Android: How to stop Android 1.6+ from scaling images - android

I updated my build to build against Android 1.6, and now my bitmaps are scaled down on high density screens. I do NOT want this behavior. I gave this a shot:
http://blog.tomgibara.com/post/190539066/android-unscaled-bitmaps
but the images are STILL scaling, that is UNLESS I set them to a specific height & width. If I use wrap_content they are scaled down.
I have an image loader using the unscaled bitmap loader to create a drawable like so:
Bitmap bm = UnscaledBitmapLoader.loadFromResource(imageBufferInputStream);
drawable = new BitmapDrawable(bm);
which I later assign to an ImageView like so:
imageView.setImageDrawable( copyBitmapDrawable( (BitmapDrawable) drawable) );

In order to have an image not scaled when loading it from a resource (e.g. with BitmapFactory.decodeResource) you have to locate it in res/drawable-nodpi instead of the usual drawable, drawable-ldpi and so on.

Using
new BitmapDrawable(this.getResources(), bmp);
instead of
new BitmapDrawable(bmp);
should solve the issue.

Wrapping the bitmap with a Drawable is the problem. The Drawable scales the Bitmap. Instead of using a Drawable, assign the Bitmap to the ImageView directly using imageView.setImageBitmap(Bitmap).

Use ImageView.ScaleType. The CENTER constant preforms no scaling, so I guess that's what you are looking for.
By the way, do you use pixels or dips as size units? Using dips (density-independent-pixels) is a means of standardizing display on multiple resolutions. You'll find a couple of tips here.

Related

Android image from asset pixelated

While developping an Android App, I saw that all my images displayed from the assets are pixelated.
I'm using this 2 lines to display them:
Drawable imageDrawable = Drawable.createFromStream("my_logo.png", null);
imageView.setBackground(imageDrawable);
The images have as dimension: 128/128 or 256/256 and are displayed in a square ImageView.
Do anyone have an idea to keep the quality of my images ?
Changing the dimensions of your image can and will decrease the quality. There are a couple of things you can do
Use vectors instead. Vectors can be scaled up and down infinitely without loss of quality.
Use an ImageView height and width that is the same size as your image or smaller and maintains the aspect ratio.
void setImageDrawable (Drawable drawable)
Sets a drawable as the content of ImageView.
To set drawable to ImageView from java, you need to use setImageDrawable (Drawable drawable) method.
You are setting the drawable as imageView's background, your code should be,
Drawable imageDrawable = Drawable.createFromStream("my_logo.png", null);
imageView.setImageDrawable(imageDrawable);

Android avoid image scalling in Imageview for Image Mapping like Html

Hi Am trying to implement image mapping as like html in android. For that i referred this project. Its work good when i access the image from drawable-nodpi folder. But when i access from other drawable folder the image get scaled as per the android concepts. Here i used drawable folder for checking purpose only. Actually i get image from back end service.
I also tried with bitmap by setting the no density.
Bitmap bm;
bm=BitmapFactory.decodeResource(getResources(), R.drawable.blueprint);
bm.setDensity(Bitmap.DENSITY_NONE);
mImageMap.setImageBitmap(bm); //mImageMap is customized view which extends Imageview
But it's not working. Am also tried as per this post. Its not working.Is there any way to load image to image view without scaling?
you can use Bitmap.createScaledBitmap with the orignal mesaures of the picture..
int width = orignal bitmap width
int height = orignal bitmap height
Bitmap bm;
bm = getBitmap... from network
bm = Bitmap.createScaledBitmap(bm,width,height,true);
this will create a image scaled properly and just place it in the ImageView.

How to destroy a drawable inside an ImageView if we don't need it?

This question is related with Do we have to explicitly recycle the bitmap if we don't need it?.
There is an ImageView have a drawable, when user clicks a button, it will assign a new drawable to the ImageView.
Do we have to destroy the old drawable belongs to the ImageView, and how?
Drawable oriDrawable = imageView.getDrawable()
// set callback to null
oriDrawable.setCallback(null);
// get the bitmap and recycle it
((BitmapDrawable)oriDrawable).getBitmap().recycle();
Is the code above correct? What's the best solution?
You could try using something like:
Drawable drawable = imageView.getDrawable();
if (drawable instanceof BitmapDrawable) {
BitmapDrawable bitmapDrawable = (BitmapDrawable) drawable;
Bitmap bitmap = bitmapDrawable.getBitmap();
bitmap.recycle();
}
Where imageView is your ImageView.
Original answer here.
Is this just a general question or are you running out of memory? I would not make this optimisation until you really have a problem.
In general if you are loading bitmaps from drawable folders that are not large (large as in megabytes) then you should not really run into a problem.
First you need to make sure the assets you are loading are optimal for where you display them, for example there is no point in setting an ImageView to an image thats 1024 x 1024 in size if the area you display the image is a size of 64x64.
Breaking the bitmap budget is usually caused by loading in images of an unknown size or just simply getting the image sizes wrong as described above, swapping an ImageView frequently will generally not give you an issue with optimal sized images.
There is a great article in Android Training that covers loading bitmaps optimally http://developer.android.com/training/displaying-bitmaps/load-bitmap.html
Hope that helps

Drawing a large number of ImageViews with the same Bitmap but different size

I am trying to draw multiple ImageViews inside a single LinearLayout.
All the ImageViews need to have a single bitmap.
The ImageViews will only vary in size.
The single bitmap will not be resized.
The simple way is to create one Bitmap per ImageView. But, this runs out of memory quickly.
final Bitmap placeholderBitmap = Bitmap.createBitmap(width, height, Config.ARGB_8888);
final Canvas canvas = new Canvas(placeholderBitmap);
canvas.drawBitmap(BitmapFactory.decodeResource(getResources(), R.drawable.placeholder_image), 0, 0, null);
imageView.setImageBitmap(placeholderBitmap);
linearLayout.addView(imageView);
I also tried setting the max and min height and width, no effect. The images remain the same size.
imageView.setImageResource(R.drawable.ic_no_image);
imageView.setMaxHeight(imageViewInfo.height);
imageView.setMaxWidth(imageViewInfo.width);
I believe working with Drawables is the right "Android" way to do it, but I can't find a way to dynamically create a Drawable with the right side and layering the shared bitmap into it.
Just use one Bitmap -- as you say they will all use the same Bitmap, so no duplication is necessary.
If you want the ImageViews to have different sizes and have the Bitmap scale itself to the size of the ImageView then use the setScaleType or android:scaleType attribute to set the scaling of the ImageView. For instance FIT_START maintains the aspect ratio of your image and tries to fill the ImageView starting from the top-left corner.
I don't see any need to create a Drawable, though if you need to you can just create one from a Bitmap using:
Drawable d = new BitmapDrawable(bitmap);
ImageView actually does this automatically when you call setImageBitmap(...).
ImageView will always resize the bitmap to it need proportions.
If you want to save memory, resize the bitmaps manually and set them into the ImageViews this should stop the ImageView from resizing it internally - to make sure, you can set the layout_width and layout_hieght of the image view to 'wrap_content'.
I think may be looking for a ClipDrawable.
You would set the android:drawable property of the clip XML to your bitmap
That or you can do it with the Java code also given in the example

Image size issue when loading from external storage on Android

I would like to display an image from external storage which is 72x72 px.
My device has high density.
The image view height and width are "wrap_content".
I got different results if I load the image or use an URL.
If I use an URL like this then the result will be about 48x48px.
imageView.setImageURI(Uri.fromFile(file));
If I load the bitmap the result is 72x72 px as expected:
InputStream is = context.getContentResolver().openInputStream(Uri.fromFile(file));
Bitmap b = BitmapFactory.decodeStream(is, null, null);
is.close();
iv2.setImageBitmap(b);
You can see the results here:
It would be better if I could use the setImageURI and not to preload
the image and I would like to display the image in appwidgets too.
Can you tell me what cause the difference and how can I avoid it?
try by this i think it work
either change in xml file in imageview by
android:scaleType="centerCrop"
android:adjustViewBounds="true"
or either use in java code
image.setAdjustViewBounds(true);
image.setScaleType(ScaleType.CENTER_CROP);
either use "centercrop" or "fitxy" may it also works
If both images have different sizes and you can't change the image size you have to set in your xml the image width and height to for example 72dp. You shouldn't use px, but dp because otherwise it wouldn't display good on different phones.

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