Android : Bitmap To Bytes - Store All Images In Server
Sep 27, 2010
Am trying to store all images in my server, then i need to show based on requirements, i am able to store and restore bitmap bytes but i cant recreate the bitmap using stored bytes , pls find my code below and suggest me a solution if i doing wrong.
Converting Bitmap to Bytes. Code...
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Aug 31, 2010
ContentResolver cr = getContentResolver(); Uri pic = Uri.parse("content://media/external/images/media/3");
Bitmap bm = Media.getBitmap(cr,pic); The above code is written in onCreate method of my Activity class. It throws the following error:
08-30 12:27:22.352: WARN/System.err(245): java.io.FileNotFoundException: No content provider: [content://media/external/images/media/3]
What could be wrong? The file in question is there because I launched Intent(Intent.ACTION_PICK, android.provider.MediaStore.Images.Media.INTERNAL_CONTENT_URI) in another method and got back the Uri of the picked image from the returned intent.
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Apr 3, 2009
Just starting a little game project and have a super basic question. what's the best way to store animation images for a game? I looked at the alien bloodbath code and they store multiple frames in a single png file. Is that the preferred way or is there easier/better way to do it? MP4?
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Jul 24, 2010
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?
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Jul 22, 2010
I'm developing an image editor for Android. When I do some operations with small pictures (600x600 - 1024x768), the program work well. But when I do some operations with big pictures, I always obtain an OutOfMemory Error. I read read many post trying to have the image in memory. Also I looked at the Android's Gallery, trying to simulate the effect of loading the image with lower quality and get the complete quality after a while. But I doesn't get to work with large images.
I thought of using the parameter inSampleSize but I raised the problem of having to perform operations on the image and save it with the original size, so it no longer serves me. The only thing I've done is use the parameter inJustDecodeBounds and display an error to the user if the image exceeds the available memory.
Is there any possibility of working with large images with no memory problems? I need urgent help.
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Jul 8, 2010
i have a camera Activity after which i take a picture and saving it to gallery and uploading to the server My upload code is not working, i need help on this? // image capture
Intent intent = new Intent("android.media.action.IMAGE_CAPTURE");
startActivityForResult(intent, 0);
//image Saving
if (requestCode == 0 && resultCode == RESULT_OK)
{ Bundle extras = data.getExtras();
Bitmap b = (Bitmap) extras.get("data");
ImageView mImg;
mImg = (ImageView) findViewById(R.id.head);
mImg.setImageBitmap(b);
// save image to gallery
Shot = "HeadShot"; //Long.toString(System.currentTimeMillis());
MediaStore.Images.Media.insertImage(getContentResolver(), b, Shot, NAME);
//Upload to the server public void Upload(String url, HttpEntity imgdata) throws Exception, Exception {
DefaultHttpClient client = new DefaultHttpClient();
HttpPost post = new HttpPost(url);
post.setHeader("Content-Type", "bitmap; charset=utf-8");
post.setURI(new URI(url));
post.setEntity(imgdata);
HttpUriRequest request = post;
HttpResponse response = client.execute(request);
HttpEntity entity = response.getEntity();
return entity.getContent();
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May 5, 2010
I'm just looking for some insight into what would be the best way for me to store images as part of my app.
I have an activity that represents a 'Job' which has a couple of edittext's and underneath was planning on using the Gallery component to show images relevant to this job.
The job data is stored in a database (on the sdcard) so was also thinking of creating a table to store 'JobImages' and having each image stored as a byte array.
But I'm not sure if it would be better to store the images directly on sdcard under a folder structure specific to my application and the job. E.g. using the job ID number as a folder name.
Depending on which method I use will greatly determine the code that goes into an 'adapter' that allows me to bind to the gallery component so before I begin I was wondering if anyone has had the same design problem and what option they chose.
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Aug 3, 2010
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1. Store images directly. Concern here is every time it has to hit directory to get image which takes some time.
2. Store all images in single xml. Concern here is XML will be too big and takes time to parse.
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Aug 3, 2010
I'm trying to upload a image file. Might be .jpg or .png to my server. I found some confusing tutorials which people are doing it in different ways. Is there any simple or at least clear tutorial for this?
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May 5, 2010
I'm just looking for some insight into what would be the best way for me to store images as part of my app. I have an activity that represents a 'Job' which has a couple of edittext's and underneath was planning on using the Gallery component to show images relevant to this job. The job data is stored in a database (on the sdcard) so was also thinking of creating a table to store 'JobImages' and having each image stored as a byte array.
But I'm not sure if it would be better to store the images directly on sdcard under a folder structure specific to my application and the job. E.g. using the job ID number as a folder name. Depending on which method I use will greatly determine the code that goes into an 'adapter' that allows me to bind to the gallery component so before I begin I was wondering if anyone has had the same design problem and what option they chose.
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Jun 19, 2010
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Jul 21, 2010
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Mar 30, 2010
I need to upload an image to a remote PHP server which expects the following parameters in HTTPPOST:
*$_POST['title']*
*$_POST['caption']*
*$_FILES['fileatt']*
Most of the Internet searches suggested either :
Download the following classes and trying MultiPartEntity to send the request:
apache-mime4j-0.5.jar
httpclient-4.0-beta2.jar
httpcore-4.0-beta3.jar
httpmime-4.0-beta2.jar
OR
Use URLconnection and handle multipart data myself.
Btw, I am keen on using HttpClient class rather than java.net(or is it android.net) classes. Eventually, I downloaded the Multipart classes from the Android source code and used them in my project instead.
Though this can be done by any of the above mentioned methods, I'd like to make sure if these are the only ways to achieve the said objective. I skimmed through the documentation and found a FileEntity class but I could not get it to work.
What is the correct way to get this done in an Android application?
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Aug 26, 2010
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My Current Trying Code is...
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Sep 20, 2010
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Mar 3, 2013
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Aug 9, 2010
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Sep 18, 2010
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Apr 24, 2009
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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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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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