i've really searched through over the entire web before posting. My problem is that i cannot resize bitmap without losing the quality of the image (the quality is really bad and pixelated).
I take the bitmap from camera and then i have to downscale it, so i can upload it to the server much faster.
This is the function that does the sampling
public Bitmap resizeBitmap(Bitmap bitmap){
Canvas canvas = new Canvas();
Bitmap resizedBitmap = null;
if (bitmap !=null) {
int h = bitmap.getHeight();
int w = bitmap.getWidth();
int newWidth=0;
int newHeight=0;
if(h>w){
newWidth = 600;
newHeight = 800;
}
if(w>h){
newWidth = 800;
newHeight = 600;
}
float scaleWidth = ((float) newWidth) / w;
float scaleHeight = ((float) newHeight) / h;
Matrix matrix = new Matrix();
// resize the bit map
matrix.preScale(scaleWidth, scaleHeight);
resizedBitmap = Bitmap.createBitmap(bitmap, 0, 0, w, h, matrix, true);
Paint paint = new Paint();
paint.setAntiAlias(true);
paint.setFilterBitmap(true);
paint.setDither(true);
canvas.drawBitmap(resizedBitmap, matrix, paint);
}
return resizedBitmap;
and this is how i get the image from activity result
protected void onActivityResult(int requestCode, int resultCode,
Intent data) {
if(resultCode != RESULT_CANCELED){
if (requestCode == 0) {
if (resultCode == RESULT_OK) {
getContentResolver().notifyChange(mImageUri, null);
ContentResolver cr = this.getContentResolver();
try
{
b = android.provider.MediaStore.Images.Media.getBitmap(cr, mImageUri);
Log.d("foto", Integer.toString(b.getWidth()));
Log.d("foto", Integer.toString(b.getHeight()));
addPhoto.setImageBitmap(b);
}
catch (Exception e)
{
Toast.makeText(this, "Failed to load", Toast.LENGTH_SHORT).show();
Log.d("TAG", "Failed to load", e);
}
}
}
I'm starting to think that the best way to get a small picture size is to set the camera resolution. Anyone else can help?
Good downscaling algorithm (not nearest neighbor like) consists of just 2 steps (plus calculation of the exact Rect for input/output images crop):
downscale using BitmapFactory.Options::inSampleSize->BitmapFactory.decodeResource() as close as possible to the resolution that you need but not less than it
get to the exact resolution by downscaling a little bit using Canvas::drawBitmap()
Here is detailed explanation how SonyMobile resolved this task: http://developer.sonymobile.com/2011/06/27/how-to-scale-images-for-your-android-application/
Here is the source code of SonyMobile scale utils: http://developer.sonymobile.com/downloads/code-example-module/image-scaling-code-example-for-android/
Try below mentioned code for resizing bitmap.
public Bitmap get_Resized_Bitmap(Bitmap bmp, int newHeight, int newWidth) {
int width = bmp.getWidth();
int height = bmp.getHeight();
float scaleWidth = ((float) newWidth) / width;
float scaleHeight = ((float) newHeight) / height;
// CREATE A MATRIX FOR THE MANIPULATION
Matrix matrix = new Matrix();
// RESIZE THE BIT MAP
matrix.postScale(scaleWidth, scaleHeight);
// "RECREATE" THE NEW BITMAP
Bitmap newBitmap = Bitmap.createBitmap(bmp, 0, 0, width, height, matrix, false);
return newBitmap ;
}
I used this code to downsize my bitmap, and its quality, well.. , was acceptable.
Hope this helps.
Try Bitmap.createScaledBitmap.
It also has an option to filter the source.
the best rescaling method I have come across
the method uses createScaledBitmap whereby the height and width are calculated based on the bitmap height and width and a scale ratio hence quality is not lost
public Bitmap resize(Bitmap imaged, int maxWidth, int maxHeight) {
Bitmap image = imaged;
if (maxHeight > 0 && maxWidth > 0) {
int width = image.getWidth();
int height = image.getHeight();
float ratioBitmap = (float) width / (float) height;
float ratioMax = (float) maxWidth / (float) maxHeight;
int finalWidth = maxWidth;
int finalHeight = maxHeight;
if (ratioMax > 1) {
finalWidth = Math.round(((float) maxHeight * ratioBitmap));
} else {
finalHeight = Math.round(((float) maxWidth / ratioBitmap));
}
return image = Bitmap.createScaledBitmap(image, finalWidth, finalHeight, false);
}
return image;
}
how to use:
Bitmap resizedBitmap = resize(scrBitMap,640,640);
Related
Please re-read my question before a vote, I want to add an icon or png image to a screenshot image immediately after taking
I don't know is it a good approach or not, but I tried this
private static Bitmap addWaterMark(Bitmap src, Context context, String waterMarkImage) {
int w = src.getWidth();
int h = src.getHeight();
Bitmap result = Bitmap.createBitmap(w, h, src.getConfig());
Canvas canvas = new Canvas(result);
canvas.drawBitmap(src, 0, 0, null);
WindowManager wm = (WindowManager) context.getSystemService(Context.WINDOW_SERVICE);
Display display = wm.getDefaultDisplay();
DisplayMetrics metrics = new DisplayMetrics();
display.getMetrics(metrics);
int width = metrics.widthPixels;
int height = metrics.heightPixels;
Log.d(TAG, "Width X Height " + width + " X " + height);
Point point = new Point();
display.getSize(point);
int maxX = point.x;
int maxY = point.y;
point.set(maxX, maxY);
int maxWidth = (70 * width) / 100;
int maxHeight = (80 * height) / 100;
Log.d(TAG, "maxWidth X maxHeight " + maxWidth + " X " + maxHeight);
Bitmap waterMark = null;
if (waterMarkImage != null) {
byte[] decodedByte = Base64.decode(waterMarkImage, 0);
waterMark = BitmapFactory.decodeByteArray(decodedByte, 0, decodedByte.length);
waterMark = Bitmap.createScaledBitmap(waterMark, 250, 250, true);
} else {
waterMark = BitmapFactory.decodeResource(context.getResources(), R.drawable.sharelogo1);
}
canvas.drawBitmap(waterMark, maxWidth, maxHeight, null);
return result;
}
and it's working fine but watermark image size and position is not working as I want (not supporting all screen sizes or resolutions)
In your code snippet change
waterMark = Bitmap.createScaledBitmap(waterMark, 250, 250, true);
by
waterMark = Bitmap.createScaledBitmap(waterMark, getpixels(250), getpixels(250), true);
And add below method in to convert dp to pixel
private float getpixels(float dipValue) {
return TypedValue.applyDimension(TypedValue.COMPLEX_UNIT_DIP, dipValue, Resources.getSystem().getDisplayMetrics());
}
I am trying to get a big size image programmatically , but app is crashing.
Here is what I'm doing:
public static Bitmap getImageFromResult(Context context, int resultCode, Intent imageReturnedIntent) {
Bitmap bitmap = null;
File imageFile = getTempFile(context);
if (resultCode == Activity.RESULT_OK) {
Uri selectedImage;
boolean isCamera = (imageReturnedIntent == null || imageReturnedIntent.getData() == null || imageReturnedIntent.getData().toString().contains(imageFile.toString()));
if (isCamera) {
// From Camera
selectedImage = Uri.fromFile(imageFile);
} else {
// From Storage
selectedImage = imageReturnedIntent.getData();
}
//bitmap = getResizedImage(context, selectedImage);
bitmap = getResizedImage(context, selectedImage);
}
return bitmap;
}
And the resizemethod` :
//*********** Resize to avoid using too much Memory loading Big Images (2560*1920) ********//
private static Bitmap getResizedImage(Context context, Uri selectedImage) {
Bitmap resizedBitmap = null;
int[] sampleSizes = new int[]{8,7,6,5, 4, 3, 2, 1};
int i = 0;
do {
resizedBitmap = decodeBitmap(context, selectedImage, sampleSizes[i]);
i++;
} while (resizedBitmap.getWidth() < minWidthQuality && i < sampleSizes.length);
return resizedBitmap;
}
Try this - you can resize the Bitmap to another height/width
public static Bitmap getResizedBitmap(Bitmap bm, float newHeight, float newWidth) {
float width = bm.getWidth();
float height = bm.getHeight();
float scaleWidth = (newWidth) / width;
float scaleHeight = (newHeight) / height;
Matrix matrix = new Matrix();
matrix.postScale(scaleWidth, scaleHeight);
return Bitmap.createBitmap(bm, 0, 0, (int) width, (int) height, matrix, false);
}
Then just make your new Bitmap
Bitmap bitmap = BitmapFactory.decodeFile(pathname);
Bitmap newBitmap = getResizedBitmap(bitmap,400,320);
If you are getting image live from internet then obviously you need to first download the image but it will take time according to internet speed or you want to load image from memory then you can apply this stack over answer
method here to get decrease the image quality
Hi everyone and beforehand thanks, I hope are well write because I am doing a simple application that should unite more than two bitmaps in only one, the problem is in which position bitmaps and size Side wrong, and the truth will not find the back for logic given to me that 's fine, in fact it is a Tengo Que code already in c # and PASE java obviously is different sin but have the same principle .
I wonder if you have the way to make the position and size of these images out as this saying in the code,
Sorry for my bad English
CODIGO JAVA
Paint mPaint;
Bitmap image1=BitmapUtils.decodeBase64(Lie.GeFondo().GetImagen());
Bitmap image2=BitmapUtils.decodeBase64(Utilidades.getImagenTomadabase64());
Bitmap image3=BitmapUtils.decodeBase64(Lie.GetBanner().GetImagen());
Bitmap result = Bitmap.createBitmap(image1.getWidth(), image1.getHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(result);
Rect srcRect = new Rect(0, 0, image1.getWidth(), image1.getHeight());
Rect dstRect = new Rect(srcRect);
Rect srcRect1 = new Rect( Foto.GetPosicionDeItems().Getx(),Foto.GetPosicionDeItems().Gety(),Foto.GetTamano().GetWidth(), Foto.GetTamano().GeHeight());
Rect srcRect3 = new Rect( Lie.GetBanner().GetPosicionDeItems().Getx(), Lie.GetBanner().GetPosicionDeItems().Gety() ,Lie.GetBanner().GetTamano().GetWidth(), Lie.GetBanner().GetTamano().GeHeight());
Rect srcRect2 = new Rect(0,0,image2.getWidth(), image2.getHeight());
Rect srcRect4 = new Rect(0,0,image3.getWidth(), image3.getHeight());
dstRect.offset(0, 0);
canvas.drawBitmap(image1, srcRect, dstRect, null);
dstRect.offset(image1.getWidth(), 0);
srcRect1.offset(0, 0);
canvas.drawBitmap(image2,srcRect2 ,srcRect1 , null);
srcRect1.offset(image2.getWidth(), 0);
srcRect3.offset(0, 0);
canvas.drawBitmap(image3,srcRect4 ,srcRect3 , null);
srcRect3.offset(image3.getWidth(), 0);
myImage = (ImageView) findViewById(R.id.imageView);
myImage.setImageBitmap(result);
in Java
see java picture http://i58.tinypic.com/1zywm5u.jpg
C# Code
Ignore the foreach.
System.Drawing.Bitmap Bac = (System.Drawing.Bitmap)Lienzo.Fondo.Imagen;
System.Drawing.Graphics r = System.Drawing.Graphics.FromImage(Bac);
if (Lienzo.Fotos != null)
{
if (Lienzo.Fotos.Count > 0)
{
int i = 0;
foreach (RADMLIB.Items item in Lienzo.Fotos)
{
System.Drawing.Bitmap img = (System.Drawing.Bitmap)Lista[i];
r.DrawImage(img, item.PosicionDeItems.X, item.PosicionDeItems.Y, item.Tamano.Width, item.Tamano.Height);
i++;
}
}
}
if (Lienzo.Banner != null)
{
r.DrawImage((System.Drawing.Bitmap)Lienzo.Banner.Imagen, Lienzo.Banner.PosicionDeItems.X, Lienzo.Banner.PosicionDeItems.Y, Lienzo.Banner.Tamano.Width, Lienzo.Banner.Tamano.Height);
}
return Bac;
see c# picture http://i61.tinypic.com/s61wlh.jpg
I found the solution
using Matrix for set location and scale x,y
Bitmap image1=BitmapUtils.decodeBase64(Lie.GeFondo().GetImagen());
Bitmap image2=BitmapUtils.getResizedBitmap(BitmapUtils.decodeBase64(Utilidades.getImagenTomadabase64()),Foto.GetTamano().GetWidth(),Foto.GetTamano().GeHeight());
Bitmap image3=BitmapUtils.getResizedBitmap(BitmapUtils.decodeBase64(Lie.GetBanner().GetImagen()),Lie.GetBanner().GetTamano().GetWidth(),Lie.GetBanner().GetTamano().GeHeight());
Bitmap result = Bitmap.createBitmap(image1.getWidth(), image1.getHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(result);//Create the canvas to your image
Rect srcRect = new Rect(0, 0, image1.getWidth(), image1.getHeight());
Rect dstRect = new Rect(srcRect);
Matrix matrix = new Matrix ();
Matrix matrix2 = new Matrix ();
matrix.postTranslate( Foto.GetPosicionDeItems().Getx(),Foto.GetPosicionDeItems().Gety());
matrix2.postTranslate( Lie.GetBanner().GetPosicionDeItems().Getx(),Lie.GetBanner().GetPosicionDeItems().Gety());
canvas.drawBitmap(image1, srcRect, dstRect, null);
dstRect.offset(image1.getWidth(), 0);
canvas.drawBitmap(image2,matrix , null);
canvas.drawBitmap(image3,matrix2 , null);
getResizedBitmap Method
public static Bitmap getResizedBitmap(Bitmap bm, int newHeight, int newWidth) {
int width = bm.getWidth();
int height = bm.getHeight();
float scaleWidth = ((float) newWidth) / width;
float scaleHeight = ((float) newHeight) / height;
Matrix matrix = new Matrix();
matrix.postScale(scaleWidth, scaleHeight);
Bitmap resizedBitmap = Bitmap.createBitmap(bm, 0, 0, width, height, matrix, false);
return resizedBitmap;
}
see the image
https://lh4.ggpht.com/LXW8kVc3U8qQUHnORI-3H4H-A2hjq92y_oEDsKIs-iBDkVBFTgjGP03xFReCeuyLlg=h900-rw
I have a function that resize the image in function of the ideal proportion between the height and width for my app the problem is the quality of the image when i try to resize the image it lose a lot of quality it get pixeled like if you resize it on paint, there is any way to improve the quality?
perfect image ratio 0,744 (320x430)
there is my code
public Bitmap redimensionarImagenMaximo(Bitmap mBitmap, float newWidth, float newHeigth){
//Redimensionamos
int width = mBitmap.getWidth();
int height = mBitmap.getHeight();
float actual = (float)width/height;
double perfect = 0.7441;
float scaleWidth;
float scaleHeight;
if(perfect >= actual)
{
scaleHeight = ((float) newHeigth) / height;
scaleWidth = scaleHeight;
}
else if(perfect <= actual)
{
scaleWidth = ((float) newWidth) / width;
scaleHeight = scaleWidth;
}
else
{
scaleWidth = newWidth;
scaleHeight = newHeigth;
}
// create a matrix for the manipulation
Matrix matrix = new Matrix();
// resize the bit map
matrix.postScale(scaleWidth, scaleHeight);
// recreate the new Bitmap
return Bitmap.createBitmap(mBitmap, 0, 0, width, height, matrix, false);
}
How about replacing the last line of code:
return Bitmap.createBitmap(mBitmap, 0, 0, width, height, matrix, true);
Set the last parameter to true for bilinear interpolation.
Or you can simply use
return Bitmap.createScaledBitmap(mBitmap, width, height, true);
I am saving an image from the camera that was in landscape mode. so it gets saved in landscape mode and then i apply an overlay onto it that too is in landscape mode. I want to rotate that image and then save. e.g. if i have this
I want to rotate clockwise by 90 degrees once and make it this and save it to sdcard:
How is this to be accomplished?
void rotate(float x)
{
Bitmap bitmapOrg = BitmapFactory.decodeResource(getResources(),R.drawable.tedd);
int width = bitmapOrg.getWidth();
int height = bitmapOrg.getHeight();
int newWidth = 200;
int newHeight = 200;
// calculate the scale - in this case = 0.4f
float scaleWidth = ((float) newWidth) / width;
float scaleHeight = ((float) newHeight) / height;
Matrix matrix = new Matrix();
matrix.postScale(scaleWidth, scaleHeight);
matrix.postRotate(x);
Bitmap resizedBitmap = Bitmap.createBitmap(bitmapOrg, 0, 0,width, height, matrix, true);
iv.setScaleType(ScaleType.CENTER);
iv.setImageBitmap(resizedBitmap);
}
Check this
public static Bitmap rotateImage(Bitmap src, float degree)
{
// create new matrix
Matrix matrix = new Matrix();
// setup rotation degree
matrix.postRotate(degree);
Bitmap bmp = Bitmap.createBitmap(src, 0, 0, src.getWidth(), src.getHeight(), matrix, true);
return bmp;
}
You can use the Canvas API to do that. Note that you need to switch width and height.
final int width = landscapeBitmap.getWidth();
final int height = landscapeBitmap.getHeight();
Bitmap portraitBitmap = Bitmap.createBitmap(height, width, Bitmap.Config.ARGB_8888);
Canvas c = new Canvas(portraitBitmap);
c.rotate(90, height/2, width/2);
c.drawBitmap(landscapeBitmap, 0,0,null);
portraitBitmap.compress(CompressFormat.JPEG, 100, stream);
Use a Matrix.rotate(degrees) and draw the Bitmap to it's own Canvas using that rotating matrix. I don't know though if you might have to make a copy of the bitmap before drawing.
Use Bitmap.compress(...) to compress your bitmap to an outputstream.
The solution of Singhak works fine.
In case you need fit the size of result bitmap (perhaps for ImageView) you can expand the method as follows:
public static Bitmap rotateBitmapZoom(Bitmap bmOrg, float degree, float zoom){
Matrix matrix = new Matrix();
matrix.postRotate(degree);
float newHeight = bmOrg.getHeight() * zoom;
float newWidth = bmOrg.getWidth() / 100 * (100.0f / bmOrg.getHeight() * newHeight);
return Bitmap.createBitmap(bmOrg, 0, 0, (int)newWidth, (int)newHeight, matrix, true);
}