Guys I am facing this issue since 2 days straight. I want to pick an image from gallery and convert it to Base64 method. I have tried Picasso but my imageview is large. Can you please help me. I tried everything but out of memory is too much for me when converting it to bitmap and then to base64.
BitmapDrawable drawable = (BitmapDrawable) ProfilePic.getDrawable();
yourSelectedIBitmapDrawable drawable = (BitmapDrawable) ProfilePic.getDrawable();
yourSelectedImage = drawable.getBitmap();mage = drawable.getBitmap();
Code which is converting this bitmap to Base64. Is there any possibility of skipping the bitmap and directly converting to Base64
private String encodeToBase64(Bitmap image) {
Bitmap immagex = image;
ByteArrayOutputStream baos = new ByteArrayOutputStream();
immagex.compress(Bitmap.CompressFormat.JPEG, 100, baos);
byte[] b = baos.toByteArray();
String imageEncoded = Base64.encodeToString(b,Base64.DEFAULT);
//Log.e("LOOK", imageEncoded);
return imageEncoded;
}
Profile Pic is name of Imageview.
EDIT: So guyz one of the ways is to use the large heap, but Google says you should not use that unless absolutely necessary. The other one that worked for me is the accepted answer. Now I came up with my own solution. In theory, I am using Picasso to load the image into image view. So what if I can extract the image from the ImageView. Not from URI or path, but from Imageview. This way you have an image which is already reduced by Picasso. Picasso provides Callback to for Success or failure. So on Success, you can access the cache memory of ImageView and extract the Bit map out of it.
I will post the code as an answer shortly. I tried it and even an image of 35Mb originally can be converted to bitmap without Out of memory exception.
So here is my ans: https://stackoverflow.com/a/52125006/6022584
You can try to read the bitmap data with a buffer. Something like that :
private String encodeToBase64(Bitmap image) {
// get an InputStream
ByteArrayOutputStream baos = new ByteArrayOutputStream();
image.compress(CompressFormat.PNG, 0, baos);
byte[] bitmapdata = baos.toByteArray();
ByteArrayInputStream bais = new ByteArrayInputStream(bitmapdata);
// prepare a buffer to read the inputStream
byte[] buffer = new byte[10 * ONE_KIO]; // ONE_KIO = 1024
int bytesRead;
// prepare the stream to encode in Base64
ByteArrayOutputStream outputStream = new ByteArrayOutputStream();
Base64OutputStream base64OutputStream = new Base64OutputStream(outputStream, Base64.DEFAULT);
// read the inputStream
while ((bytesRead = bais.read(buffer)) != -1) {
base64OutputStream.write(buffer, 0, bytesRead);
}
base64OutputStream.close();
// get the encoded result string
return outputStream.toString();
}
This is my Code that worked. New Issue is the name of Activity for me
if (requestCode == PICK_IMAGE) {
if(resultCode == RESULT_OK){
//isImageFromGallery = true;
//isImageSelected = true;
ImagePath = data.getData();
Picasso.get()
.load(ImagePath)
.resize(1024,1024)
.onlyScaleDown()
.centerCrop()
.into(picture, new Callback(){
#Override
public void onSuccess() {
BitmapDrawable drawable = (BitmapDrawable) picture.getDrawable();
yourSelectedImage = drawable.getBitmap();
//isImageSelected = true;
Log.d("FileSize",Formatter.formatFileSize(NewIssue.this,
yourSelectedImage.getByteCount()));
}
#Override
public void onError(Exception e) {
Toast.makeText(NewIssue.this, "Could Not Load Image", Toast.LENGTH_SHORT).show();
}
});
}
}
I'm a beginner in Android, my problem is I can't pass the captured image to another activity for it to be manipulated. My plan is to save the captured photo in byte since i only need it temporarily then pass it to another activity or for the sake of manipulating the image. Is their a way for me to get its "jpg url" without saving to the user's gallery? Thanks in advance.
EDIT: Here are some code from CameraUtility class added with
bitmapPicture = BitmapFactory.decodeByteArray(arg0 , 0, arg0.length);...
try{
//Write File
String filename="bitmap.png";
FileOutputStream stream = getApplicationContext().openFileOutput(filename, Context.MODE_PRIVATE);
// bitmapPicture.compress(Bitmap.CompressFormat.JPEG, 50, stream);
bitmapPicture = BitmapFactory.decodeByteArray(arg0 , 0, arg0.length);
//Cleanup
stream.close();
Toast.makeText(getApplicationContext(), "Saved", Toast.LENGTH_LONG).show();
bitmapPicture.recycle();
//Pop intent
Intent in1 = new Intent(CameraUtility.this, Receiver.class);
in1.putExtra("image", filename);
startActivity(in1);
}catch (Exception e){
e.printStackTrace();
}
Receiver class...
public class Receiver extends AppCompatActivity{
protected void onCreate (Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
Bitmap bitmapPicture = null;
String filename = getIntent().getStringExtra("image");
try{
FileInputStream is = this.openFileInput(filename);
bitmapPicture = BitmapFactory.decodeStream(is);
is.close();
}catch (Exception e){
e.printStackTrace();
}
setContentView(R.layout.receive_bitmap);
ImageView viewBtimap = findViewById(R.id.bitmapview);
viewBtimap.setImageBitmap(bitmapPicture);
}
EDIT: But now, it doesn't have an error. But the image won't pass on to another activity.
To fix the particular crash, it's enough to add one line to your pictureTaken function:
bitmapPicture = BitmapFactory.decodeByteArray(arg0 , 0, arg0.length);
But this is not the best way to deal with your task.
Instead of converting the picture to PNG, you can save the arg0 byte array as is. It will be a legitimate Jpeg file, and any consumer, including your Receiver activity, can use it with no changes.
Furthermore, you don't need to store the picture as file. Keep the byte array in memory and convert it to bitmap (don't forget to scale it down to match the ImageView dimensions) with BitmapFactory.decodeByteArray().
This question already has answers here:
How to pass image data from one activity to another activity?
(9 answers)
Closed 5 years ago.
I have to transfer the image from one activity to another. In first activity there are two buttons (take photo) and (View Image).User can take photo by pressing (take photo) button and that photo will be transfer to another activity class which can be view by (View Image) button. Help required.
There is another way for doing this. You can convert the Bitmap image and convert into Base 64 and store it in shared preference. In another activity you can reconvert back it into bitmap and use where ever you want.
Bitmap Conversion and Storing into Shared Preference
Bitmap photo = (Bitmap) intent.getParcelableExtra("Your data");
ByteArrayOutputStream baos = new ByteArrayOutputStream();
photo.compress(Bitmap.CompressFormat.PNG, 100, baos);
byte[] b = baos.toByteArray();
String temp = Base64.encodeToString(b, Base64.DEFAULT);
myPrefsEdit.putString("url", temp);
myPrefsEdit.commit();
Retrieving from Shared Preference and Loading it into an ImageView
String temp = myPrefs.getString("url", "defaultString");
try {
byte[] encodeByte = Base64.decode(temp, Base64.DEFAULT);
Bitmap bitmap = BitmapFactory.decodeByteArray(encodeByte, 0, encodeByte.length);
picture.setImageBitmap(bitmap);
} catch (Exception e) {
e.getMessage();
}
Edit: Solved.
I'm trying to upload an image to parse that has been selected from the phone's gallery. However I cannot seem to locate the imageview as it returns null. I think this page: Saving images to Parse has a similar question to what I'm asking but there is no answer to it.
Fragment class:
public void onClick(View view) {
img = (ImageView) rootView.findViewById(R.id.imageView1);
// Locate the image (error is here)
Bitmap bitmap = BitmapFactory.decodeResource(getActivity().getResources(), img);
// Convert it to byte
ByteArrayOutputStream stream = new ByteArrayOutputStream();
// Compress image to lower quality scale 1 - 100
bitmap.compress(Bitmap.CompressFormat.PNG, 100, stream);
byte[] image = stream.toByteArray();
//byte[] image = img.getContext().toString().getBytes();
//Bitmap bitmap = BitmapFactory.decodeFile(img);
ParseFile file = new ParseFile("image.jpg", image);
file.saveInBackground();
ParseObject familyTree = new ParseObject("FamilyTree");
familyTree.put("image", file);
familyTree.put("name", etName.getText().toString());
familyTree.put("relation", etRelation.getText().toString());
familyTree.saveInBackground();
Toast.makeText(FamilyTreeFragment2.this.getActivity(), "Saved.", Toast.LENGTH_SHORT).show();
// getFragmentManager().beginTransaction().replace(R.id.container, new FamilyTreeFragment2()).addToBackStack(null).commit();
}
Any help is appreciated. Thank you.
I've managed to find the solution.
Replaced
Bitmap bitmap = BitmapFactory.decodeResource(getActivity().getResources(), img);
with
Bitmap bitmap = ((BitmapDrawable) img.getDrawable()).getBitmap();
Suppose I have an activity to select an image from the gallery, and retrieve it as a BitMap, just like the example: here
Now, I want to pass this BitMap to be used in an ImageView for another activity. I am aware bundles can be passed between activities, but how would I store this BitMap into the bundle?
or is there another approach I should take?
I would highly recommend a different approach.
It's possible if you REALLY want to do it, but it costs a lot of memory and is also slow. It might not work if you have an older phone and a big bitmap. You could just pass it as an extra, for example intent.putExtra("data", bitmap). A Bitmap implements Parcelable, so you can put it in an extra. Likewise, a bundle has putParcelable.
If you want to pass it inbetween activities, I would store it in a file. That's more efficient, and less work for you. You can create private files in your data folder using MODE_PRIVATE that are not accessible to any other app.
If you pass it as a Parcelable, you're bound to get a JAVA BINDER FAILURE error. So, the solution is this: If the bitmap is small, like, say, a thumbnail, pass it as a byte array and build the bitmap for display in the next activity. For instance:
in your calling activity...
Intent i = new Intent(this, NextActivity.class);
Bitmap b; // your bitmap
ByteArrayOutputStream bs = new ByteArrayOutputStream();
b.compress(Bitmap.CompressFormat.PNG, 50, bs);
i.putExtra("byteArray", bs.toByteArray());
startActivity(i);
...and in your receiving activity
if(getIntent().hasExtra("byteArray")) {
ImageView previewThumbnail = new ImageView(this);
Bitmap b = BitmapFactory.decodeByteArray(
getIntent().getByteArrayExtra("byteArray"),0,getIntent().getByteArrayExtra("byteArray").length);
previewThumbnail.setImageBitmap(b);
}
As suggested by #EboMike I saved the bitmap in a file named myImage in the internal storage of my application not accessible my other apps. Here's the code of that part:
public String createImageFromBitmap(Bitmap bitmap) {
String fileName = "myImage";//no .png or .jpg needed
try {
ByteArrayOutputStream bytes = new ByteArrayOutputStream();
bitmap.compress(Bitmap.CompressFormat.JPEG, 100, bytes);
FileOutputStream fo = openFileOutput(fileName, Context.MODE_PRIVATE);
fo.write(bytes.toByteArray());
// remember close file output
fo.close();
} catch (Exception e) {
e.printStackTrace();
fileName = null;
}
return fileName;
}
Then in the next activity you can decode this file myImage to a bitmap using following code:
Bitmap bitmap = BitmapFactory.decodeStream(context
.openFileInput("myImage"));//here context can be anything like getActivity() for fragment, this or MainActivity.this
Note A lot of checking for null and scaling bitmap's is ommited.
Activity
To pass a bitmap between Activites
Intent intent = new Intent(this, Activity.class);
intent.putExtra("bitmap", bitmap);
And in the Activity class
Bitmap bitmap = getIntent().getParcelableExtra("bitmap");
Fragment
To pass a bitmap between Fragments
SecondFragment fragment = new SecondFragment();
Bundle bundle = new Bundle();
bundle.putParcelable("bitmap", bitmap);
fragment.setArguments(bundle);
To receive inside the SecondFragment
Bitmap bitmap = getArguments().getParcelable("bitmap");
Transferring large bitmap (Compress bitmap)
If you are getting failed binder transaction, this means you are exceeding the binder transaction buffer by transferring large element from one activity to another activity.
So in that case you have to compress the bitmap as an byte's array and then uncompress it in another activity, like this
In the FirstActivity
Intent intent = new Intent(this, SecondActivity.class);
ByteArrayOutputStream stream = new ByteArrayOutputStream();
bitmap.compress(Bitmap.CompressFormat.JPG, 100, stream);
byte[] bytes = stream.toByteArray();
intent.putExtra("bitmapbytes",bytes);
And in the SecondActivity
byte[] bytes = getIntent().getByteArrayExtra("bitmapbytes");
Bitmap bmp = BitmapFactory.decodeByteArray(bytes, 0, bytes.length);
Bitmap is Parcelable so you can add using [putExtra(String,Parcelable)][2] method, But not sure it is a best practice, If it is large size data it is better to store in a single place and use from both activities.
[2]: http://developer.android.com/reference/android/content/Intent.html#putExtra(java.lang.String, android.os.Parcelable)
in first.java
Intent i = new Intent(this, second.class);
i.putExtra("uri",uri);
startActivity(i);
in second.java
Bundle bd = getIntent().getExtras();
Uri uri = bd.getParcelable("uri");
Log.e("URI", uri.toString());
try {
Bitmap bitmap = Media.getBitmap(this.getContentResolver(), uri);
imageView.setImageBitmap(bitmap);
}
catch (FileNotFoundException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
}
I had to rescale the bitmap a bit to not exceed the 1mb limit of the transaction binder. You can adapt the 400 the your screen or make it dinamic it's just meant to be an example.
It works fine and the quality is nice.
Its also a lot faster then saving the image and loading it after but you have the size limitation.
public void loadNextActivity(){
Intent confirmBMP = new Intent(this,ConfirmBMPActivity.class);
ByteArrayOutputStream stream = new ByteArrayOutputStream();
Bitmap bmp = returnScaledBMP();
bmp.compress(Bitmap.CompressFormat.JPEG, 100, stream);
confirmBMP.putExtra("Bitmap",bmp);
startActivity(confirmBMP);
finish();
}
public Bitmap returnScaledBMP(){
Bitmap bmp=null;
bmp = tempBitmap;
bmp = createScaledBitmapKeepingAspectRatio(bmp,400);
return bmp;
}
After you recover the bmp in your nextActivity with the following code:
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_confirmBMP);
Intent intent = getIntent();
Bitmap bitmap = (Bitmap) intent.getParcelableExtra("Bitmap");
}
I hope my answer was somehow helpfull.
Greetings
Write this code from where you want to Intent into next activity.
yourimageView.setDrawingCacheEnabled(true);
Drawable drawable = ((ImageView)view).getDrawable();
Bitmap bitmap = imageView.getDrawingCache();
Intent intent = new Intent(getBaseContext(), NextActivity.class);
intent.putExtra("Image", imageBitmap);
In onCreate Function of NextActivity.class
Bitmap hotel_image;
Intent intent = getIntent();
hotel_image= intent.getParcelableExtra("Image");
You can pass image in short without using bundle like this
This is the code of sender .class file
Bitmap bitmap = BitmapFactory.decodeResource(getResources(),R.drawable.ic_launcher;
Intent intent = new Intent();
Intent.setClass(<Sender_Activity>.this, <Receiver_Activity.class);
Intent.putExtra("Bitmap", bitmap);
startActivity(intent);
and this is receiver class file code.
Bitmap bitmap = (Bitmap)this.getIntent().getParcelableExtra("Bitmap");
ImageView viewBitmap = (ImageView)findViewById(R.id.bitmapview);
viewBitmap.setImageBitmap(bitmap);
No need to compress.
that's it
It's better to save the file in temp/cache folder and pass the file path through intent data as I did it. here is sample code:
from on Button Click (Here bitmapFullScreen is a bitmap data which I have collected from Live Server)
Intent intent = new Intent(context, FullscreenActivity.class);
String fPath = CreateTempFile(bitmapFullScreen);
if(!StringUtils.isEmpty(fPath)) {
intent.putExtra("image", fPath);
startActivity(intent);
}
Function to create a File on Temp/Cache folder
public String CreateTempFile(Bitmap mBitmap) {
File f3 = new File(Environment.getExternalStorageDirectory() + "/inpaint/");
if (!f3.exists())
f3.mkdirs();
OutputStream outStream = null;
SimpleDateFormat dateFormatter;
dateFormatter = new SimpleDateFormat("MMddyyyyhhmmss", Locale.US);
String FN = Environment.getExternalStorageDirectory() + "/inpaint/" + dateFormatter.format(Calendar.getInstance().getTime()) + ".png";
File file = new File(FN);
try {
outStream = new FileOutputStream(file);
mBitmap.compress(Bitmap.CompressFormat.PNG, 100, outStream);
outStream.close();
return file.getAbsolutePath();
} catch (Exception e) {
e.printStackTrace();
}
return "";
}
2nd File where we need the file
Global var
String FileName = "";
Receive the Intent String data as FilePath to View Image on ImageView
this code will be onCreate
ImageView imgUpload = findViewById(R.id.imgUpload);
try {
if (getIntent().hasExtra("image")) {
FileName = getIntent().getStringExtra("image");
Bitmap b = BitmapFactory.decodeFile(FileName);
imgUpload.setImageBitmap(b);
}
} catch (Exception ex) {
Toast.makeText(context, "Error: " + ex.getMessage(), Toast.LENGTH_LONG).show();
}
After display the Image we need to delete temp file
#Override
public void onBackPressed() {
super.onBackPressed();
try {
File file = new File(FileName);
file.delete();
} catch (Exception ex) {
Toast.makeText(context, "Error: " + ex.getMessage(), Toast.LENGTH_LONG).show();
}
}