader.TileMode.REPEAT, BitmapShader.TileMode.REPEAT);
paintshader = new Paint();
paintshader.setShader(fillBMPshader);
canvas.drawPath(cpath.path, paintshader);
private static Bitmap makePatternCross(float fSize, float fStrokewith,int iColor) {
Log.v("Create Patter makePatternCross","makePatternCross");
float fBitmapSizeOrig = 10;
fBitmapSizeOrig=fBitmapSizeOrig*fSize;
Bitmap bm = Bitmap.createBitmap((int)fBitmapSizeOrig,(int) fBitmapSizeOrig,Bitmap.Config.ARGB_8888);
Canvas c = new Canvas(bm);
//c.scale(200, 200);
c.drawColor(Color.WHITE);
Paint p = new Paint();
p.setColor(iColor);
//p.setStrokeWidth(iStrokewith);
p.setStrokeWidth(fStrokewith/fSize);
p.setStrokeWidth((float) 0.000001);
c.drawLine(0, 0, fBitmapSizeOrig, fBitmapSizeOrig, p);
c.drawLine(0, fBitmapSizeOrig, fBitmapSizeOrig, 0, p);
if (fSize != 1) {
int iNewSize = (int) (( fBitmapSizeOrig) * fSize);
bm = Bitmap.createScaledBitmap(bm, iNewSize, iNewSize, false);
}
int width = bm.getWidth();
int height = bm.getHeight();
for (int x = 0; x < width; x++) {
for (int y = 0; y < height; y++) {
if (bm.getPixel(x, y) == Color.WHITE) {
bm.setPixel(x, y, Color.TRANSPARENT);
} else {
// bm.setPixel(x, y, bm.getPixel(x, y));
}
}
}
return bm;
}
Not sure exactly if this is what your looking for. But if you use a matrix to scale the bitmap it retains more quality than normal scaling.
Matrix matrix = new Matrix();
matrix.postScale(desiredScale, desiredScale);
Bitmap scaledBitmap = Bitmap.createBitmap(sampledSrcBitmap, 0, 0, sampledSrcBitmap.getWidth(), sampledSrcBitmap.getHeight(), matrix, true);
Also when going from a lesser resolution to a higher you can try this as well:
Options options = new BitmapFactory.Options();
options.inScaled = false;
Bitmap source = BitmapFactory.decodeResource(a.getResources(), path, options);

Android Canvas drawBitmap function efficiency

I'm trying to display a bitmap on canvas using the matrix.
canvas.drawBitmap(currentBitmap, m_matrix, tempPaint);
but the result appears, image seems weird. After that I have shown it using bounds
canvas.drawBitmap(currentBitmap, 0, 0, tempPaint);
But here image looks good, in both the cases image is not scaled.
How should I set matrix properties for the initial display?
Does the matrix display uses something else for showing the image because of that image is getting changed?
Please suggest any tutorials for details explanation.
After searching lot a lot i have finally found the solution, some of the threads related to same issue helped me out.
Quality Issue
Quality problems when resizing an image at runtime
I have followed the google's Tutorials for loading the bitmap and written my own function for scaling the bitmap.
public static Bitmap scaleDownBitmap(Bitmap original, boolean recycleOriginal, int newmaxWidth , int newmaxHeight){
if(original == null)
return null;
Bitmap rtr= null;
try{
int origWidth = original.getWidth();
int origHeight = original.getHeight();
if(origWidth <= newmaxWidth && origHeight <= newmaxWidth){
Bitmap b = Bitmap.createBitmap(original);
if (recycleOriginal && (original != b))
original.recycle();
return b;
}
int newWidth = 0;
int newHeight = 0;
float ratio;
if(origWidth > origHeight){
ratio = (float)origWidth/(float)origHeight;
newWidth = newmaxWidth;
newHeight = (int)((float)newWidth/ratio);
}
else{
ratio = (float)origHeight/(float)origWidth;
newHeight = newmaxHeight;
newWidth = (int)((float)newHeight/ratio);
}
rtr = CreateScaledBitmap(original , newWidth , newHeight);
if(recycleOriginal && original != rtr)
original.recycle();
}
catch (Exception e) {
Log.d("Image Compress Error", e.getMessage());
}
return rtr;
}
public static Bitmap CreateScaledBitmap(Bitmap paramBitmap, int paramInt1, int paramInt2)
{
Bitmap localBitmap = Bitmap.createBitmap(paramInt1, paramInt2, paramBitmap.getConfig());
Canvas localCanvas = new Canvas(localBitmap);
localCanvas.setDrawFilter(new PaintFlagsDrawFilter(0, 2));
localCanvas.drawBitmap(paramBitmap, new Rect(0, 0, paramBitmap.getWidth(), paramBitmap.getHeight()),
new Rect(0, 0, paramInt1, paramInt2), null);
return localBitmap;
}
Now after getting the image i have passed the following parameters to the paint.
tempPaint.setFilterBitmap(true); //Line 1
canvas.drawBitmap(currentBitmap, m_matrix, tempPaint);
You have to use Matrix . post scale to scale the image, like in the example below.
private void drawMatrix(){
Matrix matrix = new Matrix();
matrix.postScale(curScale, curScale);
canvas.drawBitmap(currentBitmap, matrix, tempPaint);}
Haven't tried it yet.... But should work...

How to convert a Drawable to a Bitmap?

I would like to set a certain Drawable as the device's wallpaper, but all wallpaper functions accept Bitmaps only. I cannot use WallpaperManager because I'm pre 2.1.
Also, my drawables are downloaded from the web and do not reside in R.drawable.
This piece of code helps.
Bitmap icon = BitmapFactory.decodeResource(context.getResources(),
R.drawable.icon_resource);
Here a version where the image gets downloaded.
String name = c.getString(str_url);
URL url_value = new URL(name);
ImageView profile = (ImageView)v.findViewById(R.id.vdo_icon);
if (profile != null) {
Bitmap mIcon1 =
BitmapFactory.decodeStream(url_value.openConnection().getInputStream());
profile.setImageBitmap(mIcon1);
}
public static Bitmap drawableToBitmap (Drawable drawable) {
Bitmap bitmap = null;
if (drawable instanceof BitmapDrawable) {
BitmapDrawable bitmapDrawable = (BitmapDrawable) drawable;
if(bitmapDrawable.getBitmap() != null) {
return bitmapDrawable.getBitmap();
}
}
if(drawable.getIntrinsicWidth() <= 0 || drawable.getIntrinsicHeight() <= 0) {
bitmap = Bitmap.createBitmap(1, 1, Bitmap.Config.ARGB_8888); // Single color bitmap will be created of 1x1 pixel
} else {
bitmap = Bitmap.createBitmap(drawable.getIntrinsicWidth(), drawable.getIntrinsicHeight(), Bitmap.Config.ARGB_8888);
}
Canvas canvas = new Canvas(bitmap);
drawable.setBounds(0, 0, canvas.getWidth(), canvas.getHeight());
drawable.draw(canvas);
return bitmap;
}
This converts a BitmapDrawable to a Bitmap.
Drawable d = ImagesArrayList.get(0);
Bitmap bitmap = ((BitmapDrawable)d).getBitmap();
A Drawable can be drawn onto a Canvas, and a Canvas can be backed by a Bitmap:
(Updated to handle a quick conversion for BitmapDrawables and to ensure that the Bitmap created has a valid size)
public static Bitmap drawableToBitmap (Drawable drawable) {
if (drawable instanceof BitmapDrawable) {
return ((BitmapDrawable)drawable).getBitmap();
}
int width = drawable.getIntrinsicWidth();
width = width > 0 ? width : 1;
int height = drawable.getIntrinsicHeight();
height = height > 0 ? height : 1;
Bitmap bitmap = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bitmap);
drawable.setBounds(0, 0, canvas.getWidth(), canvas.getHeight());
drawable.draw(canvas);
return bitmap;
}
METHOD 1 : Either you can directly convert to bitmap like this
Bitmap myLogo = BitmapFactory.decodeResource(context.getResources(), R.drawable.my_drawable);
METHOD 2 : You can even convert the resource into the drawable and from that you can get bitmap like this
Bitmap myLogo = ((BitmapDrawable)getResources().getDrawable(R.drawable.logo)).getBitmap();
For API > 22 getDrawable method moved to the ResourcesCompat class so for that you do something like this
Bitmap myLogo = ((BitmapDrawable) ResourcesCompat.getDrawable(context.getResources(), R.drawable.logo, null)).getBitmap();
android-ktx has Drawable.toBitmap method: https://android.github.io/android-ktx/core-ktx/androidx.graphics.drawable/android.graphics.drawable.-drawable/to-bitmap.html
From Kotlin
val bitmap = myDrawable.toBitmap()
1) Drawable to Bitmap :
Bitmap mIcon = BitmapFactory.decodeResource(context.getResources(),R.drawable.icon);
// mImageView.setImageBitmap(mIcon);
2) Bitmap to Drawable :
Drawable mDrawable = new BitmapDrawable(getResources(), bitmap);
// mImageView.setDrawable(mDrawable);
very simple
Bitmap tempBMP = BitmapFactory.decodeResource(getResources(),R.drawable.image);
The latest androidx core library (androidx.core:core-ktx:1.2.0) now has an extension function: Drawable.toBitmap(...) to convert a Drawable to a Bitmap.
So after looking (and using) of the other answers, seems they all handling ColorDrawable and PaintDrawable badly. (Especially on lollipop) seemed that Shaders were tweaked so solid blocks of colors were not handled correctly.
I am using the following code now:
public static Bitmap drawableToBitmap(Drawable drawable) {
if (drawable instanceof BitmapDrawable) {
return ((BitmapDrawable) drawable).getBitmap();
}
// We ask for the bounds if they have been set as they would be most
// correct, then we check we are > 0
final int width = !drawable.getBounds().isEmpty() ?
drawable.getBounds().width() : drawable.getIntrinsicWidth();
final int height = !drawable.getBounds().isEmpty() ?
drawable.getBounds().height() : drawable.getIntrinsicHeight();
// Now we check we are > 0
final Bitmap bitmap = Bitmap.createBitmap(width <= 0 ? 1 : width, height <= 0 ? 1 : height,
Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bitmap);
drawable.setBounds(0, 0, canvas.getWidth(), canvas.getHeight());
drawable.draw(canvas);
return bitmap;
}
Unlike the others, if you call setBounds on the Drawable before asking to turn it into a bitmap, it will draw the bitmap at the correct size!
Maybe this will help someone...
From PictureDrawable to Bitmap, use:
private Bitmap pictureDrawableToBitmap(PictureDrawable pictureDrawable){
Bitmap bmp = Bitmap.createBitmap(pictureDrawable.getIntrinsicWidth(), pictureDrawable.getIntrinsicHeight(), Config.ARGB_8888);
Canvas canvas = new Canvas(bmp);
canvas.drawPicture(pictureDrawable.getPicture());
return bmp;
}
... implemented as such:
Bitmap bmp = pictureDrawableToBitmap((PictureDrawable) drawable);
Here is the nice Kotlin version of the answer provided by #Chris.Jenkins here: https://stackoverflow.com/a/27543712/1016462
fun Drawable.toBitmap(): Bitmap {
if (this is BitmapDrawable) {
return bitmap
}
val width = if (bounds.isEmpty) intrinsicWidth else bounds.width()
val height = if (bounds.isEmpty) intrinsicHeight else bounds.height()
return Bitmap.createBitmap(width.nonZero(), height.nonZero(), Bitmap.Config.ARGB_8888).also {
val canvas = Canvas(it)
setBounds(0, 0, canvas.width, canvas.height)
draw(canvas)
}
}
private fun Int.nonZero() = if (this <= 0) 1 else this
Here is better resolution
public static Bitmap drawableToBitmap (Drawable drawable) {
if (drawable instanceof BitmapDrawable) {
return ((BitmapDrawable)drawable).getBitmap();
}
Bitmap bitmap = Bitmap.createBitmap(drawable.getIntrinsicWidth(), drawable.getIntrinsicHeight(), Config.ARGB_8888);
Canvas canvas = new Canvas(bitmap);
drawable.setBounds(0, 0, canvas.getWidth(), canvas.getHeight());
drawable.draw(canvas);
return bitmap;
}
public static InputStream bitmapToInputStream(Bitmap bitmap) {
int size = bitmap.getHeight() * bitmap.getRowBytes();
ByteBuffer buffer = ByteBuffer.allocate(size);
bitmap.copyPixelsToBuffer(buffer);
return new ByteArrayInputStream(buffer.array());
}
Code from How to read drawable bits as InputStream
Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(),
R.drawable.icon);
This will not work every time for example if your drawable is layer list drawable then it gives a null response, so as an alternative you need to draw your drawable into canvas then save as bitmap, please refer below a cup of code.
public void drawableToBitMap(Context context, int drawable, int widthPixels, int heightPixels) {
try {
File file = new File(Environment.getExternalStoragePublicDirectory(Environment.DIRECTORY_DOWNLOADS) + "/", "drawable.png");
FileOutputStream fOut = new FileOutputStream(file);
Drawable drw = ResourcesCompat.getDrawable(context.getResources(), drawable, null);
if (drw != null) {
convertToBitmap(drw, widthPixels, heightPixels).compress(Bitmap.CompressFormat.PNG, 100, fOut);
}
fOut.flush();
fOut.close();
} catch (Exception e) {
e.printStackTrace();
}
}
private Bitmap convertToBitmap(Drawable drawable, int widthPixels, int heightPixels) {
Bitmap bitmap = Bitmap.createBitmap(widthPixels, heightPixels, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bitmap);
drawable.setBounds(0, 0, widthPixels, heightPixels);
drawable.draw(canvas);
return bitmap;
}
above code save you're drawable as drawable.png in the download directory
Android provides a non straight foward solution: BitmapDrawable. To get the Bitmap , we'll have to provide the resource id R.drawable.flower_pic to the a BitmapDrawable and then cast it to a Bitmap.
Bitmap bm = ((BitmapDrawable) getResources().getDrawable(R.drawable.flower_pic)).getBitmap();
BitmapFactory.decodeResource() automatically scales the bitmap, so your bitmap may turn out fuzzy. To prevent scaling, do this:
BitmapFactory.Options options = new BitmapFactory.Options();
options.inScaled = false;
Bitmap source = BitmapFactory.decodeResource(context.getResources(),
R.drawable.resource_name, options);
or
InputStream is = context.getResources().openRawResource(R.drawable.resource_name)
bitmap = BitmapFactory.decodeStream(is);
Use this code.it will help you for achieving your goal.
Bitmap bmp=BitmapFactory.decodeResource(getResources(), R.drawable.profileimage);
if (bmp!=null) {
Bitmap bitmap_round=getRoundedShape(bmp);
if (bitmap_round!=null) {
profileimage.setImageBitmap(bitmap_round);
}
}
public Bitmap getRoundedShape(Bitmap scaleBitmapImage) {
int targetWidth = 100;
int targetHeight = 100;
Bitmap targetBitmap = Bitmap.createBitmap(targetWidth,
targetHeight,Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(targetBitmap);
Path path = new Path();
path.addCircle(((float) targetWidth - 1) / 2,
((float) targetHeight - 1) / 2,
(Math.min(((float) targetWidth),
((float) targetHeight)) / 2),
Path.Direction.CCW);
canvas.clipPath(path);
Bitmap sourceBitmap = scaleBitmapImage;
canvas.drawBitmap(sourceBitmap,
new Rect(0, 0, sourceBitmap.getWidth(),
sourceBitmap.getHeight()),
new Rect(0, 0, targetWidth, targetHeight), new Paint(Paint.FILTER_BITMAP_FLAG));
return targetBitmap;
}
ImageWorker Library can convert bitmap to drawable or base64 and vice versa.
val bitmap: Bitmap? = ImageWorker.convert().drawableToBitmap(sourceDrawable)
Implementation
In Project Level Gradle
allprojects {
repositories {
...
maven { url 'https://jitpack.io' }
}
}
In Application Level Gradle
dependencies {
implementation 'com.github.1AboveAll:ImageWorker:0.51'
}
You can also store and retrieve bitmaps/drawables/base64 images from external.
Check here. https://github.com/1AboveAll/ImageWorker/edit/master/README.md
if you are using kotlin the use below code. it'll work
// for using image path
val image = Drawable.createFromPath(path)
val bitmap = (image as BitmapDrawable).bitmap
In Kotlin, the easiest way is:
Drawable.toBitmap(width: Int, height: Int, config: Bitmap.Config?): Bitmap
like this:
val bitmapResult = yourDrawable.toBitmap(1,1,null)
where, just need a drawable variable, No resource, No context, No id
// get image path from gallery
protected void onActivityResult(int requestCode, int resultcode, Intent intent) {
super.onActivityResult(requestCode, resultcode, intent);
if (requestCode == 1) {
if (intent != null && resultcode == RESULT_OK) {
Uri selectedImage = intent.getData();
String[] filePathColumn = {MediaStore.Images.Media.DATA};
Cursor cursor = getContentResolver().query(selectedImage, filePathColumn, null, null, null);
cursor.moveToFirst();
int columnIndex = cursor.getColumnIndex(filePathColumn[0]);
filePath = cursor.getString(columnIndex);
//display image using BitmapFactory
cursor.close(); bmp = BitmapFactory.decodeFile(filepath);
iv.setBackgroundResource(0);
iv.setImageBitmap(bmp);
}
}
}
I've used a few answers on this thread but some of them didn't work as expected (maybe they had worked in older versions) but I wanted to share mine after a few tries and errors, using an extension function:
val markerOption = MarkerOptions().apply {
position(LatLng(driver.lat, driver.lng))
icon(R.drawabel.your_drawable.toBitmapDescriptor(context))
snippet(driver.driverId.toString())
}
mMap.addMarker(markerOption)
This is the extension function:
fun Int.toBitmapDescriptor(context: Context): BitmapDescriptor {
val vectorDrawable = ResourcesCompat.getDrawable(context.resources, this, context.theme)
val bitmap = vectorDrawable?.toBitmap(
vectorDrawable.intrinsicWidth,
vectorDrawable.intrinsicHeight,
Bitmap.Config.ARGB_8888
)
return BitmapDescriptorFactory.fromBitmap(bitmap!!)
}

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