Rotating images on android. Is there a better way? - android

I have an app that displays quite a few images for the user, and we've been seeing a lot of error reports with OutOfMemoryError exception.
What we currently do is this:
// Check if image is a landscape image
if (bmp.getWidth() > bmp.getHeight()) {
// Rotate it to show as a landscape
Matrix m = image.getImageMatrix();
m.postRotate(90);
bmp = Bitmap.createBitmap(bmp, 0, 0, bmp.getWidth(), bmp.getHeight(), m, true);
}
image.setImageBitmap(bmp);
The obvious problem with this is that we have to recreate the bitmap from the image on memory and rotate the matrix, this is quite expensive for the memory.
My question is simple:
Is there a better way to rotate images without causing OutOfMemoryError?

2 methods of rotating a large image:
using JNI , like on this post.
using a file : it's a very slow way (depending on the input and the device , but still very slow) , which puts the decoded rotated image into the disk first , instead of putting it into the memory .
code of using a file is below:
private void rotateCw90Degrees()
{
Bitmap bitmap=BitmapFactory.decodeResource(getResources(),INPUT_IMAGE_RES_ID);
// 12 => 7531
// 34 => 8642
// 56 =>
// 78 =>
final int height=bitmap.getHeight();
final int width=bitmap.getWidth();
try
{
final DataOutputStream outputStream=new DataOutputStream(new BufferedOutputStream(openFileOutput(ROTATED_IMAGE_FILENAME,Context.MODE_PRIVATE)));
for(int x=0;x<width;++x)
for(int y=height-1;y>=0;--y)
{
final int pixel=bitmap.getPixel(x,y);
outputStream.writeInt(pixel);
}
outputStream.flush();
outputStream.close();
bitmap.recycle();
final int newWidth=height;
final int newHeight=width;
bitmap=Bitmap.createBitmap(newWidth,newHeight,bitmap.getConfig());
final DataInputStream inputStream=new DataInputStream(new BufferedInputStream(openFileInput(ROTATED_IMAGE_FILENAME)));
for(int y=0;y<newHeight;++y)
for(int x=0;x<newWidth;++x)
{
final int pixel=inputStream.readInt();
bitmap.setPixel(x,y,pixel);
}
inputStream.close();
new File(getFilesDir(),ROTATED_IMAGE_FILENAME).delete();
saveBitmapToFile(bitmap); //for checking the output
}
catch(final IOException e)
{
e.printStackTrace();
}
}

you can try:
image.setImageBitmap(null);
// Check if image is a landscape image
if (bmp.getWidth() > bmp.getHeight()) {
// Rotate it to show as a landscape
Matrix m = image.getImageMatrix();
m.postRotate(90);
bmp = Bitmap.createBitmap(bmp, 0, 0, bmp.getWidth(), bmp.getHeight(), m, true);
}
BitmapDrawable bd = new BitmapDrawable(mContext.getResources(), bmp);
bmp.recycle();
bmp = null;
setImageDrawable(bd);
bd = null;

When working with lots of Bitmaps be sure to call recycle() on them as soon as they are not needed. This call will instantly free memory associated with a particular bitmap.
In your case if you do not need the original bitmap after rotation, then recycle it. Something along the lines of:
Bitmap result = bmp;
// Check if image is a landscape image
if (bmp.getWidth() > bmp.getHeight()) {
// Rotate it to show as a landscape
Matrix m = image.getImageMatrix();
m.postRotate(90);
result = Bitmap.createBitmap(bmp, 0, 0, bmp.getWidth(), bmp.getHeight(), m, true);
// rotating done, original not needed => recycle()
bmp.recycle();
}
image.setImageBitmap(result);

Related

How do i correctly convert a integer back to Bitmap

In Android Studio I can use the following lines of code to get an array from Bitmap
Bitmap bitmap = get_Image();
Bitmap resizeBitmap = getResizedBitmap(bitmap);
int[] iArr = new int[(resizeBitmap.getWidth() * resizeBitmap.getHeight())];
resizeBitmap.getPixels(iArr, 0, resizeBitmap.getWidth(), 0, 0, resizeBitmap.getWidth(), resizeBitmap.getHeight());
Here is the resizer function:
public Bitmap getResizedBitmap(Bitmap bitmap) {
if (576 == bitmap.getWidth() && 1024 == bitmap.getHeight()) {
return bitmap;
}
Bitmap createBitmap = Bitmap.createBitmap(576, 1024, Config.RGB_565);
Matrix scaledMatrix = scaledMatrix(bitmap.getWidth(), bitmap.getHeight(), createBitmap.getWidth(), createBitmap.getHeight());
new Canvas(createBitmap).drawBitmap(bitmap, scaledMatrix, null);
return createBitmap;
}
However when I convert that int array back to bitmap the image is wrong
Bitmap bmp = Bitmap.createBitmap(1024, 576, Config.RGB_565);
bmp.setPixels(iArr, 0, 1024, 0, 0, 1024, 576);
textViewToChange.setText("Bitmap created");
This is the image when i save it to a file or display it https://imgur.com/a/ZQ0DJAy The above image is how it looks like and below is how it should had looked like
If i read the incorrect image in python, the RGB pixels are placed exactly where they should be like in the correct image but the image dosen't look the same. Why? How can i fix this?

Rotate a bitmap using render script android

When I use following code, it ends up with outofmemory exception. After doing researh Render script looks like a good candidate. Where can I find sample code for similar operation and how can integrate it to my project.
public Bitmap rotateBitmap(Bitmap image, int angle) {
if (image != null) {
Matrix matrix = new Matrix();
matrix.postRotate(angle, (image.getWidth()) / 2,
(image.getHeight()) / 2);
return Bitmap.createBitmap(image, 0, 0, image.getWidth(),
image.getHeight(), matrix, true);
}
return null;
}
Basically rotating bitmap is a task of rotating 2D array without using additional memory. And this is the correct implementation with RenderScript: Android: rotate image without loading it to memory .
But this is not necessary if all you want is just to display rotated Bitmap. You can simply extend ImageView and rotate the Canvas while drawing on it:
canvas.save();
canvas.rotate(angle, X + (imageW / 2), Y + (imageH / 2));
canvas.drawBitmap(imageBmp, X, Y, null);
canvas.restore();
What about ScriptIntrinsic, since it's just a built-in RenderScript kernels for common operations you cannot do nothing above the already implemented functions: ScriptIntrinsic3DLUT, ScriptIntrinsicBLAS, ScriptIntrinsicBlend, ScriptIntrinsicBlur, ScriptIntrinsicColorMatrix, ScriptIntrinsicConvolve3x3, ScriptIntrinsicConvolve5x5, ScriptIntrinsicHistogram, ScriptIntrinsicLUT, ScriptIntrinsicResize, ScriptIntrinsicYuvToRGB. They do not include functionality to rotate bitmap at the moment so you should create your own ScriptC script.
Try this code..
private Bitmap RotateImage(Bitmap _bitmap, int angle) {
Matrix matrix = new Matrix();
matrix.postRotate(angle);
_bitmap = Bitmap.createBitmap(_bitmap, 0, 0, _bitmap.getWidth(), _bitmap.getHeight(), matrix, true);
return _bitmap;
}
Use this code when select image from gallery.
like this..
File _file = new File(file_name);
BitmapFactory.Options options = new BitmapFactory.Options();
options.inSampleSize = 1;
Bitmap bitmap = BitmapFactory.decodeFile(file_name, options);
try {
ExifInterface exif = new ExifInterface(file_name);
int orientation = exif.getAttributeInt(ExifInterface.TAG_ORIENTATION, 1);
if (orientation == ExifInterface.ORIENTATION_ROTATE_90) {
bitmap = RotateImage(bitmap, 90);
} else if (orientation ==ExifInterface.ORIENTATION_ROTATE_270) {
bitmap = RotateImage(bitmap, 270);
}
} catch (Exception e) {
e.printStackTrace();
}
image_holder.setImageBitmap(bitmap);

android: how to rotate bitmap foreground without rotating background

I have a project that needs to rotate a bitmap, the bitmap is in GRAYSCALE/Black and White mode. When I rotate that bitmap, it works but the background (the white part of the bitmap) is rotated too. Is there anyway to rotate just the foreground (the non white part of the bitmap) only? or if I must create a new function to do that, can you explain the algorithm?
Thanks for your help..
I edit for the relevant code :
int i;
InputStream inStream = context.getResources().openRawResource(R.raw.register2);
BufferedInputStream bis = new BufferedInputStream(inStream, 8000);
DataInputStream dis=new DataInputStream(bis);
byte[] music=null;
try {
music = new byte[inStream.available()];
i=0;
while(dis.available()>0)
{
music[i]=dis.readByte();
i++;
}
dis.close();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
Bitmap bm = Bitmap.createBitmap(260, 300, Bitmap.Config.ARGB_8888);
ByteBuffer byteBuff=ByteBuffer.allocate(260*300);
bm.setHasAlpha(false);
if(false)
byteBuff.put(music);
int[] intbuffer = new int[260*300];
for (int x=0; x<intbuffer.length; ++x)
intbuffer[x] = (int) music[x];
bm.setPixels(intbuffer, 0, 260, 0, 0, 260, 300);
//img1.setImageBitmap(bm);
//Canvas canvas=new Canvas(bm);
Matrix matrix=new Matrix();
matrix.postRotate(-90);
Bitmap rotated=Bitmap.createBitmap(bm, 0, 0, 260, 300, matrix, true);
//matrix.setRotate(4,bm.getWidth()/2,bm.getHeight()/2);
//canvas.drawBitmap(bm, matrix, new Paint());
img1.setImageBitmap(rotated);
Given that your foreground and background pixels are diff in color-
You need to extract/separate out your foreground pixels and background pixels in two different bitmaps. The two new bitmaps that you create should only have the pixels extracted from your original bitmap rest everything should be transparent.
Once you have your foreground and background bitmap separated , just rotate your foreground and then merge back.

Out of memory when processing multiple large bitmaps

In the app I'm working on, part of the user's input is a series of images. Some of these might be 4MB large in their raw form. I resize and rotate them, then save them in the app's portion of the device memory for later use. The problem I'm experiencing is that I seem to run out of memory even though I recycle each Bitmap after it's saved.
Here's the main processing
private class SaveImagesTask extends AsyncTask<Long, Void, Void>{
#Override
protected Void doInBackground(Long... ids){
long id = ids[0];
Iterator<ImageButton> itImg = arrBtnImage.iterator();
Iterator<TextView> itLbl = arrLblImage.iterator();
while(itImg.hasNext() && itLbl.hasNext()){
String imgPath = (String) itImg.next().getTag();
String imgLbl = itLbl.next().getText().toString().trim();
String imgName = imgLbl.replace(" ", "_").replace(",", "_");
imgName += ".jpg";
if(imgPath != null){
/* Save resized version of image */
File dir = getApplicationContext().getFilesDir();
dir = new File(dir, "temp/" + Long.toString(plantId));
boolean madeDir = dir.mkdirs();
File path = new File(dir, imgName);
Bitmap toSave = getScaledBitmap(imgPath, IMAGE_MAX_SIDE_LENGTH, IMAGE_MAX_SIDE_LENGTH);
try{
BufferedOutputStream outStream = new BufferedOutputStream(new FileOutputStream(path));
boolean insertSuccess = toSave.compress(Bitmap.CompressFormat.JPEG, 90, outStream);
outStream.close();
}
catch(FileNotFoundException e){
e.printStackTrace();
}
catch(IOException e){
e.printStackTrace();
}
toSave.recycle();
}//if
}//while(more images to process)
}// method: doInBackground(params)
}// inner class: saveImages extends AsyncTask
And here's where I resize the image
private Bitmap getScaledBitmap(String picturePath, int newWidth, int newHeight){
/* Size */
BitmapFactory.Options sizeOptions = new BitmapFactory.Options();
sizeOptions.inJustDecodeBounds = true;
BitmapFactory.decodeFile(picturePath, sizeOptions);
int sampleSize = 1;
int rawHeight = sizeOptions.outHeight;
int rawWidth = sizeOptions.outWidth;
if(rawHeight > newHeight || rawWidth > newWidth){
/* Find the dimension that needs to change the most */
int heightRatio = Math.round((float) rawHeight / (float) newHeight);
int widthRatio = Math.round((float) rawWidth / (float) newWidth);
sampleSize = (heightRatio > widthRatio ? heightRatio : widthRatio);
}//if(raw image is wider or taller than it should be){reduce size so neither is too large}
sizeOptions.inJustDecodeBounds = false;//Load pixels for display.
sizeOptions.inSampleSize = sampleSize;//Set shrink factor.
Bitmap scaledBitmap = BitmapFactory.decodeFile(picturePath, sizeOptions);
/* Rotation */
int rotation = 1;
try{
ExifInterface exif = new ExifInterface(picturePath);
rotation = exif.getAttributeInt(ExifInterface.TAG_ORIENTATION, ExifInterface.ORIENTATION_NORMAL);
}
catch(IOException e){
e.printStackTrace();
}
int rotationInDegrees = 0;
if(rotation == ExifInterface.ORIENTATION_ROTATE_90)
rotationInDegrees = 90;
else if(rotation == ExifInterface.ORIENTATION_ROTATE_180)
rotationInDegrees = 180;
else if(rotation == ExifInterface.ORIENTATION_ROTATE_270)
rotationInDegrees = 270;
Matrix matrix = new Matrix();
if(rotation != 0f)
matrix.preRotate(rotationInDegrees);
return Bitmap.createBitmap(scaledBitmap, 0, 0,
scaledBitmap.getWidth(), scaledBitmap.getHeight(), matrix, true);
}// method: getScaledBitmap(String, int, int)
Before I start getting comments about this being so common of a question, I'll point out that I'm not displaying these images, so it's not like I'm trying to keep all of these in memory. I need to keep large images because users will want to be able to zoom in on the pictures, but I'm resizing them because they don't need to be ridiculously huge. Pretty much any other solution I've seen on SO for images and OOM errors don't apply to my back-to-back access of multiple images.
So like I said, I'm recycling each Bitmap after it's saved, but they still seem to be using memory. Any idea what I'm missing?
You're not recycling scaledBitmap in getScaledBitmap. Fixing that should help. Change this line:
return Bitmap.createBitmap(scaledBitmap, 0, 0,
scaledBitmap.getWidth(), scaledBitmap.getHeight(), matrix, true);
to something like:
Bitmap newBitmap = Bitmap.createBitmap(scaledBitmap, 0, 0,
scaledBitmap.getWidth(), scaledBitmap.getHeight(), matrix, true);
scaledBitmap.recycle();
return newBitmap;
If you have multiple threads working on large bitmaps, you will use a lot of memory on some cases.
What you need is to find the best approach according to your needs. here are some things you can do and/or need to know:
use a single thread for the images handling.
always recycle old bitmaps that you don't need anymore, as soon as possible. it's true that the GC will help you, but that can help it too, and it will work even on pre-honeycomb devices.
do the image manipulations via NDK (so you won't need to have 2 bitmaps for each image manipulation), for example using this.
downsample the image to the minimal size that you need, and never assume that the memory is large enough for any given image (unless you are 100% sure that the images are small).
remember that the requirements for android devices are still very low in terms of RAM per app (heap size) - the bare minimal is still 16MB per app.
you can use android:largeHeap="true" in the manifest, but that doesn't mean anything about how much more you will get, if at all.

Out Of memory Error while sending the large bitmap to server

My question might be old but I am suffering because of this issue from last 2 weeks and now its too much, in my application I need to send large image bitmap to server and I am doing this by below coding:
BitmapFactory.Options bfOptions=new BitmapFactory.Options();
bfOptions.inDither=false; //Disable Dithering mode
bfOptions.inPurgeable=true; //Tell to gc that whether it needs free memory, the Bitmap can be cleared
bfOptions.inInputShareable=true; //Which kind of reference will be used to recover the Bitmap data after being clear, when it will be used in the future
bfOptions.inTempStorage=new byte[32 * 1024];
File file=new File(TabGroupActivity.path);
FileInputStream input=null;
try {
input = new FileInputStream(TabGroupActivity.path);
} catch (FileNotFoundException e) {
//TODO do something intelligent
e.printStackTrace();
}
if(input!=null)
{
bitmap = BitmapFactory.decodeStream(input, null, bfOptions);
}
Matrix mat = new Matrix();//removing rotations
if(TabGroupActivity.rotation==90 || TabGroupActivity.rotation==270)
{
mat.setRotate(90);
}
else if(TabGroupActivity.rotation==0 || TabGroupActivity.rotation==180)
{
mat.setRotate(0);
}
bitmap = Bitmap.createBitmap(bitmap, 0, 0, bitmap.getWidth(), bitmap.getHeight(), mat, true);
ByteArrayOutputStream bos = new ByteArrayOutputStream();
int height= bitmap.getHeight();
int width=bitmap.getWidth();
{
//formula for calculating aspect ratio
float k= (float) height/width;
newHeight =Math.round(620*k);
}
byte[] buffer=new byte[10];
while(input.read(buffer)!=-1)
{
bos.write(buffer);
}
bitmap = Bitmap.createScaledBitmap(bitmap , 620, newHeight, true);
bitmap.compress(CompressFormat.JPEG, 90, bos);
byte[] imageData = bos.toByteArray();
ContentBody cb = new ByteArrayBody(imageData, "image/jpg", "image1.jpeg");
input.close();
but after sending 2,3 images I am getting out of memory error on BitmapFactory.decodeStream() please help me the resolve this issue the main thing I can not re-size or crop image, I need to send good quality image only to server.
Recycle your bitmaps every time you are done with them by calling bitmap.recycle(), this should help a bit. Also optimize your code a bit; this part:
if(TabGroupActivity.rotation==90 || TabGroupActivity.rotation==270)
{
mat.setRotate(90);
}
else if(TabGroupActivity.rotation==0 || TabGroupActivity.rotation==180)
{
mat.setRotate(0);
}
bitmap = Bitmap.createBitmap(bitmap, 0, 0, bitmap.getWidth(), bitmap.getHeight(), mat, true);
You can reduce to
if(TabGroupActivity.rotation==90 || TabGroupActivity.rotation==270)
{
mat.setRotate(90);
bitmap = Bitmap.createBitmap(bitmap, 0, 0, bitmap.getWidth(), bitmap.getHeight(), mat, true);
}
So you don't have to create a new bitmap in every case.
Also, you can experiment with the BitmapFactory.Options.inSampleSize to get smaller images.

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