Android : How To Get Bitmap Uri In Droid Mobile Device Using Java?
Feb 18, 2010I am implemented this code image upload device only how can retrieve bitmap uri..
View 1 RepliesI am implemented this code image upload device only how can retrieve bitmap uri..
View 1 RepliesI 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 RelatedIf got a String and I want to convert it into a Bitmap.
View 1 Replies View RelatedI know how to read a bitmap file into a byte array. How is the byte array then converted to a Java Bitmap?
View 1 Replies View RelatedI have constructed a Bitmap object in Java. Can you please tell me how can I scale it (x, y with a different ratio) on android?
View 2 Replies View RelatedWhile I'm trying to resize a photo (originally on a sd card), grabbed using :
InputStream openInputStream = contentResolver.openInputStream (photoUri);
I got the following stack trace when calling : Bitmap bitmap = BitmapFactory.decodeStream(openInputStream);
04-26 14:57:57.213: ERROR/dalvikvm-heap(349): 6291456-byte external allocation too large for this process. 04-26 14:57:57.224: ERROR/(349): VM won't let us allocate 6291456 bytes 04-26 14:57:57.234: DEBUG/skia(349): xxxxxxxxxxxxxxxxxxxx allocPixelRef failed 04-26 14:58:58.005: WARN/dalvikvm(349): threadid=15: thread exiting with uncaught exception (group=0x4000fe68) 04-26 14:58:58.014: ERROR/AndroidRuntime(349): Uncaught handler: thread Thread-19 exiting due to uncaught exception 04-26 14:58:58.153: ERROR/AndroidRuntime(349): java.lang.OutOfMemoryError: bitmap size exceeds VM budget 04-26 14:58:58.153: ERROR/AndroidRuntime(349):at android.graphics.BitmapFactory.nativeDecodeStream(Native Method) 04-26 14:58:58.153: ERROR/AndroidRuntime(349):at android.graphics.BitmapFactory.decodeStream(BitmapFactory.java:304) 04-26 14:58:58.153: ERROR/AndroidRuntime(349):at android.graphics.BitmapFactory.decodeFile(BitmapFactory.java:149) 04-26 14:58:58.153: ERROR/AndroidRuntime(349):at android.graphics.BitmapFactory.decodeFile(BitmapFactory.java:174)
Do you know an alternative way to resize a picture ? without calling BitmapFactory ? and without getting such an exception ? Thanks in advance for your help Anthony
Do Android devices have a unique id, and if so, what is a simple way to access it via Java?
View 3 Replies View RelatedIs there any Java API for that? How can I read this information.
View 2 Replies View RelatedIn my application i want to upload the image.for that i have to get images from gallery in android device.can pl send me that code get images from android device gallery
View 1 Replies View RelatedI know about camel case rules, but I'm confused with this m rule. What does it stand for? I'm a php developer, "we" use first letters of variables as indication of type, like 'b' for boolean, 'i' for integer and so on.
Is 'm' a java thing? Does it stand for mobile? mixed?
In my application am displaying a list of names and respective pictures ? I am picking picture from gallery through Durable.getFromPath(). ? am displaying list , some i encountered with out of memory error ? please help me to sort out this error?
View 1 Replies View RelatedHo could I get Android version of a running device using java code?
View 4 Replies View RelatedI'm using ListView to display images which I provide through an ImageAdapter class. it works great on my device (and on many other devices which I tested it on), but somehow when I'm using the emulator and I'm long-pressing the up/down button - I'm getting an outOfMemory error after 10-15 seconds.
I tried clearing cache, canceling cache, etc. - nothing helped.
I know this crash is pretty rare (i couldn't reproduced it on any "real" device), but I can see on DDMS that "GC freed" are getting bigger during that long press and I can't find a way to clear them.
Part of my application allows the user to color-correct images. When i open an image for editing, i'd like to know what, more or less, the available bitmap memory is for the device that the app is running on.
For the G1, the limit is use is about 6MByte (about a full-size image that can be taken by the phone (3MPixels) with 16 bit color ==> 6MByte). If i try to open anything larger, i often get an out-of- memory exception. Limiting it to 6MByte reduces these OOM exceptions by a great deal. However, i can see future devices having more memory available because (as one of the reasons) they can take larger pics (e.g. 5MPixel or something).
Right now, my app just uses a hard-coded limit of 6*1024*1024. Is there a way to make this variable, to future-proof this by examine the device my app is running on. If so, how?
I have a huge set of xmls(2000 files each having 500 lines) to be parsed in Android for fetching the information from it. All the files will be present in the device. I had this to be done in iPhone and i accomplished it by converting all the XMLs to PLIST files. The PLIST processing in a iOS was faster than parsing a XML in iphone. Similarly for android is there any options available? or What are the best way to parse those XMLs in android as i feel the same problem we had in iphone(performance incurred in parsing) will be here also?
View 2 Replies View Relatedthis android aplication get mobile number to get the device only
View 2 Replies View RelatedI 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?
I am new the Android world. What exactly is WiFi used for on a mobile device? Does it speed up the internet? Would it help get my gmail emails faster?
View 9 Replies View RelatedI 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...
View 1 Replies View RelatedI'm trying to write a rogue-like game for my blackberry and hopefully any other phone that supports some sort of JVM.Because I use Java in my job I'm looking to write the game in another language but I cannot find a language that will work on multiple phones.
View 5 Replies View RelatedMost of the questions on SO has been too generic, comparing iPhone, Android and Blackberry all at once. I want to ask your experience between developing on Android and Blackberry. From your experience as Java programmer: Android or Blackberry? Any other noteworthy checklists to share to Java programmers that want to choose whether to develop on Android or Blackberry?
View 1 Replies View RelatedHow to get money from users phone using Java application? So I want to create simple casual game, I want to charge users if they want to pass some extra layers. I want to create an app first of all for android, it'll be opensource. Than to port in on nokia and other Java enabeld devices. Are there any tutorialsmatereals on how to do such thing? May be not on android on something else like Nokia? (BTW I want to transfer money to some banc account on PayPal visa or anething or to my own sim card at least...)
View 4 Replies View RelatedI'm making an android client for a web site. my app have to go through the website, parse HTML, post some forms, send HTTP requests etc. What library covering all this stuff you recommend me to use ?
View 2 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 am planning to design and write an application which displays all possible restaurants/malls etc around the mobile device.For this, do I send the GPS info to the server and let server do the processing and return the list of all possible restaurants/malls or let the mobile device itself process, find and list that. Please advise. I don't want the mobile device to get any slower.
View 4 Replies View RelatedAs most of you guys know, T-Mobile USA uses AWS 3g and that makes most GSM androids useless on the tmo network.
Im currently using a mytouch 3g slide, and although its nice, i feel like im missing out on the higher end devices on other networks, such as the DROID on Vz.
Im new to this android game, and comming from a blackberry, i absolutely need a hardware keyboard.
Im wondering if you guys know of any other devices with a hardware keyboard that will work on Tmobile?
My req are
1) qwerty
2) tmo 3g
3) higher res screen
4) faster processor
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 followed evilisto's guide to make honeycomb style lockscreen.I could get the framework layout working, but since I didn't know how to get java source code for my device, so I just decompiled framework2.jar and modified MultiWaveView.smali(since framework.jar doesn't have this file, I had to decompile framework2.jar), compiled and odexed it.But the radious of chevron is too big and animation speed didn't change.What should I modify to change animation speed and radious of chevron?
I changed the values to extremely high value, but it seems framework2.jar and odex doesn't work for lockscreen chevron at all..