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+page.title=Displaying Bitmaps in Your UI
+parent.title=Displaying Bitmaps Efficiently
+parent.link=index.html
+
+trainingnavtop=true
+previous.title=Caching Bitmaps
+previous.link=cache-bitmap.html
+
+@jd:body
+
+<div id="tb-wrapper">
+<div id="tb">
+
+<h2>This lesson teaches you to</h2>
+<ol>
+ <li><a href="#viewpager">Load Bitmaps into a ViewPager Implementation</a></li>
+ <li><a href="#gridview">Load Bitmaps into a GridView Implementation</a></li>
+</ol>
+
+<h2>You should also read</h2>
+<ul>
+ <li><a href="{@docRoot}design/patterns/swipe-views.html">Android Design: Swipe Views</a></li>
+ <li><a href="{@docRoot}design/building-blocks/grid-lists.html">Android Design: Grid Lists</a></li>
+</ul>
+
+<h2>Try it out</h2>
+
+<div class="download-box">
+ <a href="{@docRoot}shareables/training/BitmapFun.zip" class="button">Download the sample</a>
+ <p class="filename">BitmapFun.zip</p>
+</div>
+
+</div>
+</div>
+
+<p></p>
+
+<p>This lesson brings together everything from previous lessons, showing you how to load multiple
+bitmaps into {@link android.support.v4.view.ViewPager} and {@link android.widget.GridView}
+components using a background thread and bitmap cache, while dealing with concurrency and
+configuration changes.</p>
+
+<h2 id="viewpager">Load Bitmaps into a ViewPager Implementation</h2>
+
+<p>The <a href="{@docRoot}design/patterns/swipe-views.html">swipe view pattern</a> is an excellent
+way to navigate the detail view of an image gallery. You can implement this pattern using a {@link
+android.support.v4.view.ViewPager} component backed by a {@link
+android.support.v4.view.PagerAdapter}. However, a more suitable backing adapter is the subclass
+{@link android.support.v4.app.FragmentStatePagerAdapter} which automatically destroys and saves
+state of the {@link android.app.Fragment Fragments} in the {@link android.support.v4.view.ViewPager}
+as they disappear off-screen, keeping memory usage down.</p>
+
+<p class="note"><strong>Note:</strong> If you have a smaller number of images and are confident they
+all fit within the application memory limit, then using a regular {@link
+android.support.v4.view.PagerAdapter} or {@link android.support.v4.app.FragmentPagerAdapter} might
+be more appropriate.</p>
+
+<p>Here’s an implementation of a {@link android.support.v4.view.ViewPager} with {@link
+android.widget.ImageView} children. The main activity holds the {@link
+android.support.v4.view.ViewPager} and the adapter:</p>
+
+<pre>
+public class ImageDetailActivity extends FragmentActivity {
+ public static final String EXTRA_IMAGE = "extra_image";
+
+ private ImagePagerAdapter mAdapter;
+ private ViewPager mPager;
+
+ // A static dataset to back the ViewPager adapter
+ public final static Integer[] imageResIds = new Integer[] {
+ R.drawable.sample_image_1, R.drawable.sample_image_2, R.drawable.sample_image_3,
+ R.drawable.sample_image_4, R.drawable.sample_image_5, R.drawable.sample_image_6,
+ R.drawable.sample_image_7, R.drawable.sample_image_8, R.drawable.sample_image_9};
+
+ &#64;Override
+ public void onCreate(Bundle savedInstanceState) {
+ super.onCreate(savedInstanceState);
+ setContentView(R.layout.image_detail_pager); // Contains just a ViewPager
+
+ mAdapter = new ImagePagerAdapter(getSupportFragmentManager(), imageResIds.length);
+ mPager = (ViewPager) findViewById(R.id.pager);
+ mPager.setAdapter(mAdapter);
+ }
+
+ public static class ImagePagerAdapter extends FragmentStatePagerAdapter {
+ private final int mSize;
+
+ public ImagePagerAdapter(FragmentManager fm, int size) {
+ super(fm);
+ mSize = size;
+ }
+
+ &#64;Override
+ public int getCount() {
+ return mSize;
+ }
+
+ &#64;Override
+ public Fragment getItem(int position) {
+ return ImageDetailFragment.newInstance(position);
+ }
+ }
+}
+</pre>
+
+<p>The details {@link android.app.Fragment} holds the {@link android.widget.ImageView} children:</p>
+
+<pre>
+public class ImageDetailFragment extends Fragment {
+ private static final String IMAGE_DATA_EXTRA = "resId";
+ private int mImageNum;
+ private ImageView mImageView;
+
+ static ImageDetailFragment newInstance(int imageNum) {
+ final ImageDetailFragment f = new ImageDetailFragment();
+ final Bundle args = new Bundle();
+ args.putInt(IMAGE_DATA_EXTRA, imageNum);
+ f.setArguments(args);
+ return f;
+ }
+
+ // Empty constructor, required as per Fragment docs
+ public ImageDetailFragment() {}
+
+ &#64;Override
+ public void onCreate(Bundle savedInstanceState) {
+ super.onCreate(savedInstanceState);
+ mImageNum = getArguments() != null ? getArguments().getInt(IMAGE_DATA_EXTRA) : -1;
+ }
+
+ &#64;Override
+ public View onCreateView(LayoutInflater inflater, ViewGroup container,
+ Bundle savedInstanceState) {
+ // image_detail_fragment.xml contains just an ImageView
+ final View v = inflater.inflate(R.layout.image_detail_fragment, container, false);
+ mImageView = (ImageView) v.findViewById(R.id.imageView);
+ return v;
+ }
+
+ &#64;Override
+ public void onActivityCreated(Bundle savedInstanceState) {
+ super.onActivityCreated(savedInstanceState);
+ final int resId = ImageDetailActivity.imageResIds[mImageNum];
+ <strong>mImageView.setImageResource(resId);</strong> // Load image into ImageView
+ }
+}
+</pre>
+
+<p>Hopefully you noticed the issue with this implementation; The images are being read from
+resources on the UI thread which can lead to an application hanging and being force closed. Using an
+{@link android.os.AsyncTask} as described in the <a href="process-bitmap.html">Processing Bitmaps Off
+the UI Thread</a> lesson, it’s straightforward to move image loading and processing to a background
+thread:</p>
+
+<pre>
+public class ImageDetailActivity extends FragmentActivity {
+ ...
+
+ public void loadBitmap(int resId, ImageView imageView) {
+ mImageView.setImageResource(R.drawable.image_placeholder);
+ BitmapWorkerTask task = new BitmapWorkerTask(mImageView);
+ task.execute(resId);
+ }
+
+ ... // include <a href="process-bitmap.html#BitmapWorkerTask">{@code BitmapWorkerTask}</a> class
+}
+
+public class ImageDetailFragment extends Fragment {
+ ...
+
+ &#64;Override
+ public void onActivityCreated(Bundle savedInstanceState) {
+ super.onActivityCreated(savedInstanceState);
+ if (ImageDetailActivity.class.isInstance(getActivity())) {
+ final int resId = ImageDetailActivity.imageResIds[mImageNum];
+ // Call out to ImageDetailActivity to load the bitmap in a background thread
+ ((ImageDetailActivity) getActivity()).loadBitmap(resId, mImageView);
+ }
+ }
+}
+</pre>
+
+<p>Any additional processing (such as resizing or fetching images from the network) can take place
+in the <a href="process-bitmap.html#BitmapWorkerTask">{@code BitmapWorkerTask}</a> without affecting
+responsiveness of the main UI. If the background thread is doing more than just loading an image
+directly from disk, it can also be beneficial to add a memory and/or disk cache as described in the
+lesson <a href="cache-bitmap.html#memory-cache">Caching Bitmaps</a>. Here's the additional
+modifications for a memory cache:</p>
+
+<pre>
+public class ImageDetailActivity extends FragmentActivity {
+ ...
+ private LruCache<String, Bitmap> mMemoryCache;
+
+ &#64;Override
+ public void onCreate(Bundle savedInstanceState) {
+ ...
+ // initialize LruCache as per <a href="cache-bitmap.html#memory-cache">Use a Memory Cache</a> section
+ }
+
+ public void loadBitmap(int resId, ImageView imageView) {
+ final String imageKey = String.valueOf(resId);
+
+ final Bitmap bitmap = mMemoryCache.get(imageKey);
+ if (bitmap != null) {
+ mImageView.setImageBitmap(bitmap);
+ } else {
+ mImageView.setImageResource(R.drawable.image_placeholder);
+ BitmapWorkerTask task = new BitmapWorkerTask(mImageView);
+ task.execute(resId);
+ }
+ }
+
+ ... // include updated BitmapWorkerTask from <a href="cache-bitmap.html#memory-cache">Use a Memory Cache</a> section
+}
+</pre>
+
+<p>Putting all these pieces together gives you a responsive {@link
+android.support.v4.view.ViewPager} implementation with minimal image loading latency and the ability
+to do as much or as little background processing on your images as needed.</p>
+
+<h2 id="gridview">Load Bitmaps into a GridView Implementation</h2>
+
+<p>The <a href="{@docRoot}design/building-blocks/grid-lists.html">grid list building block</a> is
+useful for showing image data sets and can be implemented using a {@link android.widget.GridView}
+component in which many images can be on-screen at any one time and many more need to be ready to
+appear if the user scrolls up or down. When implementing this type of control, you must ensure the
+UI remains fluid, memory usage remains under control and concurrency is handled correctly (due to
+the way {@link android.widget.GridView} recycles its children views).</p>
+
+<p>To start with, here is a standard {@link android.widget.GridView} implementation with {@link
+android.widget.ImageView} children placed inside a {@link android.app.Fragment}:</p>
+
+<pre>
+public class ImageGridFragment extends Fragment implements AdapterView.OnItemClickListener {
+ private ImageAdapter mAdapter;
+
+ // A static dataset to back the GridView adapter
+ public final static Integer[] imageResIds = new Integer[] {
+ R.drawable.sample_image_1, R.drawable.sample_image_2, R.drawable.sample_image_3,
+ R.drawable.sample_image_4, R.drawable.sample_image_5, R.drawable.sample_image_6,
+ R.drawable.sample_image_7, R.drawable.sample_image_8, R.drawable.sample_image_9};
+
+ // Empty constructor as per Fragment docs
+ public ImageGridFragment() {}
+
+ &#64;Override
+ public void onCreate(Bundle savedInstanceState) {
+ super.onCreate(savedInstanceState);
+ mAdapter = new ImageAdapter(getActivity());
+ }
+
+ &#64;Override
+ public View onCreateView(
+ LayoutInflater inflater, ViewGroup container, Bundle savedInstanceState) {
+ final View v = inflater.inflate(R.layout.image_grid_fragment, container, false);
+ final GridView mGridView = (GridView) v.findViewById(R.id.gridView);
+ mGridView.setAdapter(mAdapter);
+ mGridView.setOnItemClickListener(this);
+ return v;
+ }
+
+ &#64;Override
+ public void onItemClick(AdapterView<?> parent, View v, int position, long id) {
+ final Intent i = new Intent(getActivity(), ImageDetailActivity.class);
+ i.putExtra(ImageDetailActivity.EXTRA_IMAGE, position);
+ startActivity(i);
+ }
+
+ private class ImageAdapter extends BaseAdapter {
+ private final Context mContext;
+
+ public ImageAdapter(Context context) {
+ super();
+ mContext = context;
+ }
+
+ &#64;Override
+ public int getCount() {
+ return imageResIds.length;
+ }
+
+ &#64;Override
+ public Object getItem(int position) {
+ return imageResIds[position];
+ }
+
+ &#64;Override
+ public long getItemId(int position) {
+ return position;
+ }
+
+ &#64;Override
+ public View getView(int position, View convertView, ViewGroup container) {
+ ImageView imageView;
+ if (convertView == null) { // if it's not recycled, initialize some attributes
+ imageView = new ImageView(mContext);
+ imageView.setScaleType(ImageView.ScaleType.CENTER_CROP);
+ imageView.setLayoutParams(new GridView.LayoutParams(
+ LayoutParams.MATCH_PARENT, LayoutParams.MATCH_PARENT));
+ } else {
+ imageView = (ImageView) convertView;
+ }
+ <strong>imageView.setImageResource(imageResIds[position]);</strong> // Load image into ImageView
+ return imageView;
+ }
+ }
+}
+</pre>
+
+<p>Once again, the problem with this implementation is that the image is being set in the UI thread.
+While this may work for small, simple images (due to system resource loading and caching), if any
+additional processing needs to be done, your UI grinds to a halt.</p>
+
+<p>The same asynchronous processing and caching methods from the previous section can be implemented
+here. However, you also need to wary of concurrency issues as the {@link android.widget.GridView}
+recycles its children views. To handle this, use the techniques discussed in the <a
+href="process-bitmap#concurrency">Processing Bitmaps Off the UI Thread</a> lesson. Here is the updated
+solution:</p>
+
+<pre>
+public class ImageGridFragment extends Fragment implements AdapterView.OnItemClickListener {
+ ...
+
+ private class ImageAdapter extends BaseAdapter {
+ ...
+
+ &#64;Override
+ public View getView(int position, View convertView, ViewGroup container) {
+ ...
+ <strong>loadBitmap(imageResIds[position], imageView)</strong>
+ return imageView;
+ }
+ }
+
+ public void loadBitmap(int resId, ImageView imageView) {
+ if (cancelPotentialWork(resId, imageView)) {
+ final BitmapWorkerTask task = new BitmapWorkerTask(imageView);
+ final AsyncDrawable asyncDrawable =
+ new AsyncDrawable(getResources(), mPlaceHolderBitmap, task);
+ imageView.setImageDrawable(asyncDrawable);
+ task.execute(resId);
+ }
+ }
+
+ static class AsyncDrawable extends BitmapDrawable {
+ private final WeakReference<BitmapWorkerTask> bitmapWorkerTaskReference;
+
+ public AsyncDrawable(Resources res, Bitmap bitmap,
+ BitmapWorkerTask bitmapWorkerTask) {
+ super(res, bitmap);
+ bitmapWorkerTaskReference =
+ new WeakReference<BitmapWorkerTask>(bitmapWorkerTask);
+ }
+
+ public BitmapWorkerTask getBitmapWorkerTask() {
+ return bitmapWorkerTaskReference.get();
+ }
+ }
+
+ public static boolean cancelPotentialWork(int data, ImageView imageView) {
+ final BitmapWorkerTask bitmapWorkerTask = getBitmapWorkerTask(imageView);
+
+ if (bitmapWorkerTask != null) {
+ final int bitmapData = bitmapWorkerTask.data;
+ if (bitmapData != data) {
+ // Cancel previous task
+ bitmapWorkerTask.cancel(true);
+ } else {
+ // The same work is already in progress
+ return false;
+ }
+ }
+ // No task associated with the ImageView, or an existing task was cancelled
+ return true;
+ }
+
+ private static BitmapWorkerTask getBitmapWorkerTask(ImageView imageView) {
+ if (imageView != null) {
+ final Drawable drawable = imageView.getDrawable();
+ if (drawable instanceof AsyncDrawable) {
+ final AsyncDrawable asyncDrawable = (AsyncDrawable) drawable;
+ return asyncDrawable.getBitmapWorkerTask();
+ }
+ }
+ return null;
+ }
+
+ ... // include updated <a href="process-bitmap.html#BitmapWorkerTaskUpdated">{@code BitmapWorkerTask}</a> class
+</pre>
+
+<p class="note"><strong>Note:</strong> The same code can easily be adapted to work with {@link
+android.widget.ListView} as well.</p>
+
+<p>This implementation allows for flexibility in how the images are processed and loaded without
+impeding the smoothness of the UI. In the background task you can load images from the network or
+resize large digital camera photos and the images appear as the tasks finish processing.</p>
+
+<p>For a full example of this and other concepts discussed in this lesson, please see the included
+sample application.</p>