I am using a ListView to display some images and captions associated with those images. I am getting the images from the Internet. Is there a way to lazy load images so while the text displays, the UI is not blocked and images are displayed as they are downloaded?
The total number of images is not fixed.
Here's what I created to hold the images that my app is currently displaying. Please note that the "Log" object in use here is my custom wrapper around the final Log class inside Android.
package com.wilson.android.library;
/*
Licensed to the Apache Software Foundation (ASF) under one or more
contributor license agreements. See the NOTICE file
distributed with this work for additional information
regarding copyright ownership. The ASF licenses this file
to you under the Apache License, Version 2.0 (the
"License"); you may not use this file except in compliance
with the License. You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing,
software distributed under the License is distributed on an
"AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
KIND, either express or implied. See the License for the
specific language governing permissions and limitations
under the License.
*/
import java.io.IOException;
public class DrawableManager {
private final Map<String, Drawable> drawableMap;
public DrawableManager() {
drawableMap = new HashMap<String, Drawable>();
}
public Drawable fetchDrawable(String urlString) {
if (drawableMap.containsKey(urlString)) {
return drawableMap.get(urlString);
}
Log.d(this.getClass().getSimpleName(), "image url:" + urlString);
try {
InputStream is = fetch(urlString);
Drawable drawable = Drawable.createFromStream(is, "src");
if (drawable != null) {
drawableMap.put(urlString, drawable);
Log.d(this.getClass().getSimpleName(), "got a thumbnail drawable: " + drawable.getBounds() + ", "
+ drawable.getIntrinsicHeight() + "," + drawable.getIntrinsicWidth() + ", "
+ drawable.getMinimumHeight() + "," + drawable.getMinimumWidth());
} else {
Log.w(this.getClass().getSimpleName(), "could not get thumbnail");
}
return drawable;
} catch (MalformedURLException e) {
Log.e(this.getClass().getSimpleName(), "fetchDrawable failed", e);
return null;
} catch (IOException e) {
Log.e(this.getClass().getSimpleName(), "fetchDrawable failed", e);
return null;
}
}
public void fetchDrawableOnThread(final String urlString, final ImageView imageView) {
if (drawableMap.containsKey(urlString)) {
imageView.setImageDrawable(drawableMap.get(urlString));
}
final Handler handler = new Handler(Looper.getMainLooper()) {
#Override
public void handleMessage(Message message) {
imageView.setImageDrawable((Drawable) message.obj);
}
};
Thread thread = new Thread() {
#Override
public void run() {
//TODO : set imageView to a "pending" image
Drawable drawable = fetchDrawable(urlString);
Message message = handler.obtainMessage(1, drawable);
handler.sendMessage(message);
}
};
thread.start();
}
private InputStream fetch(String urlString) throws MalformedURLException, IOException {
DefaultHttpClient httpClient = new DefaultHttpClient();
HttpGet request = new HttpGet(urlString);
HttpResponse response = httpClient.execute(request);
return response.getEntity().getContent();
}
}
I made a simple demo of a lazy list (located at GitHub) with images.
Basic Usage
ImageLoader imageLoader=new ImageLoader(context); ...
imageLoader.DisplayImage(url, imageView);
Don't forget to add the
following permissions to your AndroidManifest.xml:
<uses-permission android:name="android.permission.INTERNET"/>
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/> Please
create only one instance of ImageLoader and reuse it all around your
application. This way image caching will be much more efficient.
It may be helpful to somebody. It downloads images in the background thread. Images are being cached on an SD card and in memory. The cache implementation is very simple and is just enough for the demo. I decode images with inSampleSize to reduce memory consumption. I also try to handle recycled views correctly.
I recommend open source instrument Universal Image Loader. It is originally based on Fedor Vlasov's project LazyList and has been vastly improved since then.
Multithread image loading
Possibility of wide tuning ImageLoader's configuration (thread executors, downloader, decoder, memory and disc cache, display image options, and others)
Possibility of image caching in memory and/or on the device's file system (or SD card)
Possibility to "listen" loading process
Possibility to customize every display image call with separated options
Widget support
Android 2.0+ support
Multithreading For Performance, a tutorial by Gilles Debunne.
This is from the Android Developers Blog. The suggested code uses:
AsyncTasks.
A hard, limited size, FIFO cache.
A soft, easily garbage collect-ed cache.
A placeholder Drawable while you download.
Update: Note that this answer is pretty ineffective now. The Garbage Collector acts aggressively on SoftReference and WeakReference, so this code is NOT suitable for new apps. (Instead, try libraries like Universal Image Loader suggested in other answers.)
Thanks to James for the code, and Bao-Long for the suggestion of using SoftReference. I implemented the SoftReference changes on James' code. Unfortunately, SoftReferences caused my images to be garbage collected too quickly. In my case, it was fine without the SoftReference stuff, because my list size is limited and my images are small.
There's a discussion from a year ago regarding the SoftReferences on google groups: link to thread. As a solution to the too-early garbage collection, they suggest the possibility of manually setting the VM heap size using dalvik.system.VMRuntime.setMinimumHeapSize(), which is not very attractive to me.
public DrawableManager() {
drawableMap = new HashMap<String, SoftReference<Drawable>>();
}
public Drawable fetchDrawable(String urlString) {
SoftReference<Drawable> drawableRef = drawableMap.get(urlString);
if (drawableRef != null) {
Drawable drawable = drawableRef.get();
if (drawable != null)
return drawable;
// Reference has expired so remove the key from drawableMap
drawableMap.remove(urlString);
}
if (Constants.LOGGING) Log.d(this.getClass().getSimpleName(), "image url:" + urlString);
try {
InputStream is = fetch(urlString);
Drawable drawable = Drawable.createFromStream(is, "src");
drawableRef = new SoftReference<Drawable>(drawable);
drawableMap.put(urlString, drawableRef);
if (Constants.LOGGING) Log.d(this.getClass().getSimpleName(), "got a thumbnail drawable: " + drawable.getBounds() + ", "
+ drawable.getIntrinsicHeight() + "," + drawable.getIntrinsicWidth() + ", "
+ drawable.getMinimumHeight() + "," + drawable.getMinimumWidth());
return drawableRef.get();
} catch (MalformedURLException e) {
if (Constants.LOGGING) Log.e(this.getClass().getSimpleName(), "fetchDrawable failed", e);
return null;
} catch (IOException e) {
if (Constants.LOGGING) Log.e(this.getClass().getSimpleName(), "fetchDrawable failed", e);
return null;
}
}
public void fetchDrawableOnThread(final String urlString, final ImageView imageView) {
SoftReference<Drawable> drawableRef = drawableMap.get(urlString);
if (drawableRef != null) {
Drawable drawable = drawableRef.get();
if (drawable != null) {
imageView.setImageDrawable(drawableRef.get());
return;
}
// Reference has expired so remove the key from drawableMap
drawableMap.remove(urlString);
}
final Handler handler = new Handler() {
#Override
public void handleMessage(Message message) {
imageView.setImageDrawable((Drawable) message.obj);
}
};
Thread thread = new Thread() {
#Override
public void run() {
//TODO : set imageView to a "pending" image
Drawable drawable = fetchDrawable(urlString);
Message message = handler.obtainMessage(1, drawable);
handler.sendMessage(message);
}
};
thread.start();
}
Picasso
Use Jake Wharton's Picasso Library.
(A Perfect ImageLoading Library from the developer of ActionBarSherlock)
A powerful image downloading and caching library for Android.
Images add much-needed context and visual flair to Android applications. Picasso allows for hassle-free image loading in your application—often in one line of code!
Picasso.with(context).load("http://i.imgur.com/DvpvklR.png").into(imageView);
Many common pitfalls of image loading on Android are handled automatically by Picasso:
Handling ImageView recycling and download cancellation in an adapter.
Complex image transformations with minimal memory use.
Automatic memory and disk caching.
Picasso Jake Wharton's Library
Glide
Glide is a fast and efficient open-source media management framework for Android that wraps media decoding, memory and disk caching, and resource pooling into a simple and easy-to-use interface.
Glide supports fetching, decoding, and displaying video stills, images, and animated GIFs. Glide includes a flexible API that allows developers to plug into almost any network stack. By default, Glide uses a custom HttpUrlConnection based stack but also includes utility libraries plug-in to Google's Volley project or Square's OkHttp library instead.
Glide.with(this).load("your-url-here").into(imageView);
Glide's primary focus is on making scrolling any kind of a list of images as smooth and fast as possible, but Glide is also effective for almost any case where you need to fetch, resize, and display a remote image.
Glide Image Loading Library
Fresco by Facebook
Fresco is a powerful system for displaying images in Android applications.
Fresco takes care of image loading and display, so you don't have to. It will load images from the network, local storage, or local resources, and display a placeholder until the image has arrived. It has two levels of cache; one in memory and another in internal storage.
Fresco Github
In Android 4.x and lower, Fresco puts images in a special region of Android memory. This lets your application run faster - and suffer the dreaded OutOfMemoryError much less often.
Fresco Documentation
High-performance loader - after examining the methods suggested here,
I used Ben's solution with some changes -
I realized that working with drawable is faster than with bitmaps so I uses drawable instead
Using SoftReference is great, but it makes the cached image to be deleted too often, so I added a Linked list that holds images references, preventing the image to be deleted, until it reached a predefined size
To open the InputStream I used java.net.URLConnection which allows me to use web cache (you need to set a response cache first, but that's another story)
My code:
import java.util.Map;
import java.util.HashMap;
import java.util.LinkedList;
import java.util.Collections;
import java.util.WeakHashMap;
import java.lang.ref.SoftReference;
import java.util.concurrent.Executors;
import java.util.concurrent.ExecutorService;
import android.graphics.drawable.Drawable;
import android.widget.ImageView;
import android.os.Handler;
import android.os.Message;
import java.io.InputStream;
import java.net.MalformedURLException;
import java.io.IOException;
import java.net.URL;
import java.net.URLConnection;
public class DrawableBackgroundDownloader {
private final Map<String, SoftReference<Drawable>> mCache = new HashMap<String, SoftReference<Drawable>>();
private final LinkedList <Drawable> mChacheController = new LinkedList <Drawable> ();
private ExecutorService mThreadPool;
private final Map<ImageView, String> mImageViews = Collections.synchronizedMap(new WeakHashMap<ImageView, String>());
public static int MAX_CACHE_SIZE = 80;
public int THREAD_POOL_SIZE = 3;
/**
* Constructor
*/
public DrawableBackgroundDownloader() {
mThreadPool = Executors.newFixedThreadPool(THREAD_POOL_SIZE);
}
/**
* Clears all instance data and stops running threads
*/
public void Reset() {
ExecutorService oldThreadPool = mThreadPool;
mThreadPool = Executors.newFixedThreadPool(THREAD_POOL_SIZE);
oldThreadPool.shutdownNow();
mChacheController.clear();
mCache.clear();
mImageViews.clear();
}
public void loadDrawable(final String url, final ImageView imageView,Drawable placeholder) {
mImageViews.put(imageView, url);
Drawable drawable = getDrawableFromCache(url);
// check in UI thread, so no concurrency issues
if (drawable != null) {
//Log.d(null, "Item loaded from mCache: " + url);
imageView.setImageDrawable(drawable);
} else {
imageView.setImageDrawable(placeholder);
queueJob(url, imageView, placeholder);
}
}
private Drawable getDrawableFromCache(String url) {
if (mCache.containsKey(url)) {
return mCache.get(url).get();
}
return null;
}
private synchronized void putDrawableInCache(String url,Drawable drawable) {
int chacheControllerSize = mChacheController.size();
if (chacheControllerSize > MAX_CACHE_SIZE)
mChacheController.subList(0, MAX_CACHE_SIZE/2).clear();
mChacheController.addLast(drawable);
mCache.put(url, new SoftReference<Drawable>(drawable));
}
private void queueJob(final String url, final ImageView imageView,final Drawable placeholder) {
/* Create handler in UI thread. */
final Handler handler = new Handler() {
#Override
public void handleMessage(Message msg) {
String tag = mImageViews.get(imageView);
if (tag != null && tag.equals(url)) {
if (imageView.isShown())
if (msg.obj != null) {
imageView.setImageDrawable((Drawable) msg.obj);
} else {
imageView.setImageDrawable(placeholder);
//Log.d(null, "fail " + url);
}
}
}
};
mThreadPool.submit(new Runnable() {
#Override
public void run() {
final Drawable bmp = downloadDrawable(url);
// if the view is not visible anymore, the image will be ready for next time in cache
if (imageView.isShown())
{
Message message = Message.obtain();
message.obj = bmp;
//Log.d(null, "Item downloaded: " + url);
handler.sendMessage(message);
}
}
});
}
private Drawable downloadDrawable(String url) {
try {
InputStream is = getInputStream(url);
Drawable drawable = Drawable.createFromStream(is, url);
putDrawableInCache(url,drawable);
return drawable;
} catch (MalformedURLException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
}
return null;
}
private InputStream getInputStream(String urlString) throws MalformedURLException, IOException {
URL url = new URL(urlString);
URLConnection connection;
connection = url.openConnection();
connection.setUseCaches(true);
connection.connect();
InputStream response = connection.getInputStream();
return response;
}
}
I have followed this Android Training and I think it does an excellent job at downloading images without blocking the main UI. It also handles caching and dealing with scrolling through many images: Loading Large Bitmaps Efficiently
1. Picasso allows for hassle-free image loading in your application—often in one line of code!
Use Gradle:
implementation 'com.squareup.picasso:picasso:(insert latest version)'
Just one line of code!
Picasso.get().load("http://i.imgur.com/DvpvklR.png").into(imageView);
2. Glide An image loading and caching library for Android focused on smooth scrolling
Use Gradle:
repositories {
mavenCentral()
google()
}
dependencies {
implementation 'com.github.bumptech.glide:glide:4.11.0'
annotationProcessor 'com.github.bumptech.glide:compiler:4.11.0'
}
// For a simple view:
Glide.with(this).load("http://i.imgur.com/DvpvklR.png").into(imageView);
3. fresco is a powerful system for displaying images in Android
applications.Fresco takes care of image loading and display, so you don't have
to.
Getting Started with Fresco
I've written a tutorial that explains how to do lazy-loading of images in a listview. I go into some detail about the issues of recycling and concurrency. I also use a fixed thread pool to prevent spawning a lot of threads.
Lazy loading of images in Listview Tutorial
The way I do it is by launching a thread to download the images in the background and hand it a callback for each list item. When an image is finished downloading it calls the callback which updates the view for the list item.
This method doesn't work very well when you're recycling views however.
I just want to add one more good example, XML Adapters. As it's is used by Google and I am also using the same logic to avoid an OutOfMemory error.
Basically this ImageDownloader is your answer (as it covers most of your requirements). Some you can also implement in that.
This is a common problem on Android that has been solved in many ways by many people. In my opinion the best solution I've seen is the relatively new library called Picasso. Here are the highlights:
Open source, but headed up by Jake Wharton of ActionBarSherlock fame.
Asynchronously load images from network or app resources with one line of code
Automatic ListView detection
Automatic disk and memory caching
Can do custom transformations
Lots of configurable options
Super simple API
Frequently updated
I have been using NetworkImageView from the new Android Volley Library com.android.volley.toolbox.NetworkImageView, and it seems to be working pretty well. Apparently, this is the same view that is used in Google Play and other new Google applications. Definitely worth checking out.
Google I/O 2013 volley image cache tutorial
Developers Google events
Well, image loading time from the Internet has many solutions. You may also use the library Android-Query. It will give you all the required activity. Make sure what you want to do and read the library wiki page. And solve the image loading restriction.
This is my code:
#Override
public View getView(int position, View convertView, ViewGroup parent) {
View v = convertView;
if (v == null) {
LayoutInflater vi = (LayoutInflater)getSystemService(Context.LAYOUT_INFLATER_SERVICE);
v = vi.inflate(R.layout.row, null);
}
ImageView imageview = (ImageView) v.findViewById(R.id.icon);
AQuery aq = new AQuery(convertView);
String imageUrl = "http://www.vikispot.com/z/images/vikispot/android-w.png";
aq.id(imageview).progress(this).image(imageUrl, true, true, 0, 0, new BitmapAjaxCallback() {
#Override
public void callback(String url, ImageView iv, Bitmap bm, AjaxStatus status) {
iv.setImageBitmap(bm);
}
));
return v;
}
It should be solve your lazy loading problem.
I think this issue is very popular among Android developers, and there are plenty of such libraries that claims to resolve this issue, but only a few of them seems to be on the mark. AQuery is one such library, but it is better than most of them in all aspects and is worth trying for.
You must try this Universal Loader is best.
I am using this after done many RnD on lazy loading .
Universal Image Loader
Features
Multithread image loading (async or sync)
Wide customization of ImageLoader's configuration (thread executors, downloader, decoder, memory and disk cache, display image options, etc.)
Many customization options for every display image call (stub images, caching switch, decoding options, Bitmap processing and displaying, etc.)
Image caching in memory and/or on disk (device's file system or SD card)
Listening loading process (including downloading progress)
Android 2.0+ support
Have a look at Shutterbug, Applidium's lightweight SDWebImage (a nice library on iOS) port to Android.
It supports asynchronous caching, stores failed URLs, handles concurrency well, and helpful subclasses are included.
Pull requests (and bug reports) are welcome, too!
DroidParts has ImageFetcher that requires zero configuration to get started.
Uses a disk & in-memory Least Recently Used (LRU) cache.
Efficiently decodes images.
Supports modifying bitmaps in background thread.
Has simple cross-fade.
Has image loading progress callback.
Clone DroidPartsGram for an example:
Novoda also has a great lazy image loading library and many apps like Songkick, Podio, SecretDJ and ImageSearch use their library.
Their library is hosted here on Github and they have a pretty active issues tracker as well. Their project seems to be pretty active too, with over 300+ commits at the time of writing this reply.
Just a quick tip for someone who is in indecision regarding what library to use for lazy-loading images:
There are four basic ways.
DIY => Not the best solution but for a few images and if you want to go without the hassle of using others libraries
Volley's Lazy Loading library => From guys at android. It is nice and everything but is poorly documented and hence is a problem to use.
Picasso: A simple solution that just works, you can even specify the exact image size you want to bring in. It is very simple to use but might not be very "performant" for apps that has to deal with humongous amounts of images.
UIL: The best way to lazy load images. You can cache images(you need permission of course), initialize the loader once, then have your work done. The most mature asynchronous image loading library I have ever seen so far.
If you want to display Shimmer layout like Facebook there is a official facebook library for that. FaceBook Shimmer Android
It takes care of everything, You just need to put your desired design code in nested manner in shimmer frame.
Here is a sample code.
<com.facebook.shimmer.ShimmerFrameLayout
android:id=“#+id/shimmer_view_container”
android:layout_width=“wrap_content”
android:layout_height="wrap_content"
shimmer:duration="1000">
<here will be your content to display />
</com.facebook.shimmer.ShimmerFrameLayout>
And here is the java code for it.
ShimmerFrameLayout shimmerContainer = (ShimmerFrameLayout) findViewById(R.id.shimmer_view_container);
shimmerContainer.startShimmerAnimation();
Add this dependency in your gradle file.
implementation 'com.facebook.shimmer:shimmer:0.1.0#aar'
Here is how it looks like.
Check my fork of LazyList. Basically, I improve the LazyList by delaying the call of the ImageView and create two methods:
When you need to put something like "Loading image..."
When you need to show the downloaded image.
I also improved the ImageLoader by implementing a singleton in this object.
All above code have their own worth but with my personal experience just give a try with Picasso.
Picasso is a library specifically for this purpose, in-fact it will manage cache and all other network operations automatically.You will have to add library in your project and just write a single line of code to load image from remote URL.
Please visit here : http://code.tutsplus.com/tutorials/android-sdk-working-with-picasso--cms-22149
Use the glide library. It worked for me and will work for your code too.It works for both images as well as gifs too.
ImageView imageView = (ImageView) findViewById(R.id.test_image);
GlideDrawableImageViewTarget imagePreview = new GlideDrawableImageViewTarget(imageView);
Glide
.with(this)
.load(url)
.listener(new RequestListener<String, GlideDrawable>() {
#Override
public boolean onException(Exception e, String model, Target<GlideDrawable> target, boolean isFirstResource) {
return false;
}
#Override
public boolean onResourceReady(GlideDrawable resource, String model, Target<GlideDrawable> target, boolean isFromMemoryCache, boolean isFirstResource) {
return false;
}
})
.into(imagePreview);
}
I can recommend a different way that works like a charm: Android Query.
You can download that JAR file from here
AQuery androidAQuery = new AQuery(this);
As an example:
androidAQuery.id(YOUR IMAGEVIEW).image(YOUR IMAGE TO LOAD, true, true, getDeviceWidth(), ANY DEFAULT IMAGE YOU WANT TO SHOW);
It's very fast and accurate, and using this you can find many more features like animation when loading, getting a bitmap (if needed), etc.
Give Aquery a try. It has amazingly simple methods to load and cache images asynchronously.
URLImageViewHelper is an amazing library that helps you to do that.
public class ImageDownloader {
Map<String, Bitmap> imageCache;
public ImageDownloader() {
imageCache = new HashMap<String, Bitmap>();
}
// download function
public void download(String url, ImageView imageView) {
if (cancelPotentialDownload(url, imageView)) {
// Caching code right here
String filename = String.valueOf(url.hashCode());
File f = new File(getCacheDirectory(imageView.getContext()),
filename);
// Is the bitmap in our memory cache?
Bitmap bitmap = null;
bitmap = (Bitmap) imageCache.get(f.getPath());
if (bitmap == null) {
bitmap = BitmapFactory.decodeFile(f.getPath());
if (bitmap != null) {
imageCache.put(f.getPath(), bitmap);
}
}
// No? download it
if (bitmap == null) {
try {
BitmapDownloaderTask task = new BitmapDownloaderTask(
imageView);
DownloadedDrawable downloadedDrawable = new DownloadedDrawable(
task);
imageView.setImageDrawable(downloadedDrawable);
task.execute(url);
} catch (Exception e) {
Log.e("Error==>", e.toString());
}
} else {
// Yes? set the image
imageView.setImageBitmap(bitmap);
}
}
}
// cancel a download (internal only)
private static boolean cancelPotentialDownload(String url,
ImageView imageView) {
BitmapDownloaderTask bitmapDownloaderTask = getBitmapDownloaderTask(imageView);
if (bitmapDownloaderTask != null) {
String bitmapUrl = bitmapDownloaderTask.url;
if ((bitmapUrl == null) || (!bitmapUrl.equals(url))) {
bitmapDownloaderTask.cancel(true);
} else {
// The same URL is already being downloaded.
return false;
}
}
return true;
}
// gets an existing download if one exists for the imageview
private static BitmapDownloaderTask getBitmapDownloaderTask(
ImageView imageView) {
if (imageView != null) {
Drawable drawable = imageView.getDrawable();
if (drawable instanceof DownloadedDrawable) {
DownloadedDrawable downloadedDrawable = (DownloadedDrawable) drawable;
return downloadedDrawable.getBitmapDownloaderTask();
}
}
return null;
}
// our caching functions
// Find the dir to save cached images
private static File getCacheDirectory(Context context) {
String sdState = android.os.Environment.getExternalStorageState();
File cacheDir;
if (sdState.equals(android.os.Environment.MEDIA_MOUNTED)) {
File sdDir = android.os.Environment.getExternalStorageDirectory();
// TODO : Change your diretcory here
cacheDir = new File(sdDir, "data/ToDo/images");
} else
cacheDir = context.getCacheDir();
if (!cacheDir.exists())
cacheDir.mkdirs();
return cacheDir;
}
private void writeFile(Bitmap bmp, File f) {
FileOutputStream out = null;
try {
out = new FileOutputStream(f);
bmp.compress(Bitmap.CompressFormat.PNG, 80, out);
} catch (Exception e) {
e.printStackTrace();
} finally {
try {
if (out != null)
out.close();
} catch (Exception ex) {
}
}
}
// download asynctask
public class BitmapDownloaderTask extends AsyncTask<String, Void, Bitmap> {
private String url;
private final WeakReference<ImageView> imageViewReference;
public BitmapDownloaderTask(ImageView imageView) {
imageViewReference = new WeakReference<ImageView>(imageView);
}
#Override
// Actual download method, run in the task thread
protected Bitmap doInBackground(String... params) {
// params comes from the execute() call: params[0] is the url.
url = (String) params[0];
return downloadBitmap(params[0]);
}
#Override
// Once the image is downloaded, associates it to the imageView
protected void onPostExecute(Bitmap bitmap) {
if (isCancelled()) {
bitmap = null;
}
if (imageViewReference != null) {
ImageView imageView = imageViewReference.get();
BitmapDownloaderTask bitmapDownloaderTask = getBitmapDownloaderTask(imageView);
// Change bitmap only if this process is still associated with
// it
if (this == bitmapDownloaderTask) {
imageView.setImageBitmap(bitmap);
// cache the image
String filename = String.valueOf(url.hashCode());
File f = new File(
getCacheDirectory(imageView.getContext()), filename);
imageCache.put(f.getPath(), bitmap);
writeFile(bitmap, f);
}
}
}
}
static class DownloadedDrawable extends ColorDrawable {
private final WeakReference<BitmapDownloaderTask> bitmapDownloaderTaskReference;
public DownloadedDrawable(BitmapDownloaderTask bitmapDownloaderTask) {
super(Color.WHITE);
bitmapDownloaderTaskReference = new WeakReference<BitmapDownloaderTask>(
bitmapDownloaderTask);
}
public BitmapDownloaderTask getBitmapDownloaderTask() {
return bitmapDownloaderTaskReference.get();
}
}
// the actual download code
static Bitmap downloadBitmap(String url) {
HttpParams params = new BasicHttpParams();
params.setParameter(CoreProtocolPNames.PROTOCOL_VERSION,
HttpVersion.HTTP_1_1);
HttpClient client = new DefaultHttpClient(params);
final HttpGet getRequest = new HttpGet(url);
try {
HttpResponse response = client.execute(getRequest);
final int statusCode = response.getStatusLine().getStatusCode();
if (statusCode != HttpStatus.SC_OK) {
Log.w("ImageDownloader", "Error " + statusCode
+ " while retrieving bitmap from " + url);
return null;
}
final HttpEntity entity = response.getEntity();
if (entity != null) {
InputStream inputStream = null;
try {
inputStream = entity.getContent();
final Bitmap bitmap = BitmapFactory
.decodeStream(inputStream);
return bitmap;
} finally {
if (inputStream != null) {
inputStream.close();
}
entity.consumeContent();
}
}
} catch (Exception e) {
// Could provide a more explicit error message for IOException or
// IllegalStateException
getRequest.abort();
Log.w("ImageDownloader", "Error while retrieving bitmap from "
+ url + e.toString());
} finally {
if (client != null) {
// client.close();
}
}
return null;
}
}
I had this issue and implemented lruCache. I believe you need API 12 and above or use the compatiblity v4 library. lurCache is fast memory, but it also has a budget, so if you're worried about that you can use a diskcache... It's all described in Caching Bitmaps.
I'll now provide my implementation which is a singleton I call from anywhere like this:
//Where the first is a string and the other is a imageview to load.
DownloadImageTask.getInstance().loadBitmap(avatarURL, iv_avatar);
Here's the ideal code to cache and then call the above in getView of an adapter when retrieving the web image:
public class DownloadImageTask {
private LruCache<String, Bitmap> mMemoryCache;
/* Create a singleton class to call this from multiple classes */
private static DownloadImageTask instance = null;
public static DownloadImageTask getInstance() {
if (instance == null) {
instance = new DownloadImageTask();
}
return instance;
}
//Lock the constructor from public instances
private DownloadImageTask() {
// Get max available VM memory, exceeding this amount will throw an
// OutOfMemory exception. Stored in kilobytes as LruCache takes an
// int in its constructor.
final int maxMemory = (int) (Runtime.getRuntime().maxMemory() / 1024);
// Use 1/8th of the available memory for this memory cache.
final int cacheSize = maxMemory / 8;
mMemoryCache = new LruCache<String, Bitmap>(cacheSize) {
#Override
protected int sizeOf(String key, Bitmap bitmap) {
// The cache size will be measured in kilobytes rather than
// number of items.
return bitmap.getByteCount() / 1024;
}
};
}
public void loadBitmap(String avatarURL, ImageView imageView) {
final String imageKey = String.valueOf(avatarURL);
final Bitmap bitmap = getBitmapFromMemCache(imageKey);
if (bitmap != null) {
imageView.setImageBitmap(bitmap);
} else {
imageView.setImageResource(R.drawable.ic_launcher);
new DownloadImageTaskViaWeb(imageView).execute(avatarURL);
}
}
private void addBitmapToMemoryCache(String key, Bitmap bitmap) {
if (getBitmapFromMemCache(key) == null) {
mMemoryCache.put(key, bitmap);
}
}
private Bitmap getBitmapFromMemCache(String key) {
return mMemoryCache.get(key);
}
/* A background process that opens a http stream and decodes a web image. */
class DownloadImageTaskViaWeb extends AsyncTask<String, Void, Bitmap> {
ImageView bmImage;
public DownloadImageTaskViaWeb(ImageView bmImage) {
this.bmImage = bmImage;
}
protected Bitmap doInBackground(String... urls) {
String urldisplay = urls[0];
Bitmap mIcon = null;
try {
InputStream in = new java.net.URL(urldisplay).openStream();
mIcon = BitmapFactory.decodeStream(in);
}
catch (Exception e) {
Log.e("Error", e.getMessage());
e.printStackTrace();
}
addBitmapToMemoryCache(String.valueOf(urldisplay), mIcon);
return mIcon;
}
/* After decoding we update the view on the main UI. */
protected void onPostExecute(Bitmap result) {
bmImage.setImageBitmap(result);
}
}
}
i have read many threads on this topic and tried to use them in my code but i am still not able to solve it.
What i am trying to do:
Like facebook or any other app which downloads feed from server which includes image, I am also doing same and trying to display feeds and images on the image view.
What is happening:
I am able to download the feeds (in JSON) which includes URL of images and i am able to show them on ImageView.
In Emulator my MAX heap size is 64MB. I am consuming around 30MB in first 10 feeds( not sure why but this is what i get from Memory tab in Android monitor of Android Studio and Even in Android Device monitor).
I have a refresh button in my app which reloads the same feeds after removing all feeds which were earlier populated. I expected that i will be consuming the same memory or some what more. But contrary to that my memory usage got increased upto 42MB. Hence after tapping on refresh for 3 to 4 times, it is causing OutOFMemory Execption. Even if i load next 10 feed or 50 feeds at a time i am getting OutOfMemory Exception.
I know that facebook instagram and many more such apps does the same thing but not sure how they implemented the code to cover this situation.
Below is my code for populating feed
private void loadFeed(List<Feed> feedList)
{
Log.v(Constant.TAG,"Loading Feed in social feed page");
for(final Feed feed:feedList) {
LinearLayout feedBox = new LinearLayout(this);
feedBox.setOrientation(LinearLayout.VERTICAL);
FrameLayout profileDetailContainer= new FrameLayout(this);
LinearLayout profileDetailContainerParent=new LinearLayout(this);
LinearLayout profileDetailContainerChild=new LinearLayout(this);
profileDetailContainerChild.setOrientation(LinearLayout.VERTICAL);
ImageView imgProfile= new ImageView(this);
TextView txtDate= new TextView(this);
TextView txtName= new TextView(this);
ImageView imgProduct= new ImageView(this);
txtName.setText(feed.getUserFullName());
TextView txtDesciption= new TextView(this);
txtName.setTypeface(null, Typeface.BOLD);
if(feed.getDescription().length()>Constant.NUMBER_OF_DESCRIPTION_CHAR_SHOW_ON_RESULT)
{
txtDesciption.setText(feed.getDescription().substring(0,Constant.NUMBER_OF_DESCRIPTION_CHAR_SHOW_ON_RESULT)+"...");
}
else
txtDesciption.setText(feed.getDescription());
if(!IOUtil.fileExists(this,feed.getProductImageName())) {
WebRequest request = new WebRequest();
request.setUrl(Constant.ROOT_APPLICATION_URL_WITH_SEPARATOR + feed.getImgPath());
request.setParam(feed.getId() + "");
new ImageDownloadTask(this, true, feed.getProductImageName(), this).execute(request);
Log.v(Constant.TAG,"URL:"+Constant.ROOT_APPLICATION_URL_WITH_SEPARATOR+feed.getImgPath());
Picasso.with(getApplicationContext()).load(R.drawable.logo).into(imgProduct);
feedBox.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
ScreenUtility.alertException(v.getContext(),"Please wait untill product image loads");
}
});
PixyfiSession.save(feed.getId() + "", imgProduct);
PixyfiSession.save(feed.getId() + "_feed", feed);
}
else
{
ImageUtil.recycleIfPossible(imgProduct);
try {
imgProduct.setImageBitmap(ImageUtil.getLocalImage(feed.getProductImageName(),this));
FeedboxOnClickListener feedboxOnClickListener = new FeedboxOnClickListener(feed);
feedBox.setOnClickListener(feedboxOnClickListener);
} catch (FileNotFoundException e) {
Log.v(Constant.TAG,e.getMessage(),e);
}
}
if(FacebookUtil.localProfilePicExists(feed.getUserName(),this))
{
Bitmap profileImage= FacebookUtil.getLocalProfilePicture(feed.getUserName(),this);
imgProfile.setImageBitmap(profileImage);
}
else {
FacebookUtil.loadProfilePicture(feed.getUserName(),this,this);
PixyfiSession.save(feed.getUserName(),imgProfile);
imgProfile.setImageResource(R.drawable.profile);
}
try {
if(feed.getDate()==null) {
txtDate.setText(new SimpleDateFormat("dd MMM yyyy").format(new SimpleDateFormat("yyyy-MM-dd").parse(feed.getFeedDate())));
}
else {
txtDate.setText(new SimpleDateFormat("dd MMM yyyy").format(feed.getDate()));
}
} catch (ParseException e) {
Log.e(Constant.TAG,e.getMessage(),e);
}
LinearLayout.LayoutParams layoutParam= new LinearLayout.LayoutParams(140,140);
layoutParam.setMargins(5,5,0,0);
imgProfile.setLayoutParams(layoutParam);
layoutParam= new LinearLayout.LayoutParams(LinearLayout.LayoutParams.WRAP_CONTENT,LinearLayout.LayoutParams.WRAP_CONTENT,Gravity.TOP|Gravity.LEFT);
layoutParam.setMargins(20,5,0,0);
txtName.setLayoutParams(layoutParam);
layoutParam= new LinearLayout.LayoutParams(LinearLayout.LayoutParams.WRAP_CONTENT,LinearLayout.LayoutParams.WRAP_CONTENT,Gravity.LEFT);
layoutParam.setMargins(20,5,0,0);
txtDate.setLayoutParams(layoutParam);
profileDetailContainerParent.addView(imgProfile);
profileDetailContainerChild.addView(txtName);
profileDetailContainerChild.addView(txtDate);
profileDetailContainerParent.addView(profileDetailContainerChild);
feedBox.addView(profileDetailContainerParent);
LinearLayout.LayoutParams feedLayoutParam=new LinearLayout.LayoutParams(ViewGroup.LayoutParams.MATCH_PARENT,ViewGroup.LayoutParams.WRAP_CONTENT,Gravity.CENTER_VERTICAL);
feedLayoutParam.setMargins(5,5,5,5);
imgProduct.setLayoutParams(feedLayoutParam);
txtDesciption.setLayoutParams(feedLayoutParam);
feedBox.addView(txtDesciption);
feedBox.addView(imgProduct);
feedLayoutParam=new LinearLayout.LayoutParams(ViewGroup.LayoutParams.MATCH_PARENT,ViewGroup.LayoutParams.WRAP_CONTENT,Gravity.CENTER_VERTICAL);
feedLayoutParam.setMargins(0,5,0,5);
feedBox.setLayoutParams(feedLayoutParam);
feedBox.setBackgroundColor(Color.parseColor("#cccccc"));
PixyfiSession.save(feed.getId()+"_feedbox",feedBox);
imgProfile.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
PixyfiSession.save(Constant.SELECTED_USER_ID,feed.getUserName());
ScreenUtility.loadScreen(v.getContext(),UsersProfile.class,false);
}
});
this.feedContainer.addView(feedBox);
}
if(feedList.size()==Constant.FEED_SIZE_IN_ONE_REQUEST)
{
Button moreFeed= new Button(this);
moreFeed.setText("Load MOre Feed");
moreFeed.setOnClickListener(new MoreFeedButtonListener(this));
this.feedContainer.addView(moreFeed);
}
this.progressBar.setVisibility(View.INVISIBLE);
}
For reloading/refreshing the feed
this.currentPage=1;
this.recycleImages();
this.feedContainer.removeAllViews();
PixyfiSession.save(Constant.CURRENT_FEED_PAGE,this.currentPage);
this.progressBar.setVisibility(View.VISIBLE);
loadFeed();
recycleImages Method:
private void recycleImages()
{
for(int i=0;i<this.feedContainer.getChildCount();i++)
{
if(this.feedContainer.getChildAt(i) instanceof ImageView)
{
ImageView view=(ImageView)this.feedContainer.getChildAt(i);
ImageUtil.recycleIfPossible(view);
}
}
}
If you need further details on the code then please let me know.
Also is it possible to see memory usage of other apps like facebook in android device monitor?
UPDATE
ImageUtil.getLocalImage Method
public static Bitmap getLocalImage(String imageName, Context context) throws FileNotFoundException
{
Bitmap bitmap=null;
InputStream is=null;
if(IOUtil.fileExists(context,imageName)) {
is = context.openFileInput(imageName);
bitmap= BitmapFactory.decodeStream(is);
}
else {
throw new FileNotFoundException("Image file doesn't exists");
}
return bitmap;
}
I am adding the answer :
Instead of managing the view components yourself you should always prefer listview or better recycler view.
Because it help you avoid view leaks and provide better reuse of views that you already created.
i had same problem add this line to your manifest in application tag:
<application
android:largeHeap="true"
.
.
.
As Saber Safavi told do that first and then add
defaultConfig {
....
multiDexEnabled true
....
}
in your
app/build.gradle
file..
Look like you have problem with loading images. Please check your ImageUtils.getLocalImages, did you decode and load a scaled version of images into memory, or did you load original images into memory?
Follow this document from Android developer , i think it's the best tutorial for loading images efficiently in Android.
Image handling in Android is very very tricky. Better use a library which has been built to take care of the situation and complexities involved.
I prefer
UniversalImageLoader or Piccaso!
It is because you are keeping too many bitmap images in Run-time memory, try not to create too many images and try nullifying them.
Mobile devices typically have constrained system resources. Android devices can have as little as 16MB of memory available to a single application. Virtual Machine Compatibility gives the required minimum application memory for various screen sizes and densities. Applications should be optimized to perform under this minimum memory limit. However, keep in mind many devices are configured with higher limits.
I will not recommend you for the heapSize flag in android manifest. I hope you are not developing games :), Rather go for retrofit or any other image processing library if you want. I would suggest you to look at BitmapFun sample provided by Google. It is available on developer portal.
http://developer.android.com/training/displaying-bitmaps/index.html
Cheers!!
I get some JSON data which contains some food menu items
Please note: this is just a sample, there are more than 2 images sometimes and many more menu items in the array!
{
"menu": [
{
"url": "/api/v1/menu/1",
"name": "Best Food",
"description": "really nice food",
"opening_time": "every day from 9am to 6pm",
"contact_email": "info#food.com",
"tel_number": "+54 911 3429 5762",
"website": "http://bestfood.com",
"images": [
{
"url": "https://blahblah/image1.jpg"
},
{
"url": "https://blahblah/image2.jpg"
}
]
},
]
}
Each item has some info and an array of image URLs.
I am using the Glide image library to process these images and Retrofit 2.0 to download the JSON data from the endpoint. All is well at this point.
However, I need to store this downloaded data for offline access.
Currently, I am using ORM Lite on my existing models to store all the JSON data in a database. This part is OK.
However, in my database I only store the image URLs as I was told that it is not good approach to store images (as blob) in the database.
So there is a section in my app to view the saved menu's with an option to download it for offline access if the user chooses to.
It is worth mentioning at this point, that I already have the raw menu information in the database because the user would have to view the menu in the first place to get it in DB.
But the problem is the images.
This is where I do not know how to proceed, but I list the solutions and problems that I am thinking about and was hoping people could advise me on what is the best course of action is.
Use a service to download the images. This I feel is mandatory because I do not know how many images there will be, and I want the download to proceed even if user exits the app
Glide has a download only option for images and you can configure where its cache is located (internal private or external public) as I read here and here. Problem is I do not feel comfortable with setting the cache size as I do not know what is required. I would like to set unlimited.
I need to be able to delete the saved menu data especially if its saved on the external public directory as this is not removed when the app is deleted etc. or if the user chooses to delete a saved menu from within the app. I was thinking I could store the file image URIs or location of the entire saved menu in database for this but not sure if this is a good way
I read in different sources and answers that in this use case for just caching images to SD card etc. that I should specifically use a network library to do so to avoid the allocation of a bitmap to heap memory. I am using OK HTTP in my app at the moment.
I'm using ormlite to store objects with urls too, I have a synchronization after the "sign in" screen on my app, on my experience I really recommend this library https://github.com/thest1/LazyList
It's very simple:
ImageLoader imageLoader=new ImageLoader(context);
imageLoader.DisplayImage(url, imageView);
This library saves the image using the url on the external sd with basic and simple configuration about the memory issues, so if you actually have two or more items with the same url this library works perfectly, the url and imageView are the parameters, if the image is not on the phone begins a new task and put the image in the view when the download is finish, and btw this library also saves the images encoded, so these pictures don't appear on the gallery.
Actually you only need these files to implement the library:https://github.com/thest1/LazyList/tree/master/src/com/fedorvlasov/lazylist
If you wanna manipulate some files, you can change the folder name in the FileCache class:
public FileCache(Context context){
//Find the dir to save cached images
...
cacheDir=new File(android.os.Environment.getExternalStorageDirectory(),"LazyList");
...
}
Where "LazyList" is the folder name, and them you can delete, move, etc.
Delete sample:
/**
* This method delete a file if exist
*/
public static void deleteFile(File file){
if(file!=null && file.exists()) {
file.delete();
}
}
Now I learned more about memory cache and the allocation of a bitmap to heap memory, for the first time manipulating images online and offline, I recommend this library, also when you learn more about it, you can implement and edit the library to your needs.
1: Use an IntentService to do your downloads.
http://developer.android.com/reference/android/app/IntentService.html
2: Set up your IntentService using AlarmManager so that it runs even if the
application is not running. You register with the AlarmManager
http://developer.android.com/reference/android/app/AlarmManager.html
There are a variety of ways you can have the AlarmManager start your
intent.
For Example:
// Register first run and then interval for repeated cycles.
alarmManager.setInexactRepeating(AlarmManager.ELAPSED_REALTIME_WAKEUP,
SystemClock.elapsedRealtime() + DEFAULT_INITIAL_RUN,
DEFAULT_RUN_INTERVAL, pi);
3: Storing Data
There are several options here depending on how public you want your
pictures/data to be.
http://developer.android.com/reference/android/os/Environment.html
Example: External Public Storage
File dirBackup = Environment.getExternalStoragePublicDirectory(
"YourDirectory" );
4: Downloading
Your option here. You can using anything from your current API to a
basic URLConnection.
You may want to look at:
http://developer.android.com/reference/android/app/DownloadManager.html
Also, watch your permissions you will need to add
and
Hope this points you in a useful direction.
Try out this library to manage images loading.
Use a service to download the images. This I feel is mandatory because
I do not know how many images there will be, and I want the download
to proceed even if user exits the app
All downloading done in worker threads so it's alive while application process is alive. There may a problem appear: application dies while loading is in progress. To workaround this I suggest to use AlarmManager in combination with Service. Set it up to start by timer, check you database or UIL cache for image files being not loaded and start their loading again.
Glide has a download only option for images and you can configure
where its cache is located (internal private or external public) as I
read here and here. Problem is I do not feel comfortable with setting
the cache size as I do not know what is required. I would like to set
unlimited.
UIL has several disc cache implementations out of the box including unlimited one. It also provides you cache interface so you can implement your own.
I need to be able to delete the saved menu data especially if its
saved on the external public directory as this is not removed when the
app is deleted etc. or if the user chooses to delete a saved menu from
within the app. I was thinking I could store the file image URIs or
location of the entire saved menu in database for this but not sure if
this is a good way
UIL generates unique filename for each loaded file using provided file link. You can delete any loaded image or cancel any download using link from your JSON.
I read in different sources and answers that in this use case for just
caching images to SD card etc. that I should specifically use a
network library to do so to avoid the allocation of a bitmap to heap
memory. I am using OK HTTP in my app at the moment.
UIL does it OK. It manages memory very accurately also provide you several options for memory management configuration. For example you can choose between several memory cache implementations out of the box.
In conclusion I suggest you to the visit the link above and read library documentation/description by yourself. It's very flexible and contatins lots of useful features.
Using a service can be a good option if you want the downloads to continue even if the user exits. Images that are stored in directories created using getExternalStorageDirectory() are automatically deleted when your app is uninstalled. Moreover you can check if the internal memory is large enough to store images. If you use this methods these images will be deleted upon the uninstallion of the app.
I use this class when downloading images, it caches the images, next time you will be downloading them it will just load from external memory, it manages the cache for you as well so you wont have to worry about setting cache to limited or unlimited, pretty efficient and fast.
public class ImageLoader {
MemoryCache memoryCache = new MemoryCache();
FileCache fileCache;
private Map<ImageView, String> imageViews = Collections
.synchronizedMap(new WeakHashMap<ImageView, String>());
ExecutorService executorService;
// Handler to display images in UI thread
Handler handler = new Handler();
public ImageLoader(Context context) {
fileCache = new FileCache(context);
executorService = Executors.newFixedThreadPool(5);
}
final int stub_id = R.drawable.placeholder;
public void DisplayImage(String url, ImageView imageView) {
imageViews.put(imageView, url);
Bitmap bitmap = memoryCache.get(url);
if (bitmap != null)
imageView.setImageBitmap(bitmap);
else {
queuePhoto(url, imageView);
imageView.setImageResource(stub_id);
}
}
private void queuePhoto(String url, ImageView imageView) {
PhotoToLoad p = new PhotoToLoad(url, imageView);
executorService.submit(new PhotosLoader(p));
}
private Bitmap getBitmap(String url) {
File f = fileCache.getFile(url);
Bitmap b = decodeFile(f);
if (b != null)
return b;
// Download Images from the Internet
try {
Bitmap bitmap = null;
URL imageUrl = new URL(url);
HttpURLConnection conn = (HttpURLConnection) imageUrl
.openConnection();
conn.setConnectTimeout(30000);
conn.setReadTimeout(30000);
conn.setInstanceFollowRedirects(true);
InputStream is = conn.getInputStream();
OutputStream os = new FileOutputStream(f);
Utils.CopyStream(is, os);
os.close();
conn.disconnect();
bitmap = decodeFile(f);
return bitmap;
} catch (Throwable ex) {
ex.printStackTrace();
if (ex instanceof OutOfMemoryError)
memoryCache.clear();
return null;
}
}
// Decodes image and scales it to reduce memory consumption
private Bitmap decodeFile(File f) {
try {
// Decode image size
BitmapFactory.Options o = new BitmapFactory.Options();
o.inJustDecodeBounds = true;
FileInputStream stream1 = new FileInputStream(f);
BitmapFactory.decodeStream(stream1, null, o);
stream1.close();
// Find the correct scale value. It should be the power of 2.
// Recommended Size 512
final int REQUIRED_SIZE = 70;
int width_tmp = o.outWidth, height_tmp = o.outHeight;
int scale = 1;
while (true) {
if (width_tmp / 2 < REQUIRED_SIZE
|| height_tmp / 2 < REQUIRED_SIZE)
break;
width_tmp /= 2;
height_tmp /= 2;
scale *= 2;
}
// Decode with inSampleSize
BitmapFactory.Options o2 = new BitmapFactory.Options();
o2.inSampleSize = scale;
FileInputStream stream2 = new FileInputStream(f);
Bitmap bitmap = BitmapFactory.decodeStream(stream2, null, o2);
stream2.close();
return bitmap;
} catch (FileNotFoundException e) {
} catch (IOException e) {
e.printStackTrace();
}
return null;
}
// Task for the queue
private class PhotoToLoad {
public String url;
public ImageView imageView;
public PhotoToLoad(String u, ImageView i) {
url = u;
imageView = i;
}
}
class PhotosLoader implements Runnable {
PhotoToLoad photoToLoad;
PhotosLoader(PhotoToLoad photoToLoad) {
this.photoToLoad = photoToLoad;
}
#Override
public void run() {
try {
if (imageViewReused(photoToLoad))
return;
Bitmap bmp = getBitmap(photoToLoad.url);
memoryCache.put(photoToLoad.url, bmp);
if (imageViewReused(photoToLoad))
return;
BitmapDisplayer bd = new BitmapDisplayer(bmp, photoToLoad);
handler.post(bd);
} catch (Throwable th) {
th.printStackTrace();
}
}
}
boolean imageViewReused(PhotoToLoad photoToLoad) {
String tag = imageViews.get(photoToLoad.imageView);
if (tag == null || !tag.equals(photoToLoad.url))
return true;
return false;
}
// Used to display bitmap in the UI thread
class BitmapDisplayer implements Runnable {
Bitmap bitmap;
PhotoToLoad photoToLoad;
public BitmapDisplayer(Bitmap b, PhotoToLoad p) {
bitmap = b;
photoToLoad = p;
}
public void run() {
if (imageViewReused(photoToLoad))
return;
if (bitmap != null)
photoToLoad.imageView.setImageBitmap(bitmap);
else
photoToLoad.imageView.setImageResource(stub_id);
}
}
public void clearCache() {
memoryCache.clear();
fileCache.clear();
}
}
To use it Just create an instance of it like
ImageLoader Imageloaer = new ImageLoader(getBaseContext());
Imageloaer.DisplayImage(imageUrl, imageView);
You should try downloading with this,
class DownloadFile extends AsyncTask<String,Integer,Long> {
ProgressDialog mProgressDialog = new ProgressDialog(MainActivity.this);// Change Mainactivity.this with your activity name.
String strFolderName;
#Override
protected void onPreExecute() {
super.onPreExecute();
mProgressDialog.setMessage("Downloading Image ...");
mProgressDialog.setIndeterminate(false);
mProgressDialog.setMax(100);
mProgressDialog.setCancelable(false);
mProgressDialog.setProgressStyle(ProgressDialog.STYLE_HORIZONTAL);
mProgressDialog.show();
}
#Override
protected Long doInBackground(String... aurl) {
int count;
try {
URL url = new URL((String) aurl[0]);
URLConnection conexion = url.openConnection();
conexion.connect();
String targetFileName="downloadedimage.jpg";//Change name and subname
int lenghtOfFile = conexion.getContentLength();
String PATH = Environment.getExternalStorageDirectory()+"/myImage/";
File folder = new File(PATH);
if(!folder.exists()){
folder.mkdir();//If there is no folder it will be created.
}
InputStream input = new BufferedInputStream(url.openStream());
OutputStream output = new FileOutputStream(PATH+targetFileName);
byte data[] = new byte[1024];
long total = 0;
while ((count = input.read(data)) != -1) {
total += count;
publishProgress ((int)(total*100/lenghtOfFile));
output.write(data, 0, count);
}
output.flush();
output.close();
input.close();
} catch (Exception e) {}
return null;
}
protected void onProgressUpdate(Integer... progress) {
mProgressDialog.setProgress(progress[0]);
if(mProgressDialog.getProgress()==mProgressDialog.getMax()){
mProgressDialog.dismiss();
Toast.makeText(getApplicationContext(), "Download Completed !", Toast.LENGTH_LONG).show();
}
}
protected void onPostExecute(String result) {
}
}
This code will let you to download all the url of images,
new DownloadFile().execute("https://i.stack.imgur.com/w4kCo.jpg");
.....
<uses-permission android:name="android.permission.INTERNET"/>
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/>
Change Folder Name as you desired and try to set this images to app bitmap and also avoiding rotate error of images by using this.
The important things to think about here is
Thread , Service ,File , Json, Context,Receiver & if else & for
maybe i did not understand your question but this is not a big deal sir,
your programm your app to work in way where your app starts when the os broadcast onBootCompleted, then create a Thread where you are going to do a lot of code - getting your json file-(when you need it), since its an array you get your jsonObject images, whether its a thousand or million you just iterate it and use any approach to download it, i'd say use the traditional way of downloading your images so as you better control it.
With the help of File class you save it alongside Context you can get your app's cache's directory, which is an internal memory save it there and create a column in your database where you can save the path to the file in your database as String.
When your app start in onPrepareOptionsMenu() check if your app's cache's directory is empty-if not you have some files, now since you have every file and its respective path you can check if it exists with File.exist() if it does no need to download.
if you need pace you can always create new Threads. The Reciever was to be the guy who gets notified when your device boots, if else for a lot of logic checking, for for your loopings, Service to be able to do long running work and have a way to communicate between the UI and background thread.
sorry for the last paragraph i was just trying to buy space :)