Android :: How To Set Bitmap To ImageView In Main.xml?
May 28, 2010I have a Imageview in main.xml, how to set the bitmap the to the imageView in main.xml i can assign bitmap to the local image view in the below code...

I have a Imageview in main.xml, how to set the bitmap the to the imageView in main.xml i can assign bitmap to the local image view in the below code...
this problem has been bothering me for days and I cannot figure out why on earth it is happening. I have a method that detects for a face, if a face is detected, the method will draw a rectangle on a canvas along the face.That part works fine.The problem is, when it displays to the image_view in my xml file, it will display on the far left middle of the image view, in a box, rather than in the center with the width as fill_parent.I thought of a possible workaround : to set the bitmap as a bitmapdrawable, but canvas only draws to bitmaps, so I can get the bitmapdrawable in the middle, but with no red box around it.I commented out my testing of bitmap drawable, and left it as what I have now...it only displays to my xml in the far left of the image_view.
View 1 Replies View RelatedI'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?
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...
View 9 Replies View RelatedI was looking over this code about extending an ImageView: http://marakana.com/forums/android/examples/98.html
And i was wondering how can i add the new View to an existing xml layout file, along with some other views.
Already i did this inside my main linear layout:
CODE:..........
But the problem is that this way the onDraw method doesn't get called.
Maybe some examples where you combine CustomViews with xml layout.
I started a test project just to get this down. No changes to main.xml. I want to create a widget-sized ImageView (80x100) that contains a Bitmap converted from a TextView. Yes, that sounds very roundabout but this is just for testing; in the end I want the ImageView to have a background image and multiple TextViews. I'm not sure exactly what I'm doing wrong, but nothing is being pushed to the screen.
Is it a problem with declaring the TextView/ImageView and passing it "this" in the constructor? Is it a problem with my layoutParams? Here is the code:
package com.doaf.testproject;
import android.app.Activity;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.os.Bundle;
import android.view.View;
import android.widget.ImageView;
import android.widget.LinearLayout;
import android.widget.TextView; Code...
I'm relatively new to Android, and pretty lost with this one.
I've read a lot of previous messages on this topic but couldn't find universal agreement on the whole. I can't reproduce this in house, but a customer got an OutOfMemoryError when using an icon chooser dialog.
This dialog is much like the Grid1 example - only it's in a dialog.
The bitmap memory seems to run out after running the dialog a few times for a customer, resulting in java.lang.OutOfMemoryError: bitmap size exceeds VM budget. Should I try to call recycle on the bitmap from an ImageView when I reuse the view? Or would the ImageView do that anyway?
But even if I do that, that's only a small portion of the bitmaps because most of them are seen without scrolling. The Adapter and the GridView are both local variables and therefore shouldn't be referenced after the dialog is dismissed.
I do believe that it should be possible to use many bitmaps in an app - Google Maps does it, Picture Gallery does it. But maybe I need to learn more rules. Some say you should call bitmap.recycle, some say you shouldn't have to. Many say calling gc.collect will make it worse, etc.
I have a ImageView acting as a top banner on top of a webview. The image of this banner is created in execution time dependending on the resolution of the device. The height of the banner is always the same for each resolution. The only thing that changes is the width, which changes according to the orientation. But, since the width changes and the height doesn't, I end up having sort of 2 images with different proportion. And this is way the scale down/up won't work out for me.
Another problem is that everytime the user rotates the screen, the banner image is created again but Android seems not to update the image and thus I have a banner missing part of it.
I thought about having a real big image that will fit for both landscape and portrait orientation. But this seems not to be a good idea since Android keeps resizing the image everytime so it will fit on the space of the ImageView.
I'm running out of ideas here. Can someone suggest something?
I have an ImageView that contains a bitmap. Now the bitmap can change size within a known range. This makes the surrounding views to relocate which I want to prevent. I've tried setting margins and padding for the ImageView but without success.
View 1 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 have htc evo 4G with sprint and this is the software information
droid 2.1-update1
baseband: 2.05.00
Kernel: 2.6.29
software number: 1.47
PRL version: 60667
and i've been trying to root this so i can use other application and wifi tether however everytime i tried i always get this error " MAIN FOLDER IS OLDER , MAIN UPDATE FAIL!"
I used unrevoked - does not work then i restore to factory setting THEN i tried simpleroot get message Main Folder is older, main update fail!. I also have tried to do Restart the PHONE and press the power button and hold the volume button up (but i have upload the PC36IMG.ZIP before i reboot) THIS does not work either get same message.
IF anyone can help me with this root and PM me your PAYPAL i willing to pay $10 to give me detail instruction (step by step how to get this root)
After rooter i need to know if possible to update somehow to get my FLASH working or it have to be update to droid 2.2 (if i update to 2.2 after rooted, will it lose all my rooted previously assuming its already successfully rooted)
I have a listlayout with items in it that looks like this:
There is first an ImageView (the light) and then two textViews. All of this inside a TableLayout. (source here: http://code.google.com/p/switchctrl/source/browse/trunk/android/res/layout/device_switch.xml)
I want to have a rotating animation of a loading indicator Ontop of this light when this particular device (light) performs an action or an action is performed on it.
How do I put an animation ontop of this light imageview?
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 am having custom Listview. Every row in listview contains image and textview.
After finishing the page I want to execute a thread which will get the reference of all the rows then will extract imgeview and set resource image as lazy loading image.
I just want to know how to get every row's image view so that I can set image resource in it.
So here is my question. I am trying to use an online thumbnail. I can have looked around and have not found too much data on this. Can some provide me the simplest way to do this. Also If i implement a simpleExpandableListAdapter which is designed as a textView Adapter is there a way to force the image in?
View 4 Replies View RelatedI have a ImageView with a Picture in it. When I touch the Picture through the TouchScreen, how can i get the ColorCode (eg. 0xff0033933) from the x/y Coordinate I clicked?
Something like: onTouch.GetColorCode (from the pixel bellow my finger)
how can I implement an imageview that has touch-sensitive hotspots so that when the user touches one, a dialog or something similar appears.
View 2 Replies View RelatedI have an ListActivity that I wan't to add a logo to at the top above the list but I'm unsuccessful. This is what my layout looks like at the moment.
<?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="horizontal" android:layout_width="fill_parent" android:layout_height="fill_parent"> <ImageView android:id="@+id/logo" android:layout_width="fill_parent" android:layout_height="wrap_content" /> <ListView android:id="@android:id/list" android:layout_width="fill_parent" android:layout_height="fill_parent" android:drawSelectorOnTop="false"> </ListView> <TextView android:id="@+id/empty" android:layout_width="fill_parent" android:layout_height="fill_parent" android:text="@string/list_empty" /> </LinearLayout>
Then I add an drawable to the ImageView logo in onCreate. I've managed to show either the ListView or the ImageView but never both of them in the same LinearLayout. Is it possible to add other views together with a ListView?
Question on an oddity I am seeing.
I have an ImageView that I am using to display a splash screen for a couple of seconds:
CODE:..................
I'm using Android 1.6.
I'm wondering if there's a simple way to put text on top of an ImageView element. Specifically, I'd like to have text overlayed on top of a rectangle filled with a color gradient.
I have the following in my XML layout:
CODE:................
But the text specified in android:text doesn't show up in my view.
Any thoughts on how to overlay text on top of an image?
There might be a simpler way to do this, so I'm open to alternative suggestions but I haven't been able to find anything via the google.
How can I Zoom In/Out with ImageView.
View 2 Replies View RelatedHow do you get the alpha of an ImageView? You can setAlpha, but I can find no way to retrieve it afterwords.
View 2 Replies View RelatedI want to overlap two imageView. I tried View.offsetLeftAndRight, but it does not work.
My code is as below:
code:.....................
I'm making a little card game in order to learn the more interesting stuff of the UI and I have a question:
I want to show 5 cards on the table, for that i have made 5 imageviews in the xml:
CODE:..................
As you might notice here, i'm doing them with an overlap since the uer should be able to pick up the last card and should therefore see it, but the other 4 are just so he'll know what was thrown lastly. my problem is: in the begining the imageviews have no src, but once i give them an image source
using CODE:..............
I dont know how i can undo it - i can't set the imageResourceId to null since it is an int type so is there something like -1 or some constant value that means null? i know about visibility, i'd rather not use it here unless i really have to, since it'll require a bunch or refactoring that i prefer to avoid...
How to make an image clickable?
I mean, I tried to use onClickListener and onClick but nothing seems to work....
OnClickListener is always underlined and the error says: "The type new DialogInterface.OnClickListener(){} must implement the inherited abstract method DialogInterface.OnClickListener.onClick(DialogInterface, int)"
I want to show a graphic inside my activity. A graphic thats from the www. Just like http://www.google.de/logos/olympics10-sskating-hp.png.
Wenn, in general I would download the graphic, convert it (maybe with photoshop or something), rename it (if neccassary) and copy it to my drawable folder. Then I can use its id inside my xml layout.
Now I want this procedure dynamically.
Which is the quickest way to do so?
I dont want to use WebView for this...
I want to read image from web ex. http://www.abc.com/image1.jpg and dynamic set to imageview component.
View 1 Replies View Related