I am banging my head against the wall trying to create a Bitmap from a Path object (android.graphics.Path). Is there any way to do this? I've browsed through most of the classes now but can't seem to find any way to do it.
Actually, what I have is a Path that consists of many cubic Bezier curves. It is really expensive to draw with canvas.drawPath(). So I figured that I could perhaps "cache" the Bitmap of this Path by converting the Path to a Bitmap once and then just drawing the Bitmap every time instead of calling canvas.drawPath().
Is there any way to create a Bitmap from this Path?
Or is there a smarter way to draw tha Path multiple times without having to recalculate all of the Beziers? For example, if I created a ShapeDrawable from PathShape from the Path, and just draw the ShapeDrawable objects every time, would that be more efficient than drawing the Path every time?
Anyone know of a graphical editor that will generate a android.graphics.Path? I'm looking for something like inkscape that would generate appropriate commands to generate a android.graphics.Path or some kind of conversion utility that would map SVG to an android.graphics.Path so it can be used for drawing on a canvas...
I am 1) taking a picture and 2) then draw another Bitmap on top of it 3) then I store it
I am doing it as follows and it works on the emulator.
On the device I get a OutOfMemoryError: bitmap size exceeds VM budget android.graphics.Bitmap.nativeCopy(Native Method) android.graphics.Bitmap.copy(Bitmap.java:199) in the line copy the Bitmap to get a mutable Bitmap.
What I am asking:
a) Is there a better way to do what I am doing? 1) take a picture 2) draw another Bitmap on top of it 3) then I store it
b) What is the best way to create a mutable Bitmap from the picture I just took with the camera?
In my app, resolution is not an issue. If it works better for small photos that would be fine.
I am trying to build an Android application which can take several photos taken by the camera, and merge them into one giant image. For example, I might take three photos and arrange them in a vertical stack for output as a single image. Ideally, I'd like to be able to keep the images at the original size. Unfortunately, using Bitmap.createBitmap() causes an OutOfMemoryException before even approaching the size of one photo of camera dimensions. Is this possible? Or do I just need to resort to scaling the photos before trying to merge them into a single Bitmap?
I want to create a file in emulator android storage path /data/ but it seems I can't create a new file by programs,I should upload an empty file to /data/ and then write the file,an anyone help here? openFile Output("file.txt", MODE_PRIVATE) seems can create a new file in /data/data/Package/files/.but it can't create in path /data/.
Am downloading a ZipFile from web. where it contain folders and files. Uncompressing them using zipInputstream and zipentry. zipentry.getName giving name of file as "htm/css/aaa.htm". so i am creating New File(zipentry.getName); But problem it throwing an exception File not found. i got that it is creating subfolders htm and css. My question is that , how to create a file including its sub directories , by passing above path?
java.lang.IOException, path to file cannot be created. my catch is working by dont know why is isnt being created? Im not sure why im getting this error, i assumed the setOutputFile() would create the file ..
this is my viderecorder class: package com.sg86.quickrecord; import java.io.File; import java.io.IOException; import android.media.MediaRecorder; import android.os.Environment;.................
I have an image in .png format in "drawable" folder and need to create Bitmap from it, so can use in public void drawBitmap (Bitmap<http://developer.android.com/reference/android/graphics/Bitmap.html>bitmap, float left, float top, Paint <http://developer.android.com/reference/android/graphics/Paint.html>paint)
I'm trying to create a MapView in a service (live wallpaper), but have it hidden so that I can render it to a Bitmap, and then map it to a texture to render in opengl. I have a Canvas and a Bitmap, and I intended to call myMap.draw(myCanvas) in order to get it into the correct bitmap so that I could then bind it as a texture.
When I Initialize I do the following: myMap = new MapView(ctx, APPSTATICS.MAP_API_KEY); I get an error: java.lang.RuntimeException: stub at com.google.android.maps.MapView.<init> (Unknown Source) Why I can't create a new mapview which I can use to draw to a offscreen bitmap?
I am using MediaStore.Images.Thumbnails.getThumbnail to create bitmap of thumbnail in htc hero , it takes lots of time to execute this. I other device it works faster. Please suggest any alternative to this method to create bitmap thumbnail so speed improves.
I have a problem - I am writing an application that displays up to 12 images on screen, and moves them around, plus reads touch events. I am using a sample code I found, and it works great. Now I need adding 3D - meaning emulating the objects moving in the Z axis, too (in/out of screen). To do this, I need to resize the images as they move. To test this, I changed the following line in my onDraw (Panel) code: canvas.drawBitmap(bitmap, coords.getX(), coords.getY(), null); to: Bitmap bmpScaled = Bitmap.createScaledBitmap(bitmap, 112, 112, false); canvas.drawBitmap(bmpScaled, coords.getX(), coords.getY(), null); Which works, BUT - movement on screen, plus response to touch events becomes real Jiggly. Checking the log I see that every call to createScaledBitmap causes garbage collection of around 90mS, which causes the total app to respond jiggly. Tried preparing 20 sized bitmaps beforehand, but since that moves the calls to those createScaledBitmap to the beginning of the app - it takes forever to load. Can you think of any workaround or other way to achieve the scaling effect?
I have a very large image and I only want to display a section the size of the display (no scaling), and the section should just be the center of the image. Because the image is very large I cannot read the entire image into memory and then crop it. This is what I have so far but it will give OutOfMemory for large images. Also I don't think inSampleSize applies because I want to crop the image, not lower the resolution.
Uri data = getIntent().getData(); Input Stream is = getContentResolver().openInputStream(data); Bitmap bitmap = BitmapFactory.decodeStream(is, null, null);
My goal is the draw a bitmap onto another bitmap but rotated 90 degress. whats the most efficient way to do that. My current method is as follows which is horribly bad because it creates a new bitmap every time.
I'd like to port my iPhone app to Android. The interface is constructed with artwork designed for 320x480 resolution. What steps do I need to take when I'm constructing the XML interface for the Android so that my GUI will be compatible with the different screen sizes (or at least the most popular ones...)?
I want to add files to java app in android so I'll know their path and can access them. How can I do it? (It doesn't matter where they will be the most important is that I can access them and I'll know the relative path of the them)
I want to draw a shape(many circles particularly) into a Specific Bitmap. I have never used canvas / 2D graphs etc. As i see it i create a Drawable put the bitmap in it then "canvas-it" to the shapes i want etc.
Given a closed Path object result is like this: http://www.tutorialguide.net/images/adobe_photoshop/0043/001.jpg. Although that is a rectangle I'm looking for something which works with any closed Path.