Android. Loading an image inside an ImageView - android

What is the best way to load an image inside an ImageView?
I'm currently using .setImageResource() to do this, but i've heard that '.setBitmap()' is better, as you can make it not load the entire image in the memory before it resizes it. This post: Strange out of memory issue while loading an image to a Bitmap object
Which is the best, out of a device memory point of view? Which occupies less memory, which "stresses" the device the least?

Generally speaking, try not to use setImageResource() for larger images as this is executed on the UI thread (which may cause UI lag).
As for loading Bitmaps, I highly recommend this guide from Google. It covers asynchronous loading, using caches, general loading and much more. The tutorial came out within the last few months so uses the current best practices.

Placing your images in the imageview after re-sizing it is the best as it would avoid memory problems. setBitmap() is better.
If you have just one or two images, then .setImageResource would suffice. But if u have more number of images of varying sizes the setBitmap() is better.
Which is the best, out of a device memory point of view? - same one..
Which occupies less memory, which "stresses" the device the least? - same one!

Related

How to use listview to render huge images?

I have a huge image to render (1024x25373p) cut into 99 images of 1024x256p.
I have tried to use a ListView, but without success : it crashes when scrolling, whithout any error (exept one line saying the proccess was stopped).
So, my question is, how do I render this huge image ?
Please note that I have tried to use TileView by moagrius, without success (I can't get it to work with navigation drawer)
As a suggestion ,
If this is listview, you may not need such larger size images "1024x256p" .
Actual size of your imageView may much for less than that. So its a wastage of
heap if you try to load those images directly without some processing.
Definitly you need to do some scaling down for your image based on actual size that you need. Nice exapmple and code has been published on the official doc
You need to deallocate memory or clear the all bitmaps which are not visible on the listview for particular moment.
You can use progressing loader in order to load your images in to the listview. Then loading will be happen based on the scrolling.
Also you can define lager heap enable in your manifest though it is not recommended but has to do in highly memory consumable apps.
android:largeHeap="true"

40+ ImageButtons on one screen?

For last 10+ hours I try to get a large (40+) amount of images (in ImageButton format) on a single Android screen without out of memory errors. The activity I work on is an image picker for a coloring book app. Images are of various sizes in the range of (500 to 1200)x(500 to 1200), PNGs (if that matters).
I have tried:
Horizontal Scroll View with images added from the code. The result is slow (I do it on UI thread) and consumes large memory space.
Horizontal Scroll View with images added from the code via AsyncThread. The result is fast but still consumes large memory space. I like the user experience of this one the most!
Grid View and List View - both are very choppy (testing on first Nexus 7). Memory usage is better.
What I am considering
View Pager - first results look better than Grid View from performance perspective (I have not completed it to the moment to assess the memory usage but it should be better from what I understand). Yet, I dislike the user experience and prefer a scrollable list of all images.
Conversion of my resources to JPG (will that get rid of Transparency byte?)
Downsizing the images to max 500x500px
None of the solutions seems as good as the Android Photo Gallery app available on all devices. This experience is what I would love to mirror. No idea how this is done though :(
Two questions.
What is the best way to get such thing (40+ Images scrollable on single screen) done? Is it really ViewPager? ScrollView with AsyncTask and well thought images resolution? Something I have not tried yet?
What is the memory limit I should try to keep below? Looking at Android heap size on different phones/devices and OS versions it seems to be 256 MB, is that fair assumption?
Thanks. Have a great weekend!
PS. On iOS all works like charm when I add all the buttons into a scroll view :(
Some basic calculations reveals your problem:
40+ images at 1200x1200 = approx 57MB, the comments are correct you need to subsample (i.e. thumbnail) the images or use a library such as the Universal Image Loader. Converting to JPG doesn't matter. That is a compressed storage format, the memory required to display the pixels remains the same.
There is a Android Developers article on Loading Large Bitmaps Efficiently with sample code. The following steps are covered in more detail in the article Android Bitmap Loading for Efficient Memory Usage.
The basic steps in loading a large bitmap are:
Determine the required size (from a known size or determining the
size of the target View).
Use the BitmapFactory class to get the bitmap’s size (set inJustDecodeBounds in BitmapFactory.Options to true).
Calculate the subsampling value and pass it to the BitmapFactory.Options setting inSampleSize.
Use the BitmapFactory to load a reduced size bitmap.

how to clear memory when it is full because of using too many backgrounds in android

Hi guys i am new to android and i posted a question a week ago in this link which basically stated that i was getting a java.lang.outofmemory error when i was using a lot of different backgrounds for my activities.
why am I getting errors when I use different backgrounds in xml
So as a new developer I have searched and searched for a solution as to how to clear the memory as i go from activity but none have been clear or precise. Then i stumbled across this site http://androidactivity.wordpress.com/2011/09/24/solution-for-outofmemoryerror-bitmap-size-exceeds-vm-budget/
which described exactly what i was going through except they use 10 activities and i am only using 4. However when i implemented his code it my project i ended up with null pointer exceptions and after fiddling with his code I ended up back were i started with the same out of memory error.
So can anybody direct me to someone who can show me how to have as many backgrounds as i want with out running out of memory. Or does android as great as it is does not let you simply use more than a certain amount of backgrounds? help?
It's not that there is a limit on the amount of backgrounds, but each background image you load is a loaded into memory as a bitmap and held there until the activity is destroyed. If you are opening multiple activities one after another, each background image will need to be held in memory and so eventually you will get an out of memory exception.
If you set a large background image, you will also experience some blocking on the ui thread, while the image is loaded into memory.
One way around this that worked for me was to use an imageloader. This decodes the image off the ui thread, caches it on disk, loads it into memory and if memory is running low, will clear an image from memory and fallback to the disk cache. You may get a slight delay/fade in as the image is loaded but this is not so bad visually, and when loaded once, will load straight away if you go back to that activity.
Check out Picaso Picasso which is really easy to implement and a great api or Universal Image Loader.
My layouts were all RelativeLayouts and the first child (will be behind all other views) was an ImageView with scaleType centercrop and width and height set to match_parent. When each activity loads (onCreate), just grab a reference to the imageview in your layout and set the required background image using your ImageLoader of choice.
The other option is to have multiple copies of your background image in your resources, with each one resized to perfectly fit your resolutions of choice (drawable-mdpi/-hdpi/-xhdpi etc). This way, you ensure you are never loading images that are way bigger than you need to be displayed and your app will be more forgiving in terms of memory consumption.

Most efficient way to display a grid of images

What is the most efficient way to display a grid of random images on android?
I have a list of random album art images, I need to generate a grid out of them and use it as a background in my activity, the images are downloaded asynchronously, scaled down and cached, displaying them in a grid seems to consume a lot of RAM,(yes I'm recycling the bitmaps, and using LRU cache)
Would drawing them to a canvas be a better solution? Are there other efficient ways to do that?
Is the GridView safe, are there any guarantees that it won't run out of memory?
P.S. drawing them to a canvas would require me to redraw when the orientation or activity's size changes.
I don´t think there is a more efficient way, at least I can not think of one right now. What you could do, that depends if grid view is necessary, is using the Image carousel from Romain Guy which is made in Renderscript. I do not have the URL at the moment but it is a google-code project.
Another page where sometime are good stuff for those things is http://www.theultimateandroidlibrary.com/all
The LRUCache is really nice and fast and should do the trick. I also would be interested in a more efficient way.....

Android OutOfMemory exception - Is there another approach for my needs?

My app is loading a large image (a house floorplan), then drawing touch-reactive objects (furniture, lamps etc.) on the image. I have a base image file included with my app but the objects come from coords in my database.
I've successfully deployed the app in multiple iterations, but now I need to use larger base images and BitmapFactory is causing an OutOfMemory exception on many devices (both old and new devices; anything with < 32MB heap seems to crash). I've read the 157 OOM questions on SO, but I'm afraid the link they all seem to point to won't help me since resolution / zooming is critical to the app's function.
I've tried to test the device's available memory before loading, but the results are spotty at best (some devices like the galaxy S3 report plenty of heap but still crash). I've also tried decreasing resolution but the image became unusable when reduced to a safe size based on the above test.
Is there another way to implement this design without ever using bitmaps?
I need to:
Load large base image
Create clickable shapes on top of the base image, maintaining their position / scale relative to the base image
BONUS: in the iOS version of my app, I can do SVG-style text scaling so a long label on a small object will stay inside the object
instead of running across the map(and will be invisible until the
image is zoomed). Replicating this in android would make me a happy
code monkey.
I can post code if needed, but you've all seen it before (almost all of it came from SO).
Thanks in advance for reading, and for any help you can give.
you have a few options:
break your large image into tiles, load these tiles into an array, and move a camera object around and only load tiles that need to be drawn, as the comments suggest.
make your image small and scale it up using 'android:scaletype`
Draw lines and curves on a Canvas object at runtime.
Use OpenGL
The appropriate solution really depends on how you want it to look. Tiling will take more dev effort but will look better, just be careful that you are properly cleaning up any tiles that aren't being drawn...
dynamically scaling will be easier, but you cannot guarantee the image won't be blurry.
Drawing on a Canvas object at runtime could work well-- just use Lines of different width and circles and Rects etc.
Using OpenGL will have the steepest learning curve, and might be overkill. This depends on your purpose.
You might like to look into using a "largeHeap"
http://developer.android.com/reference/android/R.styleable.html#AndroidManifestApplication_largeHeap
Here are some options:
1) Use tiles. Use tiles and dynamically load your data. Honestly, this is the best solution. With this solution you can load arbitrarily large images.
I've successfully used this approach for an endless paint canvas and it works quite well. You really only need to draw what is directly visible to the user. Tiles is a way to cast away pieces you don't need. A pyramid of tiles (where you pre-downsample your images and create more tiles), allows you to do this in a clean and fast way.
2) Use native code. The memory restrictions on native code are not the same as Java code. You can get away with allocating more memory.
3) Use OpenGL. Once again, the memory restriction for OpenGL are not the same as Java code.
4) Convert your original plan to an SVG and use an SVG library like this one.
5) Use "largeHeap". I strongly discourage this, as I think a largeHeap is rarely the solution, there are generally cleaner ways to approach the problem.
if the image is static , you might wish to use this nice library:
https://github.com/ManuelPeinado/ImageLayout
if the library doesn't support auto-downsampling of the image, you should do it by yourself, in order to use the best image for the current device (so that you won't get OOM).
for auto-sizing text , you might have some luch with the next post:
Auto-fit TextView for Android

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