1page.title=Loading Large Bitmaps Efficiently 2parent.title=Displaying Bitmaps Efficiently 3parent.link=index.html 4 5trainingnavtop=true 6 7@jd:body 8 9<div id="tb-wrapper"> 10<div id="tb"> 11 12<h2>This lesson teaches you to</h2> 13<ol> 14 <li><a href="#read-bitmap">Read Bitmap Dimensions and Type</a></li> 15 <li><a href="#load-bitmap">Load a Scaled Down Version into Memory</a></li> 16</ol> 17 18<h2>Try it out</h2> 19 20<div class="download-box"> 21 <a href="{@docRoot}downloads/samples/DisplayingBitmaps.zip" class="button">Download the sample</a> 22 <p class="filename">DisplayingBitmaps.zip</p> 23</div> 24 25</div> 26</div> 27 28<p>Images come in all shapes and sizes. In many cases they are larger than required for a typical 29application user interface (UI). For example, the system Gallery application displays photos taken 30using your Android devices's camera which are typically much higher resolution than the screen 31density of your device.</p> 32 33<p>Given that you are working with limited memory, ideally you only want to load a lower resolution 34version in memory. The lower resolution version should match the size of the UI component that 35displays it. An image with a higher resolution does not provide any visible benefit, but still takes 36up precious memory and incurs additional performance overhead due to additional on the fly 37scaling.</p> 38 39<p>This lesson walks you through decoding large bitmaps without exceeding the per application 40memory limit by loading a smaller subsampled version in memory.</p> 41 42<h2 id="read-bitmap">Read Bitmap Dimensions and Type</h2> 43 44<p>The {@link android.graphics.BitmapFactory} class provides several decoding methods ({@link 45android.graphics.BitmapFactory#decodeByteArray(byte[],int,int,android.graphics.BitmapFactory.Options) 46decodeByteArray()}, {@link 47android.graphics.BitmapFactory#decodeFile(java.lang.String,android.graphics.BitmapFactory.Options) 48decodeFile()}, {@link 49android.graphics.BitmapFactory#decodeResource(android.content.res.Resources,int,android.graphics.BitmapFactory.Options) 50decodeResource()}, etc.) for creating a {@link android.graphics.Bitmap} from various sources. Choose 51the most appropriate decode method based on your image data source. These methods attempt to 52allocate memory for the constructed bitmap and therefore can easily result in an {@code OutOfMemory} 53exception. Each type of decode method has additional signatures that let you specify decoding 54options via the {@link android.graphics.BitmapFactory.Options} class. Setting the {@link 55android.graphics.BitmapFactory.Options#inJustDecodeBounds} property to {@code true} while decoding 56avoids memory allocation, returning {@code null} for the bitmap object but setting {@link 57android.graphics.BitmapFactory.Options#outWidth}, {@link 58android.graphics.BitmapFactory.Options#outHeight} and {@link 59android.graphics.BitmapFactory.Options#outMimeType}. This technique allows you to read the 60dimensions and type of the image data prior to construction (and memory allocation) of the 61bitmap.</p> 62 63<pre> 64BitmapFactory.Options options = new BitmapFactory.Options(); 65options.inJustDecodeBounds = true; 66BitmapFactory.decodeResource(getResources(), R.id.myimage, options); 67int imageHeight = options.outHeight; 68int imageWidth = options.outWidth; 69String imageType = options.outMimeType; 70</pre> 71 72<p>To avoid {@code java.lang.OutOfMemory} exceptions, check the dimensions of a bitmap before 73decoding it, unless you absolutely trust the source to provide you with predictably sized image data 74that comfortably fits within the available memory.</p> 75 76<h2 id="load-bitmap">Load a Scaled Down Version into Memory</h2> 77 78<p>Now that the image dimensions are known, they can be used to decide if the full image should be 79loaded into memory or if a subsampled version should be loaded instead. Here are some factors to 80consider:</p> 81 82<ul> 83 <li>Estimated memory usage of loading the full image in memory.</li> 84 <li>Amount of memory you are willing to commit to loading this image given any other memory 85 requirements of your application.</li> 86 <li>Dimensions of the target {@link android.widget.ImageView} or UI component that the image 87 is to be loaded into.</li> 88 <li>Screen size and density of the current device.</li> 89</ul> 90 91<p>For example, it’s not worth loading a 1024x768 pixel image into memory if it will eventually be 92displayed in a 128x96 pixel thumbnail in an {@link android.widget.ImageView}.</p> 93 94<p>To tell the decoder to subsample the image, loading a smaller version into memory, set {@link 95android.graphics.BitmapFactory.Options#inSampleSize} to {@code true} in your {@link 96android.graphics.BitmapFactory.Options} object. For example, an image with resolution 2048x1536 that 97is decoded with an {@link android.graphics.BitmapFactory.Options#inSampleSize} of 4 produces a 98bitmap of approximately 512x384. Loading this into memory uses 0.75MB rather than 12MB for the full 99image (assuming a bitmap configuration of {@link android.graphics.Bitmap.Config ARGB_8888}). Here’s 100a method to calculate a sample size value that is a power of two based on a target width and 101height:</p> 102 103<pre> 104public static int calculateInSampleSize( 105 BitmapFactory.Options options, int reqWidth, int reqHeight) { 106 // Raw height and width of image 107 final int height = options.outHeight; 108 final int width = options.outWidth; 109 int inSampleSize = 1; 110 111 if (height > reqHeight || width > reqWidth) { 112 113 final int halfHeight = height / 2; 114 final int halfWidth = width / 2; 115 116 // Calculate the largest inSampleSize value that is a power of 2 and keeps both 117 // height and width larger than the requested height and width. 118 while ((halfHeight / inSampleSize) > reqHeight 119 && (halfWidth / inSampleSize) > reqWidth) { 120 inSampleSize *= 2; 121 } 122 } 123 124 return inSampleSize; 125} 126</pre> 127 128<p class="note"><strong>Note:</strong> A power of two value is calculated because the decoder uses 129a final value by rounding down to the nearest power of two, as per the {@link 130android.graphics.BitmapFactory.Options#inSampleSize} documentation.</p> 131 132<p>To use this method, first decode with {@link 133android.graphics.BitmapFactory.Options#inJustDecodeBounds} set to {@code true}, pass the options 134through and then decode again using the new {@link 135android.graphics.BitmapFactory.Options#inSampleSize} value and {@link 136android.graphics.BitmapFactory.Options#inJustDecodeBounds} set to {@code false}:</p> 137 138<a name="decodeSampledBitmapFromResource"></a> 139<pre> 140public static Bitmap decodeSampledBitmapFromResource(Resources res, int resId, 141 int reqWidth, int reqHeight) { 142 143 // First decode with inJustDecodeBounds=true to check dimensions 144 final BitmapFactory.Options options = new BitmapFactory.Options(); 145 options.inJustDecodeBounds = true; 146 BitmapFactory.decodeResource(res, resId, options); 147 148 // Calculate inSampleSize 149 options.inSampleSize = calculateInSampleSize(options, reqWidth, reqHeight); 150 151 // Decode bitmap with inSampleSize set 152 options.inJustDecodeBounds = false; 153 return BitmapFactory.decodeResource(res, resId, options); 154} 155</pre> 156 157<p>This method makes it easy to load a bitmap of arbitrarily large size into an {@link 158android.widget.ImageView} that displays a 100x100 pixel thumbnail, as shown in the following example 159code:</p> 160 161<pre> 162mImageView.setImageBitmap( 163 decodeSampledBitmapFromResource(getResources(), R.id.myimage, 100, 100)); 164</pre> 165 166<p>You can follow a similar process to decode bitmaps from other sources, by substituting the 167appropriate {@link 168android.graphics.BitmapFactory#decodeByteArray(byte[],int,int,android.graphics.BitmapFactory.Options) 169BitmapFactory.decode*} method as needed.</p> 170