page.title=Loading Large Bitmaps Efficiently parent.title=Displaying Bitmaps Efficiently parent.link=index.html trainingnavtop=true @jd:body <div id="tb-wrapper"> <div id="tb"> <h2>This lesson teaches you to</h2> <ol> <li><a href="#read-bitmap">Read Bitmap Dimensions and Type</a></li> <li><a href="#load-bitmap">Load a Scaled Down Version into Memory</a></li> </ol> <h2>Try it out</h2> <div class="download-box"> <a href="{@docRoot}downloads/samples/DisplayingBitmaps.zip" class="button">Download the sample</a> <p class="filename">DisplayingBitmaps.zip</p> </div> </div> </div> <p>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.</p> <p>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.</p> <p>This lesson walks you through decoding large bitmaps without exceeding the per application memory limit by loading a smaller subsampled version in memory.</p> <h2 id="read-bitmap">Read Bitmap Dimensions and Type</h2> <p>The {@link android.graphics.BitmapFactory} class provides several decoding methods ({@link android.graphics.BitmapFactory#decodeByteArray(byte[],int,int,android.graphics.BitmapFactory.Options) decodeByteArray()}, {@link android.graphics.BitmapFactory#decodeFile(java.lang.String,android.graphics.BitmapFactory.Options) decodeFile()}, {@link android.graphics.BitmapFactory#decodeResource(android.content.res.Resources,int,android.graphics.BitmapFactory.Options) decodeResource()}, etc.) for creating a {@link android.graphics.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 {@code OutOfMemory} exception. Each type of decode method has additional signatures that let you specify decoding options via the {@link android.graphics.BitmapFactory.Options} class. Setting the {@link android.graphics.BitmapFactory.Options#inJustDecodeBounds} property to {@code true} while decoding avoids memory allocation, returning {@code null} for the bitmap object but setting {@link android.graphics.BitmapFactory.Options#outWidth}, {@link android.graphics.BitmapFactory.Options#outHeight} and {@link android.graphics.BitmapFactory.Options#outMimeType}. This technique allows you to read the dimensions and type of the image data prior to construction (and memory allocation) of the bitmap.</p> <pre> 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; </pre> <p>To avoid {@code 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.</p> <h2 id="load-bitmap">Load a Scaled Down Version into Memory</h2> <p>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:</p> <ul> <li>Estimated memory usage of loading the full image in memory.</li> <li>Amount of memory you are willing to commit to loading this image given any other memory requirements of your application.</li> <li>Dimensions of the target {@link android.widget.ImageView} or UI component that the image is to be loaded into.</li> <li>Screen size and density of the current device.</li> </ul> <p>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 {@link android.widget.ImageView}.</p> <p>To tell the decoder to subsample the image, loading a smaller version into memory, set {@link android.graphics.BitmapFactory.Options#inSampleSize} to {@code true} in your {@link android.graphics.BitmapFactory.Options} object. For example, an image with resolution 2048x1536 that is decoded with an {@link android.graphics.BitmapFactory.Options#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 {@link android.graphics.Bitmap.Config 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:</p> <pre> 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; } </pre> <p class="note"><strong>Note:</strong> 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 {@link android.graphics.BitmapFactory.Options#inSampleSize} documentation.</p> <p>To use this method, first decode with {@link android.graphics.BitmapFactory.Options#inJustDecodeBounds} set to {@code true}, pass the options through and then decode again using the new {@link android.graphics.BitmapFactory.Options#inSampleSize} value and {@link android.graphics.BitmapFactory.Options#inJustDecodeBounds} set to {@code false}:</p> <a name="decodeSampledBitmapFromResource"></a> <pre> 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); } </pre> <p>This method makes it easy to load a bitmap of arbitrarily large size into an {@link android.widget.ImageView} that displays a 100x100 pixel thumbnail, as shown in the following example code:</p> <pre> mImageView.setImageBitmap( decodeSampledBitmapFromResource(getResources(), R.id.myimage, 100, 100)); </pre> <p>You can follow a similar process to decode bitmaps from other sources, by substituting the appropriate {@link android.graphics.BitmapFactory#decodeByteArray(byte[],int,int,android.graphics.BitmapFactory.Options) BitmapFactory.decode*} method as needed.</p>