Android :: Bitmap Or Drawable Load In Gallery?
Mar 2, 2010What is more expensive to load in a Gallery, a Bitmap or Drawable???

What is more expensive to load in a Gallery, a Bitmap or Drawable???
I am a beginner Android developer and I need to know how to Save and Load images (Bitmaps) from the Android Gallery, But I dont even know where to start! Can someone help me to know where to get started, or even look?
View 1 Replies View RelatedI'm currently looking for a way to use a black and white bitmap to mask the alpha channel of another bitmap or Drawable on Android. I'm curious as to what the best way to do this is. I certainly have a couple of ideas for how to do this, but they are not optimal.
I need to be able to apply a new mask to the image every so often (the black and white bitmap will change every few seconds).
How do I convert a Drawable into a Bitmap?
View 2 Replies View RelatedHow can i convert a Bitmap image to Drawable.
View 1 Replies View RelatedHow can i convert a Bitmap to Drawable.
View 2 Replies View RelatedThere are several custom-made graphic objects (.png files) included in the project inside res/drawable map.
All elements are normally loaded and displayed in the user interface except two icons and so far haven't figured out what causes the problem.
The code which doesn't affect the user interface as it should is...
In both cases there is only ic_volume_small displayed on the screen and the Variables window in the IDE displays the following:
R.drawable.ic_volume_small = Class not
loaded : net.client.android.R$drawable
R.drawable.ic_volume_of_small = Class
not loaded :
net.client.android.R$drawable
The method (member of IconImage class) which should change the icon image is the following code...
Does anyone know what could cause the described problem?
I need to create a object Image from import javax.microedition.lcdui.Image; using a file .png placed in drawable folder. How can i do that?
View 1 Replies View RelatedI want to load a bitmap on a GLSurfaceView.. I do it like this: Code...
But the bitmap repeats itself on the surface and is also inverted.. why is this.. How do i make it appear only once...kindly help!
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...
This works great for files.I marked the location needing refactoring to get it to work with a bitmap. I can't seem to find a compatible ContentBody for .addPart.The problem I am trying to solve is that I already have the image in an ImageView within an Activity, so rather than read it again from the SD cara, I want to pass it to this method directly.I will probably scale it while I am at it.
View 1 Replies View RelatedI have a somewhat large (i.e. not fit in most phones' memory) bitmap on disk. I want to draw only parts of it on the screen in a way that isn't scaled (i.e. inSampleSize == 1)
Is there a way to load/draw just the part I want given a Rect specifying the area without loading the entire bitmap content?
I have an app with locally stored .jpg files. I would like to be able to send the images (1 at a time, on user interaction) to the Gallery app's activity using an explicit intent.
View 3 Replies View RelatedI need to take a picture with the camera and, if depending on the picture size, rotate it before saving it into the gallery. I'm using
Intent imageCaptureIntent = new Intent(MediaStore.ACTION_IMAGE_CAPTURE);
imageCaptureIntent.putExtra(MediaStore.EXTRA_OUTPUT, uri);
startActivityForResult(imageCaptureIntent, IMAGE_CAPTURE);
To take the pic and save it to a temporary file. Then
Bitmap bmp = BitmapFactory.decodeFile(imagePath);
String str = android.provider.MediaStore.Images.Media.insertImage(cr, bmp, name, description);
To save it. This is the code i have tried to use to rotate the bitmap.............
I would like to improve the load of my activities in my Android app. Every activity is either a GridView, a List or a Gallery. My questions is : How can I load only what's displayed ? Let's say I have to display a list of 500 songs (The same with a grid of 500 pictures), and each cell includes the Thumbnail, title and lenght. How can I know which one is currently displayed? I don't know if I made myself clear, if not please jut let me know.
View 1 Replies View RelatedI am trying to simply load just the contact photo of all my contacts and display them in a gallery.widget. Do I create a query? I was trying simply just to do People.loadcontactphoto but was getting errors....Any easy way to do this?
View 1 Replies View RelatedGot the OTA like everyone else and everything works great. The ONLY thing I have realized is that my photo Gallery (the stock one) is running SOOO slow. I used to be able to flick through the photos without ever coming upon a grey square (with no pic). Now, after a strong flick, I get nothing but grey squares. They eventually load into pictures, but it takes about 3 - 4 seconds before they load. Any ideas? Could it be there are too many pics in the phone / card or is this as a result of the update?
View 1 Replies View RelatedIs there any way to force the Gallery app to load new photos? Half the time I take new pictures with the camera, I cannot view them in the Gallery for sometimes a day or two..even after a reboot.
View 10 Replies View RelatedI am running my application in the emulator using a high density skin (like WVGA800). However the ressources in my application are loaded from the drawable- mdpi folder instead of drawable-hdpi ... what else should I do so that android use the correct folder ?
View 4 Replies View RelatedI 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?
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.
I have two questions actually:
Is it better to draw an image on a bitmap or create a bitmap as resource and then draw it over a bitmap? Performance wise... which one is better?
If I want to draw something transparent over a bitmap, how would I go about doing it?
If I want to overlay one transparent bitmap over another, how would I do it?
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.
CODE:.....................
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.
View 1 Replies View RelatedI have been assigned the task to use an android tablet to run a single app in an enterprise setting. Ideally, when one switches on the tablet this app should be loaded perhaps during startup and the user need not step out of this app. The app logic itself is rather easy but I am wondering if it is at all possible to load a single app during load and not allowing the user to step out of it.
View 2 Replies View RelatedIs it possible to load a layout XML at runtime and load into activity?
In my app, I have various types of data like Person, Company, City, etc; The requirement is to dynamically load the layout, find views by tags (property names like Person.name, Person.address) and then fill in data. For example, if user has selected an object of type Company, we want to load a company.xml layout, inflate it and then associate various properties (company name, company slogan, city, address, revenue) to tagged views. One possibility I see here is - each view in the layout will be associated with property-name as tag and then appropriate data will be loaded in appropriate views.
What should be the best design you would recommend?
I'm trying to set the selection of a Gallery in code. I would like to have the Gallery smoothly roll down a few items over the duration of a second or two. At frist glance, it appears that two members would to the trick:Gallery.setAnimationDuration(int animationDurationMillis); Gallery.setSelection(int position, boolean animate); It turns out that the setAnimationDuration only seems to affect the rubber-bandy "return-to-center" effect of the Gallery. In other words, when a gallery comes to rest after a fling, and a gallery item is off center, the animationDurationMillis is used to control the duration of the Gallery centering up the item. However, the value seems to have no effect on the setSelection. No matter what value is set with setAnimationDuration, the Gallery seems to render about 2 or 3 frames when flying between items 1 and 10 for example. Is this working as designed? Does anyone know a trick or workaround that would let me properly animate setSelection? I'd be especially grateful if we could do it with an "Ease Out" effect.
View 3 Replies View RelatedAnyone know if a good gallery program to replace the 3d gallery in cm6? not being able to rotate pics is really getting annoying
View 14 Replies View RelatedHow can I turn my album gallery to look like the stock 2.1 gallery?
View 2 Replies View RelatedI have two gallery widgets in same screen. If user flings on top gallery widget I would like to replicate the same fling motion on the other gallery widget thats beneath the first one. Is there a way I can possibly achieve this.
View 2 Replies View Related