Android :: Load Image From Drawable?
Mar 16, 2010I 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 RepliesI 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 RepliesI use http://stackoverflow.com/questions/541966/android-how-do-i-do-a-lazy-load-of-images-in-listview/3068012#3068012 to load images in a ListView and a GridView. It works but the images are loaded form bpttom to top. How to fix that?
Bonus Question: Can I use a loading animation in a image view while the real image is loaded? Right now it's just a default image.
There 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?
What is more expensive to load in a Gallery, a Bitmap or Drawable???
View 1 Replies View RelatedIs there a way to load an image file into an ImageView object, and then define a transparent color for this object?
View 1 Replies View RelatedI have the following drawable which draw a rectangle. Can you please tell me how can I add a 9patch image as the background of this drawable? code...
View 1 Replies View Relatedi am implementing puzzle game application in this application create one button in click the button display original image of the puzzle .original image display in dialog box then click ok return in to actual page how can implemented.
View 2 Replies View RelatedOn a layout I want to scale the background image (keeping its aspect ratio) to the space allocated when the page gets created. I am using layout.setBackgroundDrawable() and am using a BitmapDrawable to setGravity for clipping and filling, but don't see any option for scaling.
View 2 Replies View RelatedOn a layout I want to scale the background image (keeping it's aspect ratio) to the space allocated when the page gets created. Anyone have any idea how to do this?
I am using layout.setBackgroundDrawable() and am using a BitmapDrawable to setGravity for clipping and filling, but don't see any option for scaling.
A number of images are "built in" to my app. They are stored in the drawable folder. I'd like to give the option of sending one of these images via mms (or even email) to someone in the user's address book. All the examples I've seen are sending images that are stored somewhere other then the default Eclipse drawable folders.
View 1 Replies View RelatedI have a picture in res/drawable directory: res/drawable/picture.jpeg.
Can I dynamically update this picture.jpeg from code? i.e. I want to use another picture to replace this picture in the drawable directory dynamically. If I can, what path should I use to access the picture? Should I use "res/drawable/picture.jpeg"?
I have an app that I started in 1.6. It used images that were specific to portrait and landscape layouts. I put these in the corresponding drawable folders, for example:
drawable/image01,png
drawable-land/image01.png
when I created a new project with 2.0 it gave me the following folders. drawable drawable-hdpi drawable-mdpi drawable-lpdi. when I look at the documentation around these folders it all seems very straight forward. I assumed that you were able to create the following folders. drawable-hdpi-land drawable-mdpi-land drawable-lpdi-land
and everything would work as before. The image directory would swap automagically pulling the appropriately laid out image depending on your screen orientation. Unfortunately it does not. The SDK seems to get confused, and if I clean the project, the folders come up as poorly named.
I want to show image from drawable folder using path (res/drawable/icon.png). I do not want to use R.drawable.icon. Please anybody know how to view the image using res/drawable/icon.png.
View 6 Replies View RelatedI am trying to create a drawable in code and change the color based on some criteria. When I try and set the Drawable as the background of the ImageView it displays but won't let me set any padding. I realized I need to set the ImageView image via the setImageDrawable() function in order to be able to set the padding. The problem I am running into is that when I set it via the setImageDrawable() function nothing is displayed.
Here is what I have written:
<?xml version="1.0" encoding="utf-8"?>
ImageView icon = (ImageView) row.findViewById(R.id.icon);
ShapeDrawable mDrawable; int x = 0; int y = 0;
int width = 50; int height = 50;
float[] outerR = new float[] { 12, 12, 12, 12, 12, 12, 12, 12 };
mDrawable = new ShapeDrawable(new RoundRectShape(outerR, null, null));
mDrawable.setBounds(x, y+height, x + width, y);
switch(position){ case 0: mDrawable.getPaint().setColor(0xffff0000); //Red break;
case 1: mDrawable.getPaint().setColor(0xffff0000); //Red break;
case 2: mDrawable.getPaint().setColor(0xff00c000); //Green break;
case 3: mDrawable.getPaint().setColor(0xff00c000); //Green break;
case 4: mDrawable.getPaint().setColor(0xff0000ff); //Blue break;
case 5: mDrawable.getPaint().setColor(0xff0000ff); //Blue break;
case 6: mDrawable.getPaint().setColor(0xff696969); //Gray break;
case 7: mDrawable.getPaint().setColor(0xff696969); //Gray break;
case 8: mDrawable.getPaint().setColor(0xffffff00); //Yellow break;
case 9: mDrawable.getPaint().setColor(0xff8b4513); //Brown break;
case 10: mDrawable.getPaint().setColor(0xff8b4513); //Brown break;
case 11: mDrawable.getPaint().setColor(0xff8b4513); //Brown break;
case 12: mDrawable.getPaint().setColor(0xffa020f0); //Purple break;
case 13: mDrawable.getPaint().setColor(0xffff0000); //Red break;
case 14: mDrawable.getPaint().setColor(0xffffd700); //Gold break;
case 15: mDrawable.getPaint().setColor(0xffff6600); //Orange break;
} icon.setImageDrawable(mDrawable); icon.setPadding(5, 5, 5, 5);
This results in a space for the ImageView but no image.
I have to make a dedicated image viewer app for Android 2.x.
There are too many jpeg image files: about 2000~ jpegs, over 100MB.
I want access the image files with their file names,
but I couldn't find such an example.
By the way, is it okay to put many image files in /res/drawable folder?
I heard that the android application cannot be installed on sdcard and
the program repository is very small so 100MB app cannot be installed generally.
I found some examples which download the large data files on sdcard online,
but I cannot run a web server to host the data files,
and I must upload the fully packaged program on Android Market. (Should I build one apk file?)
What are the best practices for managing too many resource images (or something) in Android?
How can i convert a Bitmap to Drawable.
View 2 Replies View RelatedI read about in the google documents that the 3 folders corresponds to different screen types and that android would select the image from different folders automatically according to the screen type. I read that WVGA will load from drawable-hdpi and HVGA will load from drawable-mdpi. When I tested with 2 emulators both running 2.1, each with HVGA and WVGA. It turns out that they are both reading the image in mdpi. If I deleted the image in mdpi then they read from hdpi. Can someone answer why emulator with WVGA is reading from drawable- mdpi?
View 4 Replies View RelatedHow we can store image files(*.png) to the folder R.drawable at runtime?
View 2 Replies View RelatedIm making an app in which the user selects an image and then gets redirected to a new screen in which the drawable name is displayed.
This is the code triggered when the user click an image:
Code:
public void onItemClick(AdapterView<?> parent, View v, int position, long id) {
Intent tabsIntent = new Intent();
tabsIntent.setClassName("com.budisha.app", "com.budisha.app.TabClassActivity");
tabsIntent.putExtra("pic_name", position); //sends picture position
startActivity(tabsIntent);
}
This sends the new activity the drawable position. But i need to get the drawable name.
If I want to get an image from drawable folder I do this:
getResources().getDrawable(R.drawable.myimage)
But if I want to get an image in a folder like this:
drawable/pngs/myimage.png
How I can get that image?
I have an image on a private file.
I read the file, create the drawable, and assign it to an ImageView.
The ImageView has WRAP_CONTENT so the size is automatic.
On 320x480 screens, the image looks good
But on screens with more resolution and high density 480x800 or 480x854 (N1, droid) , when the image is for example 150x150, I see the image as 100x100.
Of course it has something to do with the density but not sure how should I resolve this.
This is my code...
if I then inspect the size of the icon, android thinks the size is 100x100, when really is 150x150.
Looks like its reducing the image by the density.
Can anybody explain this and how to avoid this.
I need to know how he takes drawable object. I'm collecting some ImageView objects in array, they have background images that are rather big in resolution so they take lot of memory...
I have read somewhere that it will automatically create image with resolution that my imageView have, so i think it will take less memory than first one. Please tell me, if i set scaleType property, will it scale that image? Will that help me to save memory?
I have a custom drawable, where I draw a base bitmap image, then part of an image over the top of that that is clipped to a certain rectangle. For the overlayed image, I am trying to blur the edges, and I thought I could accomplish that using a BlurMaskFilter, however, I'm not seeing any blurring occurring.
Here is the content of the draw method from my Drawable class.The result is almost correct, except the overlay image is not being blurred.
m_paint = new Paint();
m_blurPaint = new Paint();
m_blurPaint.SetMaskFilter(new BlurMaskFilter(blurRadius, BlurMaskFilter.Blur.Outer));
[code]...
This code is written in C# using Xamarin, so I realize that some things are slightly different, but the overall methods will be the same.
I'd like to delete a image from the drawable folder in the decompiled apk, is there a easy way to remove all references to the image so I'll be able to recompile it with apktool without error?
View 1 Replies View RelatedHow can we HTML.from HTML to load image from web and set into imageview ?
View 1 Replies View RelatedHere is the code that I have been using, first it will display the image cached on the android app and then lazy load the other image from the web but from the debugger, it does not look like it fully works. Code...
View 2 Replies View RelatedI was thinking, maybee the best way of loading pictures that I have on the server, using for my site would be to get the url for the picture..
How can I load picture from a url to ImageView?
How to load an image in ANDROID?
View 1 Replies View RelatedI want to make a simple image viewing program, that just takes the images from a certain folder, and loads them from it.
View 2 Replies View RelatedI realise the correct way to load an image is from res/drawable but imagine that was not a possibility. If you had to load an image from an attached jar file, how would one achieve it?
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