Android : Bitmap Magnification Getting Slow / Fit Image In Screen?
Oct 4, 2010
With imageview and network-thread,i am making live cam-view ,bitmap size is "360 240", after parsing network-data to bitmap. Code...
All thing is good ,i can see live-cam but, to fit image in screen like " Bitmap.createScaledBitmap(orgBitmap, width, height / 2 , true)" Seeing bitmap is getting slow , the bigger bitmap is , the more speed down finally, shut-downed.
how to fit image in screen without pain?
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Jul 21, 2010
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);
Any help would be great?
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May 18, 2009
I'm doing performance tweaks for my new game and I seem to have come across something that isn't discussed much but I think is strange.
I have a static background bitmap loaded as RGB_565 and it draws lightning fast to the SurfaceView.
I then have all of the dynamic stuff, one of which is a full view width/height bitmap and all of these things need transparency so they are ARGB_8888. I thought that switching to ARGB_4444 for everything would speed up drawing because that's half the number of bytes to process but what I'm finding is that under no circumstances is 2D drawing any faster with ARGB_4444. All my tests are showing that it's actually twice as slow to draw an ARGB_4444 bitmap than a ARGB_8888 one on to the default RGB_565 surface!
Would any engineers care to enlighten me as to why this is? Is ARGB_8888 the fastest way to draw bitmaps with transparency?
My target platform is 1.0, btw. My friend just got a new phone and out of the box it was 1.0, not even 1.1, so I want to make sure this works as a first app on new phones. If there are 1.5-specific tweaks, I will incorporate them in a few months but for now it's gotta run well on 1.0.
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Dec 2, 2009
Any one know about how to draw a bitmap image?...
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Sep 20, 2010
Can anybody have any idea about how to get a small bitmap image from a big bitmap which is the combination of many bitmaps. Any help will be appreciative.
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Aug 18, 2010
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)
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Oct 12, 2010
Hints to draw a spot(small filled circle) on a bitmap image.
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Jun 10, 2010
For bitmap image..this code is not working
CODE:...............
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Jun 1, 2010
I am using BitmapFactory.decodeFile to load Bitmaps of images into my application. However, the function returns null on large images (such as those from the camera). The filepath is definitely correct, I just can't figure out why it would return null. I tried supersampling, but it didn't seem to help.
Does anyone have any idea why it would do this or how I could more easily load images taken from the camera into a Bitmap?
Here's the code I am using...
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Jun 9, 2010
I have a Bitmap image (bm) and a an ImageView (iv) of 50 by 50 when i do iv.setImageBitmap(bm) ... only a portion of the entire image is seen ..How can i see the whole image in the 50 dip by 50 dip ImageView...
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Feb 9, 2010
I want display image on another bitmap image with text.please send me the code if you are having solution.
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Mar 10, 2010
How can i convert a Bitmap to Drawable.
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Jan 24, 2009
Will anybody guide me, I want to decode image bitmap picked from Picture application(on a android phone), so How should I achieve this. First thing is how to retrieve image from Picture application, after picking it, if I assign it to temp image variable, is there any method in Bitmap.Factory to decode this image into bitmap.
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Jun 4, 2009
I want to know an image's width before decode it, so that I can set Options.inSampleSize if the image is too large. Any advice to do that?
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Nov 26, 2013
I have a basic application that uses just squares and circles that appear when the screen is toched. I want to be able to save this created image, the design is build on a bitmap image, and displayed on the canvas so I want to be able to save that as an image to the mobile device.
code for saving this?
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Sep 24, 2010
I have problem with displaying bitmap image on imageview on high density screen (480x800). When the bitmap image loaded from file on sdcard, the image does not scale to fit hdpi screen. On medium density screen it works normal (320x480).code...
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Sep 10, 2013
At canvas there are many methods (canvas.rotate (35); canvas.drawBitmap (myBitmap, x, y, null); and many other things), but the method of mirror reflexion of image is absent (or I have not found it). At Bitmap too not that is not. Is it possible to reflect horizontally on canvas the image given Bitmap?
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Nov 12, 2009
For a project, I'm displaying an image with sizes 800 x 600 and I've implemented my custom scrolling (horizontal and vertical) - which is works fine. However, my problem is that it's not fast enough. If you continuously move your finger on screen for instance, scrolling is not responding fast enough. There is a lag and you need to wait (say 400-500ms) for new scrolled image to be loaded. Now below I described how I implemented scrolling and my question is that
- How can I make it faster, if possible - Is there any other better way to implement this.
My custom scrolling solution:
* I have a Main activity, SurfaceView and a thread
* In main activity, I'm using GestureDetector and override onScroll method.
* In onScroll method of activity, I'm passing values to SurfaceView's "handleScrolling" method.
* In "handleScrolling" method, I'm calculating proper values and using "newImage = Bitmap.createBitmap(myImage, starX, stopY, SCREEN_WIDTH, SCREEN_HEIGHT)"; to create a new, "scrolled" image.
* Then in thread loop, I'm drawing this "newImage" to canvas.
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Feb 21, 2010
When editing a text message i try to click inbetween letters and it is hard to pinpoint where to press. On the iphone there is a glass sphere that magnifies the area where you are trying to put the cursor Like this Any app or ROM Is there a similar app for android as its really useful?
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Mar 2, 2010
How to load an image file (on SD card) into a Bitmap on Android?
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Nov 14, 2009
I noticed that google maps does not display anything when at the highest magnification on my droid. This is true when satellite is on or off. Have any of you noticed this? I find it works like this when wifi is on or off.
I see a gray background with a few magnifying glasses instead. I thought it might be because there are no images near my house at this level, so I tried Manhattan near MSG and still did not find anything at the highest mag level.
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Mar 21, 2010
I read somewhere (and have observed) that starting threads is slow. I always assumed that AsyncTask created and reused a single thread because it required being started inside the UI thread. The following (anonymized) code is called from a ListAdapter's getView method to load images asynchronously. It works well until the user moves the list quickly, and then it becomes "janky".
final File imageFile = new File(getCacheDir().getPath() + "/img/" + p.image);
image.setVisibility(View.GONE);
view.findViewById(R.id.imageLoading).setVisibility(View.VISIBLE);
(new AsyncTask<Void, Void, Bitmap>() {
@Override
protected Bitmap doInBackground(Void... params) {
try {....
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Sep 23, 2010
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
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Apr 2, 2009
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.
CODE:...........
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.
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Aug 10, 2010
I have a bitmap that I load from the SD card by allowing the user to choose a picture to display. Once the bitmap is created, I set the Bitmap in an ImageView:
CODE:.........................
This works fine. But, if I change the screen orientation from portrait to landscape, and back again a few times, I always get an OutOfMemory exception.
In onPause, I call mBitmap.recycle(), and then on onResume, I call the above code again to create the bitmap and set the ImageView. Since I'm recycling the image each time, how can I get an OutOfMemory error?
In any case, since that failed, I found a post that said to try using onRetainNonConfigurationInstance() and getLastNonConfigurationInstance(). See post http://stackoverflow.com/questions/3250987/save-cache-when-rotate-device/3252547#3252547. I changed my code to work this way, and I still get an error. Changing the code, I had the call to getLastNonConfigurationInstance() in onCreate(), and removed all code in onPause and onResume. provide some way to simply load an image, and then be able to pause and resume the Activity without running out of memory?
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Feb 22, 2010
To any normal android Widgets based on View( Button ,TextView ...), I wanna manipulate the bitmap data before it is drawn on screen. I have tried the onDraw(Canvas canvas) method, But when the programe hit the onDraw(Canvas canvas) method, I think the bitmap has already been drawn to screen.
If there is any way that I can get the bitmap data before it's drawn to screen, so I can prevent it from being displayed , but grab the data, put it on the intent for some further use?
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May 14, 2010
I'm working on an Android application that needs to download an image and display it inside an image view. The Bitmap is passed to the main java file and added to the image view like this:
CODE:.......
This works, except that the left side of the image disappears off the screen. The ImageView is in a ScrollView and the scroll view maintains the correct size. This means that there is black space to the right in the ScrollView and the image is cut off to the left.
The XML for the ImageView is this:
CODE:.......
Any idea why my image is being cut off?
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Oct 29, 2010
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?
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Jul 23, 2010
I am trying to set a different wallpaper for every home screen, but I get OutOfMemory issues. I have 5 Bitmaps which I am trying to overlay on a wallpaper Bitmap which is 5 times the display width. Using the code below I get OOM. The problem seems to be the first line of code which creates the large wallpaper Bitmap. My question is whether there is a way to do this (i.e. some way that takes up less memory, or someway to allocate more memory?).
CODE:.......................
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Oct 28, 2010
I have a large image on the screen and I want to display a small image on that image where I touch the screen. but I do not know how to change the position of the image when I touch on the screen and the small image must display where ever I touch on screen.
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