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?
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/
What does BitmapFactory.Options in android.graphics.BitmapFactory.Options do?
There is no theoretical explanation in the android sdk reference manual about this class, it only contains the explanation about the methods of the class.
Bitmapfactory is mainly used for Scaling
Bitmap lBmp = BitmapFactory.decodeResource(getResources(), R.Drawable.ic_dolphin);
It gets the "dolpin" image and it will reduce the image size, if we dnt use bitmapfactory then it leads to insufficient memory allocations
It's used to pass options to the BitmapFactory - as you might expect :)
For example, you can use it to explicitly scale the Bitmap up or down from the source.
See this example
This method is used to create bitmap of given specific size which is stored in sdcard.
public Bitmap decodeFile(String path,int size) {
try {
// Decode image size
BitmapFactory.Options o = new BitmapFactory.Options();
o.inJustDecodeBounds = true;
BitmapFactory.decodeFile(path, o);
// The new size we want to scale to
final int REQUIRED_SIZE = size;
// 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;
// Decode with inSampleSize
BitmapFactory.Options o2 = new BitmapFactory.Options();
o2.inSampleSize = scale;
return BitmapFactory.decodeFile(path, o2);
} catch (Throwable e) {
e.printStackTrace();
}
return null;
}
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.
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.