In my app, the bitmap is drawn as if the color is some lower quality type. If i load up the background image using the gallery app, it loads just fine and does not look like it's super low quality. The code i am using to load and draw my images is simple:
//Code for initializing the Bitmap
Bitmap bitmap = Bitmap.createScaledBitmap(BitmapFactory.decodeResource(getResources(), R.drawable.none), (int) (canvas.getWidth() * compression), (int) (canvas.getHeight() * compression), true);
//...
//Code for drawing this Bitmap
canvas.drawBitmap(bitmap, null, new RectF(0, 0, canvas.getWidth(), canvas.getHeight()), null);
If nothing in the code tells you what is wrong, i made an image comparing what the image actually looks like on a computer or other image viewer, and what it looks like in the app.
question is somewhat similar to Bad image quality after resizing/scaling bitmap
try disabling scaling, resize in an offscreen bitmap and make sure that Bitmap is 32 bits (ARGB888):
Options options = new BitmapFactory.Options();
options.inScaled = false;
options.inDither = false;
options.inPreferredConfig = Bitmap.Config.ARGB_8888;
Bitmap source = BitmapFactory.decodeResource(a.getResources(), path, options);
another good and complete answer about image scaling/processing can be found at Quality problems when resizing an image at runtime
Related
I have a Bitmap and i want to configure it. I also set my bitmap to Mutable one that's not a problem but when i want to configure, it comes with a error that my bitmap is not large enough.
Bitmap bitmap = BitmapFactory.decodeResource(getContext().getResources(),R.drawable.ic_cm);
bitmap = bitmap.copy(Bitmap.Config.ARGB_8888,true);
bitmap.setWidth(getWidth() / 2);
I have a loaded Bitmap which I would like to convert to set the config to Bitmap.Config.RGB_565. Is there a simple way of converting a Bitmap to this configuration after the Bitmap is already loaded into memory? For example, below I have a bitmap being decoded from the application resources, however, how would I convert an already loaded Bitmap to RGB_565? I'm sure it's something simple, however, I'm fairly new to working with Bitmaps and after a few hours of looking online, unfortunately I couldn't find what I needed specifically.
BitmapFactory.Options options = new BitmapFactory.Options();
options.inPreferredConfig=Bitmap.Config.RGB_565
bitmap=BitmapFactory.decodeResource(getResources(), R.drawable.myphoto ,options);
You can also try this:
Bitmap converted = original.copy(Config.RGB_565, false);
From the documentation of Bitmap.copy():
Tries to make a new bitmap based on the dimensions of this bitmap, setting the new bitmap's config to the one specified, and then copying this bitmap's pixels into the new bitmap. If the conversion is not supported, or the allocator fails, then this returns NULL.
Looking through the native source code, you should be fine converting between any values of Bitmap.Config.
I haven't tested this but it should work:
private Bitmap convert(Bitmap bitmap, Bitmap.Config config) {
Bitmap convertedBitmap = Bitmap.createBitmap(bitmap.getWidth(), bitmap.getHeight(), config);
Canvas canvas = new Canvas(convertedBitmap);
Paint paint = new Paint();
paint.setColor(Color.BLACK);
canvas.drawBitmap(bitmap, 0, 0, paint);
return convertedBitmap;
}
call the methods like this:
Bitmap convertedBitmap = convert(bitmap, Bitmap.Config.RGB_565);
You can do all kinds of additional transformations like rotating, stretching etc. if you use the drawBitmap with a Matrix.
Found the answer here https://stackoverflow.com/a/12148450/1364673, thanks to
siliconeagle.
The solution is to create a new bitmap with the required encoding as per link above example.
I´m trying to merge 2 images, one is bitmap from camera, second one is .png file stored in drawables. What I did was that I used both images as bitmaps and I tried to merge them by using canvas, something like this:
Bitmap topImage = BitmapFactory.decodeFile("gui.png");
Bitmap bottomImage = BitmapFactory.decodeByteArray(arg0, 0, arg0.length);
Canvas canvas = new Canvas(bottomImage);
canvas.drawBitmap(topImage, 0, 0, null);
But I keep getting "Bitmap size exceeds VM budget" error all the time. I tried nearly everything, but still, it keeps throwing this error. Is there another way of merging 2 images? What i need to do is simple - I need to take photo and save it merged with that .PNG image stored in drawables. For example this app is very close to what i need - https://play.google.com/store/apps/details?id=com.hl2.hud&feature=search_result#?t=W251bGwsMSwyLDEsImNvbS5obDIuaHVkIl0.
Thanks :)
See the below code for combining two images.
This method returns combined bitmap
public Bitmap combineImages(Bitmap frame, Bitmap image) {
Bitmap cs = null;
Bitmap rs = null;
rs = Bitmap.createScaledBitmap(frame, image.getWidth() + 50,
image.getHeight() + 50, true);
cs = Bitmap.createBitmap(rs.getWidth(), rs.getHeight(),
Bitmap.Config.RGB_565);
Canvas comboImage = new Canvas(cs);
comboImage.drawBitmap(image, 25, 25, null);
comboImage.drawBitmap(rs, 0, 0, null);
if (rs != null) {
rs.recycle();
rs = null;
}
Runtime.getRuntime().gc();
return cs;
}
You can change height and width as per your requirements
Hope this will help...
How large are the images? I've only encountered this problem when trying to load large images into memory.
Is the byte array your decoding actually an image?
From a quick look at the android docs you can capture an image using the default camera app which may work in this situation.
http://developer.android.com/training/camera/photobasics.html
Also see this question: Capture Image from Camera and Display in Activity
Edit: You may also need to scale the image from the camera down if it is very large. See the end of the android page I linked to for details on that.
I'm getting an image (.png) from SQLiteDatabase and using this code to decode the bytearray into a bitmap:
Options options = new BitmapFactory.Options();
options.inPreferredConfig = Bitmap.Config.ARGB_8888;
options.inDither = true;
options.inScaled = true;
options.inDensity = 240;
options.inTargetDensity = metrics.densityDpi;
Bitmap bmp = BitmapFactory.decodeStream(new ByteArrayInputStream(imageAsBytes), null, options);
As you can see, image (3) should be like (2), but it doesn't.
1) = Image with no scale (metrics.densityDpi = 240);
2) = same .png above, but compiled in res/drawable;
3) = Image with down scale (with metrics.densityDpi = 120);
I also tried options.inDither = false;, but I see no difference.
So what's wrong with my code?
There a few other things I would try:
Load the png with no scale, when you come to draw the Image (either from within an ImageView or directly onto the canvas) set a Matrix to scale the image
Alternatively, load the image in the required density and try drawing the Bitmap directly to the canvas with a Paint object. After instantiating your Paint, enable Bitmap filtering (this will increase the image quality)
setFilterBitmap(true)
Finally, you could always load the Bitmap (density independent) and resize the Bitmap manually using Bitmap.createScaledBitmap, make sure you set the third paramenter to true (this enabled bitmap filtering for increased quality). Below is an example of scaling a bitmap where 100 is the desired size:
Bitmap.createScaledBitmap ( original_bitmap, 100, 100, true);
Briefly, the best quality downscaling algorithm consists of 2 steps:
downscale using BitmapFactory.Options::inSampleSize->BitmapFactory.decodeResource() as close as possible to the resolution that you need but not less than it
get to the exact resolution by downscaling a little bit using Canvas::drawBitmap()
Here is detailed explanation how SonyMobile resolved this task: http://developer.sonymobile.com/2011/06/27/how-to-scale-images-for-your-android-application/
Here is the source code of SonyMobile scale utils: http://developer.sonymobile.com/downloads/code-example-module/image-scaling-code-example-for-android/
I am downloading images from web and i use Gallery widget to display the images.
If the downloaded image size is huge, my application crashes with the below log.
"E/GraphicsJNI( 3378): VM won't let us allocate 5591040 bytes"
I want to scale down the downloaded image size only when the image size is more to an extent that it will crash the app. I have written the code to scale down the image size but i am not sure how to find the bitmap size so i can decide on whether to scale or not
BitmapFactory.Options o = new BitmapFactory.Options();
o.inSampleSize = 2;
Bitmap bit = BitmapFactory.decodeStream(inputStream,null,o);
Bitmap scaled = Bitmap.createScaledBitmap(bit, 200, 200, true);
bit.recycle();
return scaled;
To get bitmap dimensions, you can simply use:
To get height -> bitmap.getHeight()
To get width -> bitmap.getWidth()
Use inJustDecodeBounds field of BitmapFactory.Options to get bitmap dimensions.