I'm trying to get the real size of an image displayed in an image view. Actually my image is larger than the screen and the imageview is resizing the image to diplay it. I'm looking for this new size.I've tried to override the onDraw method of the ImageView in a custom view but I'm not getting the correct height and width.
I am looking for an optimized solution to display image in different screen size. I have a image in server which I would like to display in different handled devices like iPhone, iPad ,Android based tablets or mobiles etc.
I have an ImageView which I want to always be the same size. If the image is smaller than the view, I'd like it to be centred in the view. If the Image is larger than the view then I'd like it scaled down - with aspect ratio preserved.I've had several attempts at this myself
So I'm loading images from a web service, but the size of the images are sometimes smaller or bigger than other images and the visualization looks silly when I put them in a ListView in android. I'd like to fix the size of my ImageView so that it only shows a portion of the image if it's larger than a preset amount. I've tried everything I can think of setting the setMaxWidth/setMaxHeight, setting the scale type to centerCrop, using ClipableDrawable wrapping my BitmapDrawable, setting using Drawable.setBounds(). I've tried setting in the XML and programmatically, but neither worked. I'm very surprised setting max width/height didn't do anything. Below is the XML I'm using ImageView definition in my layout file
I am creating a simple android app to view a comic book. The pages are large(0.5-1 mb each), high quality .png's and I am loading them into a webview to make use of the built in zoom controls. So far I only have 17 files and the APK size is already about 16 mb. I'm looking to add over 200 files in future updates. I can't really reduce the quality too much because there is small text that must be zoomed-in on to read. Any suggestions? A similar question was posted here: How to reduce App (.apk) Size, but I don't want to lose the quality of the images. I'm not sure if it's appropriate to link to here, but you can have a look at my app by searching for Tracer (by Detour Mobile) on the android market if it helps at all.
Does the Nexus One allow larger font sizes for email for old, tired eyes? With the move to Verizon I am considering trying one out. I already have three phones on Verizon so adding a fourth would be easy enough. I actually had the T-Mobile version but radio performance was horrid (no signal in places where an unlocked iPhone was able to make calls) and I'm hoping that on the Verizon network the radio issues will be solved. I don't remember having trouble with email, but I had the phone for such a short time (under a day) I can't remember if I had email issues.
I use handbrake to rip my DVDs to my phone. I followed the instructions on from this linkHow to convert videos and transfer them to the Samsung Vibrant - Know Your Cell
Works fine but the file size is like 1.5GB, does anyone know if there is a way to make the file smaller? I'm not hugely concerned that the quality is the best, but hopefully not too pixally, I just want something to watch while I'm at the gym.
I have created a custom icon bar in Android using the XML layout creator, using a RadioGroup within a LinearLayout (XML included below). Each RadioButton within the RadioGroup has a custom drawable (with checked and unchecked states) as its android:button attribute. The Linear layout is itself within a RelativeLayout so that it can appear at an arbitrary position on the screen (as a side bar, in this instance).The drawables are 55 pixels wide, and the android:layout_width attribute of all these views is "wrap_content".When I make this component visible, aligned to the bottom-left of the screen, only about three-quarters of the RadioButton image widths are visible. Setting the layout_width of the RelativeLayout to "fill_parent" rectifies this and causes the full button to appear.However this means that the button group consumes click events across the entire width of the screen. How can I make the entire button appear, and have only the area of the button respond to clicks? Hard-coding the width of the drawable is not a particularly desirable solution.<RelativeLayout android:id="@+id/RelativeLayout01" android:layout_width ="wrap_content" android:layout_height="wrap_content"> <LinearLayout android:id="@+id/LinearLayout02" android:layout_width="wrap_content" android:layout_height="wrap_content" android:orientation="vertical" android:layout_alignParentBottom="true" android:layout_alignParentLeft="true" android:layout_below ="@+id/LinearLayout01" android:visibility="invisible"><RadioGroup android :id ="@+id/ RadioGroup01" android:layout_height="wrap_content" android:checkedButton="@+id/RB01" android:layout_width="fill_parent"> <RadioButton android:id="@+id/RB01" android:layout_width="fill_parent" android:layout_height="wrap_content" android:button="@drawable/DR01"/><RadioButton android:id="@+id/RB02" android:layout_width="fill_parent" android:layout_height="wrap_content" android:button="@drawable/DR02"/> <RadioButton android:id="@+id/RB03" android:layout_width="fill_parent" android:layout_height="wrap_content" android:button="@drawable/DR03"/> <RadioButton android:id="@+id/RB04" android:layout_width="fill_parent" android:layout_height="wrap_content" android:button="@drawable/DR04"/> </RadioGroup></LinearLayout>
I'm trying to copy a series of small bitmaps into a larger one, arranging them side by side without any gaps or overlap in their pixels. For example, if I have 3 square bitmaps, I'd like to copy them into one long and thin rectangle. I know how to do the opposite, namely creating a small bitmap out of a larger one, but not this way around. What's the right command? I want to do this to be able to reuse some code I wrote for handling animation with a single bitmap.)
I am currently developing a dictionary application with voice database. I would like to know about the current Android limitation on the file size. I am using a self-provided sqlite database ( > 50mb ) . I tested that once the built .apk size exceeds ~30mb the app will not be installed onto the simulator (INSTALL_FAILED_ INSUFFICIENT _STORAGE). Could anyone confirm me that if up until now there is no way to embed such large size files in a single apk ( Aimed to sell at Google Market without requiring user to download datafile afterwards). Also, is there a limitation of 1,048,576 bytes for a single file in the assets folder ?
Can somebody explain to me what makes up the installed application size? I have an apk that is about 8 MB, and often when I install I get the INSUFFICIENT_STORAGE error. I have around 25-30 MB free space on the phone. I'm doing debugging so I have to upload lots of new versions. If I uninstall the previous version then I can install the new version. The application manager claims that the app is taking up 22 MB. So back to the original question, how come the app is taking up 22 MB when it really only is 8 MB?
I would like to know why the size of my shared library .so is bigger than my .apk file generated with Eclipse? Approximatly the so size is twice the apk one. What is strange is after having installed it in the device (2.1 firmware) I checked the size of the apk when I uninstalled it from the device and surprisingly the apk size indicated is bigger even than the .so one. Is there any explaination of that?
I have an image that I want to place on the background on my activity. For the G1 I would use a background of 320x480 but with the nexus 1 the resolution is almost double that. Should I just place the large image and make the smaller phones size down? I am trying to keep the size of my package down as much as possible.
My app downloads .png files to the sd card for later use. I kept getting OutOfMemoryErrors (if anyone could explain this too, that'd be great!) and so I took a look at the sizes of the images saved to the sd card, and they seem to be roughly double what they are on the server. Why is this, and how can I make them smaller? public void onCreate(Bundle saved) setContentView(R.layout.namedrxnscreen); TextView t1 = (TextView)findViewById(R.id.rxn_text1); TextView t2 = (TextView)findViewById(R.id.rxn_text2); TextView t3 = (TextView)findViewById(R.id.rxn_text3); TextView t4 = (TextView)findViewById(R.id.rxn_text4); iv = (ImageView) findViewById(R.id.rxn_image); pb = (ProgressBar) findViewById(R.id.rxn_loading); vs = (ViewSwitcher) findViewById(R.id.rxn_switch);
My application while compiled in 1.5 works fine. I had some memory issues w/ 1.6 due to image size, which was strange b/c the image size increased when taking photos by taking a picture w/ surfaceholder/imagecapture callback. I seem to have fixed re-displaying those images by resizing them using a bitmapfactory matrix. But my camera is now rotating everything 90 degrees. It appears that my Override of surfaceChanged does nothing, which is where I was setting rotation at 90 (I can't remember why, it was 10 months ago!). I have tried at rotating the camera parameters paramters at 90 degrees, 0 degrees.
I'm trying to draw an image in an ImageView, but i want it to be unscaled, with scrollbars as necessary. How can I accomplish this? Right now I just have a drawable set as the android:src of the ImageView in the XML. This autoscales the image to fit the screen width.
I am a bit confused on creating an image which will be acting as a background for my activities. So, in short, my aim is that my application should be able to fit the different screen sizes. Therefore, what size in pixel should my three images be to be able to fill the screen of the device in ldpi, mdpi and hdpi?
At the moment I am attempting to set my camera on my Motorola Droid phone to take an image that matches the size of my screen (854 x 480 pixels), and I am attempting to accomplish via the parameters for the camera as such:
I have my activity implement the Camera.PictureCallback method of onPictureTaken (excluding log calls), so when the takePicture method is called it runs this method:
For some reason though, my camera is taking pictures in 1280 x 960. Is this some sort of minimum size the camera can capture an image in? From log calls I can see that the Camera's parameters are still set to have a picture size of 854 x 480, but image keeps coming out as 1280 x 960. Am I decoding the image incorrectly, am I setting the camera's parameters incorrectly, or am I doing something else wrong?
I've been looking for an option to reduce the size of the text in messages so that I can see more of a conversation. I cant seem to find an option in the settings though, is there something simple and obvious that I'm missing?
Is there a simple weather widget that will display the current temperature on my home screen in a small size, like the size of a single icon? Something like what's on the Multimedia screen would be great. I don't want future weather, radar or maps... just the current temperature.
I have an image that I want to be able to display full size but when I place it in my imageview it scales. I would like it to display full size with scroll bars. Is there a way I can make my main view that the image view is in have scroll bars vertical and horizontal or how can I do this. The images are local on the SD card. I would really like to get the same effect that the webview offers if i were to look at these image from a URL.