trying to draw too large(106,975,232 bytes) bitmap.
Loading Large Bitmaps Efficiently
Note: There are several libraries that follow best practices for loading images. You can use these libraries in your app to load images in the most optimized manner. We recommend the Glide library, which loads and displays images as quickly and smoothly as possible. Other popular image loading libraries include Picasso from Square and Fresco from Facebook. These libraries simplify most of the complex tasks associated with bitmaps and other types of images on Android.
Images come in all shapes and sizes. In many cases they are larger than required for a typical application user interface (UI). For example, the system Gallery application displays photos taken using your Android devices's camera which are typically much higher resolution than the screen density of your device.
Given that you are working with limited memory, ideally you only want to load a lower resolution version in memory. The lower resolution version should match the size of the UI component that displays it. An image with a higher resolution does not provide any visible benefit, but still takes up precious memory and incurs additional performance overhead due to additional on the fly scaling.
This lesson walks you through decoding large bitmaps without exceeding the per application memory limit by loading a smaller subsampled version in memory.
Read Bitmap Dimensions and Type
The BitmapFactory class provides several decoding methods (decodeByteArray(), decodeFile(), decodeResource(), etc.) for creating a Bitmap from various sources. Choose the most appropriate decode method based on your image data source. These methods attempt to allocate memory for the constructed bitmap and therefore can easily result in an OutOfMemory exception. Each type of decode method has additional signatures that let you specify decoding options via the BitmapFactory.Options class. Setting the inJustDecodeBounds property to true while decoding avoids memory allocation, returning null for the bitmap object but setting outWidth, outHeight and outMimeType. This technique allows you to read the dimensions and type of the image data prior to construction (and memory allocation) of the bitmap.
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeResource(getResources(), R.id.myimage, options);
int imageHeight = options.outHeight;
int imageWidth = options.outWidth;
String imageType = options.outMimeType;
To avoid java.lang.OutOfMemory exceptions, check the dimensions of a bitmap before decoding it, unless you absolutely trust the source to provide you with predictably sized image data that comfortably fits within the available memory.
Load a Scaled Down Version into Memory
Now that the image dimensions are known, they can be used to decide if the full image should be loaded into memory or if a subsampled version should be loaded instead. Here are some factors to consider:
- Estimated memory usage of loading the full image in memory.
- Amount of memory you are willing to commit to loading this image given any other memory requirements of your application.
- Dimensions of the target
ImageViewor UI component that the image is to be loaded into. - Screen size and density of the current device.
For example, it’s not worth loading a 1024x768 pixel image into memory if it will eventually be displayed in a 128x96 pixel thumbnail in an ImageView.
To tell the decoder to subsample the image, loading a smaller version into memory, set inSampleSize to true in your BitmapFactory.Options object. For example, an image with resolution 2048x1536 that is decoded with an inSampleSize of 4 produces a bitmap of approximately 512x384. Loading this into memory uses 0.75MB rather than 12MB for the full image (assuming a bitmap configuration of ARGB_8888). Here’s a method to calculate a sample size value that is a power of two based on a target width and height:
public static int calculateInSampleSize(
BitmapFactory.Options options, int reqWidth, int reqHeight) {
// Raw height and width of image
final int height = options.outHeight;
final int width = options.outWidth;
int inSampleSize = 1; if (height > reqHeight || width > reqWidth) { final int halfHeight = height / 2;
final int halfWidth = width / 2; // Calculate the largest inSampleSize value that is a power of 2 and keeps both
// height and width larger than the requested height and width.
while ((halfHeight / inSampleSize) >= reqHeight
&& (halfWidth / inSampleSize) >= reqWidth) {
inSampleSize *= 2;
}
} return inSampleSize;
}
Note: A power of two value is calculated because the decoder uses a final value by rounding down to the nearest power of two, as per the inSampleSize documentation.
To use this method, first decode with inJustDecodeBounds set to true, pass the options through and then decode again using the new inSampleSizevalue and inJustDecodeBounds set to false:
public static Bitmap decodeSampledBitmapFromResource(Resources res, int resId,
int reqWidth, int reqHeight) { // First decode with inJustDecodeBounds=true to check dimensions
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeResource(res, resId, options); // Calculate inSampleSize
options.inSampleSize = calculateInSampleSize(options, reqWidth, reqHeight); // Decode bitmap with inSampleSize set
options.inJustDecodeBounds = false;
return BitmapFactory.decodeResource(res, resId, options);
}
This method makes it easy to load a bitmap of arbitrarily large size into an ImageView that displays a 100x100 pixel thumbnail, as shown in the following example code:
mImageView.setImageBitmap(
decodeSampledBitmapFromResource(getResources(), R.id.myimage, 100, 100));
trying to draw too large(106,975,232 bytes) bitmap.的更多相关文章
- java.lang.RuntimeException: Canvas: trying to draw too large(203212800bytes) bitmap.
https://www.cnblogs.com/spring87/p/7645625.html 今天我师父发现了一个问题:在更换登录页图片后,更新版本,部分手机打开会闪退.借了一个三星手机后,查看问题 ...
- java.lang.RuntimeException: Canvas: trying to draw too large(107331840bytes) bitmap.
环境: Android 8.0.1 MIUI 真机测试闪退 gradle 4.1 compileSdkVersion 26 buildToolsVersion '26.0.2' minSdkVersi ...
- 异常:java.lang.RuntimeException: Canvas: trying to draw too large(161740800bytes) bitmap
现象 今天做一个安卓项目的时候,我使用了10张图片,这10张图片都是放在了drawable目录下. 根据这个错误,我在网上寻找解决问题的方案,然后我放在了mipmap-xxhdpi下结果可以运行. 但 ...
- imageview无法显示图片:java.lang.RuntimeException: Canvas: trying to draw too large(281520000bytes) bitmap
图片太大需要压缩. 压缩方法:http://jingyan.baidu.com/article/cdddd41c3ef41153ca00e162.html 如果特别大(几十M),可以先用在线的图片压缩 ...
- HTML5资料
1 Canvas教程 <canvas>是一个新的用于通过脚本(通常是JavaScript)绘图的HTML元素.例如,他可以用于绘图.制作图片的组合或者简单的动画(当然并不那么简单).It ...
- MQTT_DEMO
1 /* 2 Copyright (c) 2009-2012 Roger Light <roger@atchoo.org> 3 All rights reserved. 4 5 Redis ...
- Git Submodule使用完整教程
Git Submodule功能刚刚开始学习可能觉得有点怪异,所以本教程把每一步的操作的命令和结果都用代码的形式展现给大家,以便更好的理解. 1.对于公共资源各种程序员的处理方式 每个公司的系统都会有一 ...
- Java程序员必备英文单词
列表中共有769个单词,这些单词是从JDK.Spring.SpringBoot.Mybatis的源码中解析得到,按照在源码中出现的频次依次排列,页面中的单词是出现频次大于1000的.单词的音标.翻译结 ...
- Ehcache(2.9.x) - Configuration Guide, Configuring Storage Tiers
About Storage Tiers Ehcache has three storage tiers, summarized here: Memory store – Heap memory tha ...
随机推荐
- 【shell】shell编程(一)-入门
如今,不会Linux的程序员都不意思说自己是程序员,而不会shell编程就不能说自己会Linux.说起来似乎shell编程很屌啊,然而不用担心,其实shell编程真的很简单.背景 什么是shell编程 ...
- 结构字段验证--validator.v9
官网:https://godoc.org/gopkg.in/go-playground/validator.v9#hdr-Baked_In_Validators_and_Tags package va ...
- 切换横屏幕 onCreate 多次执行问题
在AndroidManifest.xml 中activity 中添加 android:configChanges="orientation|screenSize|smallestScreen ...
- php编译安装后,加扩展模块
1.进入php源码包中,找到需要安装的扩展模块目录. cd /root/php-5.6.26/ext/mbstring 2.在扩展模块目录,运行phpize程序. /usr/local/bin/php ...
- [Testing] JavaScript Mocking Fundamentals
Ensure Functions are Called Correctly with JavaScript Mocks Often when writing JavaScript tests and ...
- QVector的内存分配策略
我们都知道 STL std::vector 作为动态数组在所分配的内存被填满时.假设继续加入数据,std::vector 会另外申请一个大小当前容量两倍的区域(假设 n > size 则申请 n ...
- Linux下的ELF可执行文件的格式解析 (转)
LInux命令只是和Kernel一起被编译进操作系统的存在于FS的ELF格式二进制文件,或者权限足够的脚本,或者一个软链 ELF(Executable and Linking Format)是一种对象 ...
- Effective C++ 条款四 确定对象被使用前已被初始化
1.对于某些array不保证其内容被初始化,而vector(来自STL)却有此保证. 2.永远在使用对象前初始化.对于无任何成员的内置类型,必须手工完成. int x = 0; c ...
- C#文件的压缩和解压(ZIP)使用DotNetZip封装类操作zip文件(创建/读取/更新)实例
需要引用Ionic.Zip命名空间 DLL下载地址在这里:http://dotnetzip.codeplex.com/ 文件压缩 /// <summary> /// 压缩ZIP文件 /// ...
- 【转载】TCP粘包问题分析和解决(全)
TCP通信粘包问题分析和解决(全) 在socket网络程序中,TCP和UDP分别是面向连接和非面向连接的.因此TCP的socket编程,收发两端(客户端和服务器端)都要有成对的socket,因此,发送 ...