diff options
Diffstat (limited to 'docs/html')
| -rw-r--r-- | docs/html/guide/developing/testing/testing_otheride.jd | 2 | ||||
| -rw-r--r-- | docs/html/guide/guide_toc.cs | 6 | ||||
| -rw-r--r-- | docs/html/guide/practices/ui_guidelines/activity_task_design.jd | 37 | ||||
| -rw-r--r-- | docs/html/guide/practices/ui_guidelines/index.jd | 20 | ||||
| -rw-r--r-- | docs/html/guide/practices/ui_guidelines/menu_design.jd | 31 | ||||
| -rw-r--r-- | docs/html/resources/resources_toc.cs | 25 | ||||
| -rw-r--r-- | docs/html/shareables/training/BitmapFun.zip | bin | 0 -> 315657 bytes | |||
| -rw-r--r-- | docs/html/sitemap.txt | 2 | ||||
| -rw-r--r-- | docs/html/training/accessibility/index.jd | 1 | ||||
| -rw-r--r-- | docs/html/training/displaying-bitmaps/cache-bitmap.jd | 337 | ||||
| -rw-r--r-- | docs/html/training/displaying-bitmaps/display-bitmap.jd | 400 | ||||
| -rw-r--r-- | docs/html/training/displaying-bitmaps/index.jd | 78 | ||||
| -rw-r--r-- | docs/html/training/displaying-bitmaps/load-bitmap.jd | 165 | ||||
| -rw-r--r-- | docs/html/training/displaying-bitmaps/process-bitmap.jd | 239 |
14 files changed, 1313 insertions, 30 deletions
diff --git a/docs/html/guide/developing/testing/testing_otheride.jd b/docs/html/guide/developing/testing/testing_otheride.jd index 93af979..7745ae7 100644 --- a/docs/html/guide/developing/testing/testing_otheride.jd +++ b/docs/html/guide/developing/testing/testing_otheride.jd @@ -209,7 +209,7 @@ $ android create test-project -m ../HelloAndroid -n HelloAndroidTest -p HelloAnd <p> To update a test project with the <code>android</code> tool, enter: </p> -<pre>android update-test-project -m <main_path> -p <test_path></pre> +<pre>android update test-project -m <main_path> -p <test_path></pre> <table> <tr> diff --git a/docs/html/guide/guide_toc.cs b/docs/html/guide/guide_toc.cs index ba8dc5e..62d18ae 100644 --- a/docs/html/guide/guide_toc.cs +++ b/docs/html/guide/guide_toc.cs @@ -834,12 +834,6 @@ applications</span> <li><a href="<?cs var:toroot ?>guide/practices/ui_guidelines/widget_design.html"> <span class="en">App Widget Design</span> </a></li> - <li><a href="<?cs var:toroot ?>guide/practices/ui_guidelines/activity_task_design.html"> - <span class="en">Activity and Task Design</span> - </a></li> - <li><a href="<?cs var:toroot ?>guide/practices/ui_guidelines/menu_design.html"> - <span class="en">Menu Design</span> - </a></li> </ul> </li> </ul> diff --git a/docs/html/guide/practices/ui_guidelines/activity_task_design.jd b/docs/html/guide/practices/ui_guidelines/activity_task_design.jd index f8ca3f8..8e4528e 100644 --- a/docs/html/guide/practices/ui_guidelines/activity_task_design.jd +++ b/docs/html/guide/practices/ui_guidelines/activity_task_design.jd @@ -3,6 +3,43 @@ parent.title=UI Guidelines parent.link=index.html @jd:body + + + +<div id="deprecatedSticker"> + <a href="#" + onclick="$('#naMessage').show();$('#deprecatedSticker').hide();return false"> + <strong>This doc is deprecated</strong></a> +</div> + + +<div id="naMessage" style="display:block"> +<div><p><strong>This document has been deprecated.</strong></p> + <p>For information about designing an activity structure and navigation, read the design guidelines +for <a href="{@docRoot}design/patterns/app-structure.html">App Structure</a> and +<a href="{@docRoot}design/patterns/navigation.html">Navigation</a>, or the developer guide +about <a +href="{@docRoot}guide/topics/fundamentals/tasks-and-back-stack.html">Tasks and Back Stack</a>.</p> + + <input style="margin-top:1em;padding:5px" type="button" + value="That's nice, but I still want to read this document" +onclick="$('#naMessage').hide();$('#deprecatedSticker').show()" /> +</div> +</div> + + + + + + + + + + + + + + <div id="qv-wrapper"> <div id="qv"> diff --git a/docs/html/guide/practices/ui_guidelines/index.jd b/docs/html/guide/practices/ui_guidelines/index.jd index 3255275..24fb855 100644 --- a/docs/html/guide/practices/ui_guidelines/index.jd +++ b/docs/html/guide/practices/ui_guidelines/index.jd @@ -39,26 +39,6 @@ at a glance, on a user's Home screen. These design guidelines describe how to design widgets that fit with others on the Home screen. They include links to graphics files and templates that will make your designer's life easier.</dd> </dl> - <dl> - <dt><a href="{@docRoot}guide/practices/ui_guidelines/activity_task_design.html">Activity and Task Design Guidelines</a> </dt> - <dd>Activities are the basic, independent building blocks of applications. - As you design your application's UI and feature set, you are free to - re-use activities from other applications as if they were yours, - to enrich and extend your application. These guidelines - describe how activities work, illustrates them with examples, and - describes important underlying principles and mechanisms, such as - multitasking, activity reuse, intents, the activity stack, and - tasks. It covers this all from a high-level design perspective. -</dd> - <dt><a href="{@docRoot}guide/practices/ui_guidelines/menu_design.html">Menu Design Guidelines</a> </dt> - <dd>Android applications make use of Option menus and Context menus - that enable users to perform operations and navigate to other parts - of your application or to other applications. These guidelines describe - the difference between Options anontext menus, how to arrange - menu items, when to put commands on-screen, and other details about - menu design. -</dd> -</dl> diff --git a/docs/html/guide/practices/ui_guidelines/menu_design.jd b/docs/html/guide/practices/ui_guidelines/menu_design.jd index 7576b6c..b4e2ea7 100644 --- a/docs/html/guide/practices/ui_guidelines/menu_design.jd +++ b/docs/html/guide/practices/ui_guidelines/menu_design.jd @@ -2,7 +2,38 @@ page.title=Menu Design Guidelines parent.title=UI Guidelines parent.link=index.html @jd:body + + + + +<div id="deprecatedSticker"> + <a href="#" + onclick="$('#naMessage').show();$('#deprecatedSticker').hide();return false"> + <strong>This doc is deprecated</strong></a> +</div> + + +<div id="naMessage" style="display:block"> +<div><p><strong>This document has been deprecated.</strong></p> + <p>For design guidelines about adding user actions and other options, read the design guidelines +for <a href="{@docRoot}design/patterns/actionbar.html">Action Bar</a> or the developer guide about +<a href="{@docRoot}guide/topics/ui/menus.html">Menus</a>.</p> + + <input style="margin-top:1em;padding:5px" type="button" + value="That's nice, but I still want to read this document" +onclick="$('#naMessage').hide();$('#deprecatedSticker').show()" /> +</div> +</div> + + + + + + + + + <div id="qv-wrapper"> <div id="qv"> diff --git a/docs/html/resources/resources_toc.cs b/docs/html/resources/resources_toc.cs index bbbe6fb..5297c23 100644 --- a/docs/html/resources/resources_toc.cs +++ b/docs/html/resources/resources_toc.cs @@ -299,6 +299,31 @@ class="new"> new!</span></span> </li> </ul> </li> + + <li class="toggle-list"> + <div><a href="<?cs var:toroot ?>training/displaying-bitmaps/index.html"> + <span class="en">Displaying Bitmaps Efficiently<span class="new"> new!</span></span> + </a> + </div> + <ul> + <li><a href="<?cs var:toroot ?>training/displaying-bitmaps/load-bitmap.html"> + <span class="en">Loading Large Bitmaps Efficiently</span> + </a> + </li> + <li><a href="<?cs var:toroot ?>training/displaying-bitmaps/process-bitmap.html"> + <span class="en">Processing Bitmaps Off the UI Thread</span> + </a> + </li> + <li><a href="<?cs var:toroot ?>training/displaying-bitmaps/cache-bitmap.html"> + <span class="en">Caching Bitmaps</span> + </a> + </li> + <li><a href="<?cs var:toroot ?>training/displaying-bitmaps/display-bitmap.html"> + <span class="en">Displaying Bitmaps in Your UI</span> + </a> + </li> + </ul> + </li> <li class="toggle-list"> <div><a href="<?cs var:toroot ?>training/accessibility/index.html"> diff --git a/docs/html/shareables/training/BitmapFun.zip b/docs/html/shareables/training/BitmapFun.zip Binary files differnew file mode 100644 index 0000000..e7e71f9 --- /dev/null +++ b/docs/html/shareables/training/BitmapFun.zip diff --git a/docs/html/sitemap.txt b/docs/html/sitemap.txt index 958fe56..3f26dd0 100644 --- a/docs/html/sitemap.txt +++ b/docs/html/sitemap.txt @@ -160,8 +160,6 @@ http://developer.android.com/guide/practices/ui_guidelines/icon_design_tab.html http://developer.android.com/guide/practices/ui_guidelines/icon_design_dialog.html http://developer.android.com/guide/practices/ui_guidelines/icon_design_list.html http://developer.android.com/guide/practices/ui_guidelines/widget_design.html -http://developer.android.com/guide/practices/ui_guidelines/activity_task_design.html -http://developer.android.com/guide/practices/ui_guidelines/menu_design.html http://developer.android.com/guide/practices/design/performance.html http://developer.android.com/guide/practices/design/responsiveness.html http://developer.android.com/guide/practices/design/seamlessness.html diff --git a/docs/html/training/accessibility/index.jd b/docs/html/training/accessibility/index.jd index d5178a9..333f9f2 100644 --- a/docs/html/training/accessibility/index.jd +++ b/docs/html/training/accessibility/index.jd @@ -13,7 +13,6 @@ next.link=accessible-app.html <h2>Dependencies and prerequisites</h2> <ul> <li>Android 2.0 (API Level 5) or higher</li> -Playback</a></li> </ul> <h2>You should also read</h2> diff --git a/docs/html/training/displaying-bitmaps/cache-bitmap.jd b/docs/html/training/displaying-bitmaps/cache-bitmap.jd new file mode 100644 index 0000000..94abe21 --- /dev/null +++ b/docs/html/training/displaying-bitmaps/cache-bitmap.jd @@ -0,0 +1,337 @@ +page.title=Caching Bitmaps +parent.title=Displaying Bitmaps Efficiently +parent.link=index.html + +trainingnavtop=true +next.title=Displaying Bitmaps in Your UI +next.link=display-bitmap.html +previous.title=Processing Bitmaps Off the UI Thread +previous.link=process-bitmap.html + +@jd:body + +<div id="tb-wrapper"> +<div id="tb"> + +<h2>This lesson teaches you to</h2> +<ol> + <li><a href="#memory-cache">Use a Memory Cache</a></li> + <li><a href="#disk-cache">Use a Disk Cache</a></li> + <li><a href="#config-changes">Handle Configuration Changes</a></li> +</ol> + +<h2>You should also read</h2> +<ul> + <li><a href="{@docRoot}guide/topics/resources/runtime-changes.html">Handling Runtime Changes</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>Loading a single bitmap into your user interface (UI) is straightforward, however things get more +complicated if you need to load a larger set of images at once. In many cases (such as with +components like {@link android.widget.ListView}, {@link android.widget.GridView} or {@link +android.support.v4.view.ViewPager }), the total number of images on-screen combined with images that +might soon scroll onto the screen are essentially unlimited.</p> + +<p>Memory usage is kept down with components like this by recycling the child views as they move +off-screen. The garbage collector also frees up your loaded bitmaps, assuming you don't keep any +long lived references. This is all good and well, but in order to keep a fluid and fast-loading UI +you want to avoid continually processing these images each time they come back on-screen. A memory +and disk cache can often help here, allowing components to quickly reload processed images.</p> + +<p>This lesson walks you through using a memory and disk bitmap cache to improve the responsiveness +and fluidity of your UI when loading multiple bitmaps.</p> + +<h2 id="memory-cache">Use a Memory Cache</h2> + +<p>A memory cache offers fast access to bitmaps at the cost of taking up valuable application +memory. The {@link android.util.LruCache} class (also available in the <a +href="{@docRoot}reference/android/support/v4/util/LruCache.html">Support Library</a> for use back +to API Level 4) is particularly well suited to the task of caching bitmaps, keeping recently +referenced objects in a strong referenced {@link java.util.LinkedHashMap} and evicting the least +recently used member before the cache exceeds its designated size.</p> + +<p class="note"><strong>Note:</strong> In the past, a popular memory cache implementation was a +{@link java.lang.ref.SoftReference} or {@link java.lang.ref.WeakReference} bitmap cache, however +this is not recommended. Starting from Android 2.3 (API Level 9) the garbage collector is more +aggressive with collecting soft/weak references which makes them fairly ineffective. In addition, +prior to Android 3.0 (API Level 11), the backing data of a bitmap was stored in native memory which +is not released in a predictable manner, potentially causing an application to briefly exceed its +memory limits and crash.</p> + +<p>In order to choose a suitable size for a {@link android.util.LruCache}, a number of factors +should be taken into consideration, for example:</p> + +<ul> + <li>How memory intensive is the rest of your activity and/or application?</li> + <li>How many images will be on-screen at once? How many need to be available ready to come + on-screen?</li> + <li>What is the screen size and density of the device? An extra high density screen (xhdpi) device + like <a href="http://www.android.com/devices/detail/galaxy-nexus">Galaxy Nexus</a> will need a + larger cache to hold the same number of images in memory compared to a device like <a + href="http://www.android.com/devices/detail/nexus-s">Nexus S</a> (hdpi).</li> + <li>What dimensions and configuration are the bitmaps and therefore how much memory will each take + up?</li> + <li>How frequently will the images be accessed? Will some be accessed more frequently than others? + If so, perhaps you may want to keep certain items always in memory or even have multiple {@link + android.util.LruCache} objects for different groups of bitmaps.</li> + <li>Can you balance quality against quantity? Sometimes it can be more useful to store a larger + number of lower quality bitmaps, potentially loading a higher quality version in another + background task.</li> +</ul> + +<p>There is no specific size or formula that suits all applications, it's up to you to analyze your +usage and come up with a suitable solution. A cache that is too small causes additional overhead with +no benefit, a cache that is too large can once again cause {@code java.lang.OutOfMemory} exceptions +and leave the rest of your app little memory to work with.</p> + +<p>Here’s an example of setting up a {@link android.util.LruCache} for bitmaps:</p> + +<pre> +private LruCache<String, Bitmap> mMemoryCache; + +@Override +protected void onCreate(Bundle savedInstanceState) { + ... + // Get memory class of this device, exceeding this amount will throw an + // OutOfMemory exception. + final int memClass = ((ActivityManager) context.getSystemService( + Context.ACTIVITY_SERVICE)).getMemoryClass(); + + // Use 1/8th of the available memory for this memory cache. + final int cacheSize = 1024 * 1024 * memClass / 8; + + mMemoryCache = new LruCache<String, Bitmap>(cacheSize) { + @Override + protected int sizeOf(String key, Bitmap bitmap) { + // The cache size will be measured in bytes rather than number of items. + return bitmap.getByteCount(); + } + }; + ... +} + +public void addBitmapToMemoryCache(String key, Bitmap bitmap) { + if (getBitmapFromMemCache(key) == null) { + mMemoryCache.put(key, bitmap); + } +} + +public Bitmap getBitmapFromMemCache(String key) { + return mMemoryCache.get(key); +} +</pre> + +<p class="note"><strong>Note:</strong> In this example, one eighth of the application memory is +allocated for our cache. On a normal/hdpi device this is a minimum of around 4MB (32/8). A full +screen {@link android.widget.GridView} filled with images on a device with 800x480 resolution would +use around 1.5MB (800*480*4 bytes), so this would cache a minimum of around 2.5 pages of images in +memory.</p> + +<p>When loading a bitmap into an {@link android.widget.ImageView}, the {@link android.util.LruCache} +is checked first. If an entry is found, it is used immediately to update the {@link +android.widget.ImageView}, otherwise a background thread is spawned to process the image:</p> + +<pre> +public void loadBitmap(int resId, ImageView imageView) { + final String imageKey = String.valueOf(resId); + + final Bitmap bitmap = getBitmapFromMemCache(imageKey); + if (bitmap != null) { + mImageView.setImageBitmap(bitmap); + } else { + mImageView.setImageResource(R.drawable.image_placeholder); + BitmapWorkerTask task = new BitmapWorkerTask(mImageView); + task.execute(resId); + } +} +</pre> + +<p>The <a href="process-bitmap.html#BitmapWorkerTask">{@code BitmapWorkerTask}</a> also needs to be +updated to add entries to the memory cache:</p> + +<pre> +class BitmapWorkerTask extends AsyncTask<Integer, Void, Bitmap> { + ... + // Decode image in background. + @Override + protected Bitmap doInBackground(Integer... params) { + final Bitmap bitmap = decodeSampledBitmapFromResource( + getResources(), params[0], 100, 100)); + addBitmapToMemoryCache(String.valueOf(params[0]), bitmap); + return bitmap; + } + ... +} +</pre> + +<h2 id="disk-cache">Use a Disk Cache</h2> + +<p>A memory cache is useful in speeding up access to recently viewed bitmaps, however you cannot +rely on images being available in this cache. Components like {@link android.widget.GridView} with +larger datasets can easily fill up a memory cache. Your application could be interrupted by another +task like a phone call, and while in the background it might be killed and the memory cache +destroyed. Once the user resumes, your application it has to process each image again.</p> + +<p>A disk cache can be used in these cases to persist processed bitmaps and help decrease loading +times where images are no longer available in a memory cache. Of course, fetching images from disk +is slower than loading from memory and should be done in a background thread, as disk read times can +be unpredictable.</p> + +<p class="note"><strong>Note:</strong> A {@link android.content.ContentProvider} might be a more +appropriate place to store cached images if they are accessed more frequently, for example in an +image gallery application.</p> + +<p>Included in the sample code of this class is a basic {@code DiskLruCache} implementation. +However, a more robust and recommended {@code DiskLruCache} solution is included in the Android 4.0 +source code ({@code libcore/luni/src/main/java/libcore/io/DiskLruCache.java}). Back-porting this +class for use on previous Android releases should be fairly straightforward (a <a +href="http://www.google.com/search?q=disklrucache">quick search</a> shows others who have already +implemented this solution).</p> + +<p>Here’s updated example code that uses the simple {@code DiskLruCache} included in the sample +application of this class:</p> + +<pre> +private DiskLruCache mDiskCache; +private static final int DISK_CACHE_SIZE = 1024 * 1024 * 10; // 10MB +private static final String DISK_CACHE_SUBDIR = "thumbnails"; + +@Override +protected void onCreate(Bundle savedInstanceState) { + ... + // Initialize memory cache + ... + File cacheDir = getCacheDir(this, DISK_CACHE_SUBDIR); + mDiskCache = DiskLruCache.openCache(this, cacheDir, DISK_CACHE_SIZE); + ... +} + +class BitmapWorkerTask extends AsyncTask<Integer, Void, Bitmap> { + ... + // Decode image in background. + @Override + protected Bitmap doInBackground(Integer... params) { + final String imageKey = String.valueOf(params[0]); + + // Check disk cache in background thread + Bitmap bitmap = getBitmapFromDiskCache(imageKey); + + if (bitmap == null) { // Not found in disk cache + // Process as normal + final Bitmap bitmap = decodeSampledBitmapFromResource( + getResources(), params[0], 100, 100)); + } + + // Add final bitmap to caches + addBitmapToCache(String.valueOf(imageKey, bitmap); + + return bitmap; + } + ... +} + +public void addBitmapToCache(String key, Bitmap bitmap) { + // Add to memory cache as before + if (getBitmapFromMemCache(key) == null) { + mMemoryCache.put(key, bitmap); + } + + // Also add to disk cache + if (!mDiskCache.containsKey(key)) { + mDiskCache.put(key, bitmap); + } +} + +public Bitmap getBitmapFromDiskCache(String key) { + return mDiskCache.get(key); +} + +// Creates a unique subdirectory of the designated app cache directory. Tries to use external +// but if not mounted, falls back on internal storage. +public static File getCacheDir(Context context, String uniqueName) { + // Check if media is mounted or storage is built-in, if so, try and use external cache dir + // otherwise use internal cache dir + final String cachePath = Environment.getExternalStorageState() == Environment.MEDIA_MOUNTED + || !Environment.isExternalStorageRemovable() ? + context.getExternalCacheDir().getPath() : context.getCacheDir().getPath(); + + return new File(cachePath + File.separator + uniqueName); +} +</pre> + +<p>While the memory cache is checked in the UI thread, the disk cache is checked in the background +thread. Disk operations should never take place on the UI thread. When image processing is +complete, the final bitmap is added to both the memory and disk cache for future use.</p> + +<h2 id="config-changes">Handle Configuration Changes</h2> + +<p>Runtime configuration changes, such as a screen orientation change, cause Android to destroy and +restart the running activity with the new configuration (For more information about this behavior, +see <a href="{@docRoot}guide/topics/resources/runtime-changes.html">Handling Runtime Changes</a>). +You want to avoid having to process all your images again so the user has a smooth and fast +experience when a configuration change occurs.</p> + +<p>Luckily, you have a nice memory cache of bitmaps that you built in the <a +href="#memory-cache">Use a Memory Cache</a> section. This cache can be passed through to the new +activity instance using a {@link android.app.Fragment} which is preserved by calling {@link +android.app.Fragment#setRetainInstance setRetainInstance(true)}). After the activity has been +recreated, this retained {@link android.app.Fragment} is reattached and you gain access to the +existing cache object, allowing images to be quickly fetched and re-populated into the {@link +android.widget.ImageView} objects.</p> + +<p>Here’s an example of retaining a {@link android.util.LruCache} object across configuration +changes using a {@link android.app.Fragment}:</p> + +<pre> +private LruCache<String, Bitmap> mMemoryCache; + +@Override +protected void onCreate(Bundle savedInstanceState) { + ... + RetainFragment mRetainFragment = + RetainFragment.findOrCreateRetainFragment(getFragmentManager()); + mMemoryCache = RetainFragment.mRetainedCache; + if (mMemoryCache == null) { + mMemoryCache = new LruCache<String, Bitmap>(cacheSize) { + ... // Initialize cache here as usual + } + mRetainFragment.mRetainedCache = mMemoryCache; + } + ... +} + +class RetainFragment extends Fragment { + private static final String TAG = "RetainFragment"; + public LruCache<String, Bitmap> mRetainedCache; + + public RetainFragment() {} + + public static RetainFragment findOrCreateRetainFragment(FragmentManager fm) { + RetainFragment fragment = (RetainFragment) fm.findFragmentByTag(TAG); + if (fragment == null) { + fragment = new RetainFragment(); + } + return fragment; + } + + @Override + public void onCreate(Bundle savedInstanceState) { + super.onCreate(savedInstanceState); + <strong>setRetainInstance(true);</strong> + } +} +</pre> + +<p>To test this out, try rotating a device both with and without retaining the {@link +android.app.Fragment}. You should notice little to no lag as the images populate the activity almost +instantly from memory when you retain the cache. Any images not found in the memory cache are +hopefully available in the disk cache, if not, they are processed as usual.</p> diff --git a/docs/html/training/displaying-bitmaps/display-bitmap.jd b/docs/html/training/displaying-bitmaps/display-bitmap.jd new file mode 100644 index 0000000..7a93313 --- /dev/null +++ b/docs/html/training/displaying-bitmaps/display-bitmap.jd @@ -0,0 +1,400 @@ +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}; + + @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; + } + + @Override + public int getCount() { + return mSize; + } + + @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() {} + + @Override + public void onCreate(Bundle savedInstanceState) { + super.onCreate(savedInstanceState); + mImageNum = getArguments() != null ? getArguments().getInt(IMAGE_DATA_EXTRA) : -1; + } + + @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; + } + + @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 { + ... + + @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; + + @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() {} + + @Override + public void onCreate(Bundle savedInstanceState) { + super.onCreate(savedInstanceState); + mAdapter = new ImageAdapter(getActivity()); + } + + @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; + } + + @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; + } + + @Override + public int getCount() { + return imageResIds.length; + } + + @Override + public Object getItem(int position) { + return imageResIds[position]; + } + + @Override + public long getItemId(int position) { + return position; + } + + @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 { + ... + + @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> diff --git a/docs/html/training/displaying-bitmaps/index.jd b/docs/html/training/displaying-bitmaps/index.jd new file mode 100644 index 0000000..6755c24 --- /dev/null +++ b/docs/html/training/displaying-bitmaps/index.jd @@ -0,0 +1,78 @@ +page.title=Displaying Bitmaps Efficiently + +trainingnavtop=true +startpage=true +next.title=Loading Large Bitmaps Efficiently +next.link=load-bitmap.html + +@jd:body + +<div id="tb-wrapper"> +<div id="tb"> + +<h2>Dependencies and prerequisites</h2> +<ul> + <li>Android 2.1 (API Level 7) or higher</li> + <li><a href="{@docRoot}sdk/compatibility-library.html">Support Library</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>This class covers some common techniques for processing and loading {@link +android.graphics.Bitmap} objects in a way that keeps your user interface (UI) components responsive +and avoids exceeding your application memory limit. If you're not careful, bitmaps can quickly +consume your available memory budget leading to an application crash due to the dreaded +exception:<br />{@code java.lang.OutofMemoryError: bitmap size exceeds VM budget}.</p> + +<p>There are a number of reasons why loading bitmaps in your Android application is tricky:</p> + +<ul> + <li>Mobile devices typically have constrained system resources. Android devices can have as little + as 16MB of memory available to a single application. The <a + href="http://source.android.com/compatibility/downloads.html">Android Compatibility Definition + Document</a> (CDD), <i>Section 3.7. Virtual Machine Compatibility</i> 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.</li> + <li>Bitmaps take up a lot of memory, especially for rich images like photographs. For example, the + camera on the <a href="http://www.google.com/nexus/">Galaxy Nexus</a> takes photos up to 2592x1936 + pixels (5 megapixels). If the bitmap configuration used is {@link + android.graphics.Bitmap.Config ARGB_8888} (the default from the Android 2.3 onward) then loading + this image into memory takes about 19MB of memory (2592*1936*4 bytes), immediately exhausting the + per-app limit on some devices.</li> + <li>Android app UI’s frequently require several bitmaps to be loaded at once. Components such as + {@link android.widget.ListView}, {@link android.widget.GridView} and {@link + android.support.v4.view.ViewPager} commonly include multiple bitmaps on-screen at once with many + more potentially off-screen ready to show at the flick of a finger.</li> +</ul> + +<h2>Lessons</h2> + +<dl> + <dt><b><a href="load-bitmap.html">Loading Large Bitmaps Efficiently</a></b></dt> + <dd>This lesson walks you through decoding large bitmaps without exceeding the per application + memory limit.</dd> + + <dt><b><a href="process-bitmap.html">Processing Bitmaps Off the UI Thread</a></b></dt> + <dd>Bitmap processing (resizing, downloading from a remote source, etc.) should never take place + on the main UI thread. This lesson walks you through processing bitmaps in a background thread + using {@link android.os.AsyncTask} and explains how to handle concurrency issues.</dd> + + <dt><b><a href="cache-bitmap.html">Caching Bitmaps</a></b></dt> + <dd>This lesson walks you through using a memory and disk bitmap cache to improve the + responsiveness and fluidity of your UI when loading multiple bitmaps.</dd> + + <dt><b><a href="display-bitmap.html">Displaying Bitmaps in Your UI</a></b></dt> + <dd>This lesson brings everything together, showing you how to load multiple bitmaps into + components like {@link android.support.v4.view.ViewPager} and {@link android.widget.GridView} + using a background thread and bitmap cache.</dd> + +</dl>
\ No newline at end of file diff --git a/docs/html/training/displaying-bitmaps/load-bitmap.jd b/docs/html/training/displaying-bitmaps/load-bitmap.jd new file mode 100644 index 0000000..c0a5709 --- /dev/null +++ b/docs/html/training/displaying-bitmaps/load-bitmap.jd @@ -0,0 +1,165 @@ +page.title=Loading Large Bitmaps Efficiently +parent.title=Displaying Bitmaps Efficiently +parent.link=index.html + +trainingnavtop=true +next.title=Processing Bitmaps Off the UI Thread +next.link=process-bitmap.html + +@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}shareables/training/BitmapFun.zip" class="button">Download the sample</a> + <p class="filename">BitmapFun.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 the sample size value 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) { + if (width > height) { + inSampleSize = Math.round((float)height / (float)reqHeight); + } else { + inSampleSize = Math.round((float)width / (float)reqWidth); + } + } + return inSampleSize; +} +</pre> + +<p class="note"><strong>Note:</strong> Using powers of 2 for {@link +android.graphics.BitmapFactory.Options#inSampleSize} values is faster and more efficient for the +decoder. However, if you plan to cache the resized versions in memory or on disk, it’s usually still +worth decoding to the most appropriate image dimensions to save space.</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>
\ No newline at end of file diff --git a/docs/html/training/displaying-bitmaps/process-bitmap.jd b/docs/html/training/displaying-bitmaps/process-bitmap.jd new file mode 100644 index 0000000..c1450b4 --- /dev/null +++ b/docs/html/training/displaying-bitmaps/process-bitmap.jd @@ -0,0 +1,239 @@ +page.title=Processing Bitmaps Off the UI Thread +parent.title=Displaying Bitmaps Efficiently +parent.link=index.html + +trainingnavtop=true +next.title=Caching Bitmaps +next.link=cache-bitmap.html +previous.title=Loading Large Bitmaps Efficiently +previous.link=load-bitmap.html + +@jd:body + +<div id="tb-wrapper"> +<div id="tb"> + +<h2>This lesson teaches you to</h2> +<ol> + <li><a href="#async-task">Use an AsyncTask</a></li> + <li><a href="#concurrency">Handle Concurrency</a></li> +</ol> + +<h2>You should also read</h2> +<ul> + <li><a href="{@docRoot}guide/practices/design/responsiveness.html">Designing for Responsiveness</a></li> + <li><a + href="http://android-developers.blogspot.com/2010/07/multithreading-for-performance.html">Multithreading + for Performance</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>The {@link +android.graphics.BitmapFactory#decodeByteArray(byte[],int,int,android.graphics.BitmapFactory.Options) +BitmapFactory.decode*} methods, discussed in the <a href="load-bitmap.html">Load Large Bitmaps +Efficiently</a> lesson, should not be executed on the main UI thread if the source data is read from +disk or a network location (or really any source other than memory). The time this data takes to +load is unpredictable and depends on a variety of factors (speed of reading from disk or network, +size of image, power of CPU, etc.). If one of these tasks blocks the UI thread, the system flags +your application as non-responsive and the user has the option of closing it (see <a +href="{@docRoot}guide/practices/design/responsiveness.html">Designing for Responsiveness</a> for +more information).</p> + +<p>This lesson walks you through processing bitmaps in a background thread using +{@link android.os.AsyncTask} and shows you how to handle concurrency issues.</p> + +<h2 id="async-task">Use an AsyncTask</h2> + +<p>The {@link android.os.AsyncTask} class provides an easy way to execute some work in a background +thread and publish the results back on the UI thread. To use it, create a subclass and override the +provided methods. Here’s an example of loading a large image into an {@link +android.widget.ImageView} using {@link android.os.AsyncTask} and <a +href="load-bitmap.html#decodeSampledBitmapFromResource">{@code +decodeSampledBitmapFromResource()}</a>: </p> + +<a name="BitmapWorkerTask"></a> +<pre> +class BitmapWorkerTask extends AsyncTask<Integer, Void, Bitmap> { + private final WeakReference<ImageView> imageViewReference; + private int data = 0; + + public BitmapWorkerTask(ImageView imageView) { + // Use a WeakReference to ensure the ImageView can be garbage collected + imageViewReference = new WeakReference<ImageView>(imageView); + } + + // Decode image in background. + @Override + protected Bitmap doInBackground(Integer... params) { + data = params[0]; + return decodeSampledBitmapFromResource(getResources(), data, 100, 100)); + } + + // Once complete, see if ImageView is still around and set bitmap. + @Override + protected void onPostExecute(Bitmap bitmap) { + if (imageViewReference != null && bitmap != null) { + final ImageView imageView = imageViewReference.get(); + if (imageView != null) { + imageView.setImageBitmap(bitmap); + } + } + } +} +</pre> + +<p>The {@link java.lang.ref.WeakReference} to the {@link android.widget.ImageView} ensures that the +{@link android.os.AsyncTask} does not prevent the {@link android.widget.ImageView} and anything it +references from being garbage collected. There’s no guarantee the {@link android.widget.ImageView} +is still around when the task finishes, so you must also check the reference in {@link +android.os.AsyncTask#onPostExecute(Result) onPostExecute()}. The {@link android.widget.ImageView} +may no longer exist, if for example, the user navigates away from the activity or if a +configuration change happens before the task finishes.</p> + +<p>To start loading the bitmap asynchronously, simply create a new task and execute it:</p> + +<pre> +public void loadBitmap(int resId, ImageView imageView) { + BitmapWorkerTask task = new BitmapWorkerTask(imageView); + task.execute(resId); +} +</pre> + +<h2 id="concurrency">Handle Concurrency</h2> + +<p>Common view components such as {@link android.widget.ListView} and {@link +android.widget.GridView} introduce another issue when used in conjunction with the {@link +android.os.AsyncTask} as demonstrated in the previous section. In order to be efficient with memory, +these components recycle child views as the user scrolls. If each child view triggers an {@link +android.os.AsyncTask}, there is no guarantee that when it completes, the associated view has not +already been recycled for use in another child view. Furthermore, there is no guarantee that the +order in which asynchronous tasks are started is the order that they complete.</p> + +<p>The blog post <a +href="http://android-developers.blogspot.com/2010/07/multithreading-for-performance.html">Multithreading +for Performance</a> further discusses dealing with concurrency, and offers a solution where the +{@link android.widget.ImageView} stores a reference to the most recent {@link android.os.AsyncTask} +which can later be checked when the task completes. Using a similar method, the {@link +android.os.AsyncTask} from the previous section can be extended to follow a similar pattern.</p> + +<p>Create a dedicated {@link android.graphics.drawable.Drawable} subclass to store a reference +back to the worker task. In this case, a {@link android.graphics.drawable.BitmapDrawable} is used so +that a placeholder image can be displayed in the {@link android.widget.ImageView} while the task +completes:</p> + +<a name="AsyncDrawable"></a> +<pre> +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(); + } +} +</pre> + +<p>Before executing the <a href="#BitmapWorkerTask">{@code BitmapWorkerTask}</a>, you create an <a +href="#AsyncDrawable">{@code AsyncDrawable}</a> and bind it to the target {@link +android.widget.ImageView}:</p> + +<pre> +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); + } +} +</pre> + +<p>The {@code cancelPotentialWork} method referenced in the code sample above checks if another +running task is already associated with the {@link android.widget.ImageView}. If so, it attempts to +cancel the previous task by calling {@link android.os.AsyncTask#cancel cancel()}. In a small number +of cases, the new task data matches the existing task and nothing further needs to happen. Here is +the implementation of {@code cancelPotentialWork}:</p> + +<pre> +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; +} +</pre> + +<p>A helper method, {@code getBitmapWorkerTask()}, is used above to retrieve the task associated +with a particular {@link android.widget.ImageView}:</p> + +<pre> +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; +} +</pre> + +<p>The last step is updating {@code onPostExecute()} in <a href="#BitmapWorkerTask">{@code +BitmapWorkerTask}</a> so that it checks if the task is cancelled and if the current task matches the +one associated with the {@link android.widget.ImageView}:</p> + +<a name="BitmapWorkerTaskUpdated"></a> +<pre> +class BitmapWorkerTask extends AsyncTask<Integer, Void, Bitmap> { + ... + + @Override + protected void onPostExecute(Bitmap bitmap) { + <strong>if (isCancelled()) { + bitmap = null; + }</strong> + + if (imageViewReference != null && bitmap != null) { + final ImageView imageView = imageViewReference.get(); + <strong>final BitmapWorkerTask bitmapWorkerTask = + getBitmapWorkerTask(imageView);</strong> + if (<strong>this == bitmapWorkerTask &&</strong> imageView != null) { + imageView.setImageBitmap(bitmap); + } + } + } +} +</pre> + +<p>This implementation is now suitable for use in {@link android.widget.ListView} and {@link +android.widget.GridView} components as well as any other components that recycle their child +views. Simply call {@code loadBitmap} where you normally set an image to your {@link +android.widget.ImageView}. For example, in a {@link android.widget.GridView} implementation this +would be in the {@link android.widget.Adapter#getView getView()} method of the backing adapter.</p>
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