Images come in all shapes and sizes. in your 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 shocould 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. http://blog.csdn.net/sergeycao
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 aBitmap 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 anOutOfMemory exception. each type of decode method has additional signatures that let you specify decoding options via theBitmapFactory. options class. setting the inJustDecodeBounds property totrue while decoding avoids memory allocation, returning null for the bitmap object but settingoutWidth, 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 shocould be loaded into memory or if a subsampled version shoshould 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 ImageView or UI component that the image is to be loaded.
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 anImageView.
To tell the decoder to subsample the image, loading a smaller version into memory, setinSampleSize to true in your BitmapFactory. options object. for example, an image with resolution 2048x1536 that is decoded with aninSampleSize of 4 produces a bitmap of approximately 512x384. loading this into memory uses 0.75 MB rather than 12 MB for the full image (assuming a bitmap configuration ofARGB_8888 ). here's a method to calculate a sample size value 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 ){
If (width> height ){
InSampleSize = Math. round (float) height/(float) reqHeight );
} Else {
InSampleSize = Math. round (float) width/(float) reqWidth );
}
}
Return inSampleSize;
}
Note: Using powers of 2 for inSampleSize values is faster and more efficient for the decoder. however, if you plan to cache the resized versions in memory or on disk, it's usually still worth decoding to the most appropriate image dimensions to save space.
To use this method, first decode with inJustDecodeBounds set totrue, pass the options through and then decode again using the new inSampleSize value and inJustDecodeBounds set tofalse:
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 ));
You can follow a similar process to decode bitmaps from other sources, by substituting the appropriateBitmapFactory. decode * method as needed.