i need to load a image from assets to avoid a froyo 2.2.2 bug resizing POT images in some particular cases. The way to avoid it is loading the image files from assets dir.
try {
InputStream istr = this.context.getAssets().open(P.strImage);
//set drawable from stream
this.imgProduct.setImageDrawable(Drawable.createFromStream(istr, null));
} catch (IOException e) {
e.printStackTrace();
}
You can follow my tutorials on displaying data from Assets: https://xjaphx.wordpress.com/2011/10/02/store-and-use-files-in-assets/
The sample with loading image and text to display.
I now added the relevant part of the provided link (in case of earthquake or something) ;-) Taifun
// load image
try {
// get input stream
InputStream ims = getAssets().open("avatar.jpg");
// load image as Drawable
Drawable d = Drawable.createFromStream(ims, null);
// set image to ImageView
mImage.setImageDrawable(d);
}
catch(IOException ex) {
return;
}
Another version, inside a fragment:
@Override
public View onCreateView(@NonNull LayoutInflater inflater, ViewGroup container, Bundle savedInstanceState)
{ root = inflater.inflate(R.layout.createrestaurant_layout, container, false);
Resources res = getResources();
img = (ImageView) root.findViewById(R.id.img);
AssetManager amanager = res.getAssets();
try {
InputStream imageStream = amanager.open("restaurant.jpg");
Drawable drawable = new BitmapDrawable(res, imageStream);
img.setImageDrawable(drawable);
} catch (Exception e) { e.printStackTrace(); }
}
This process seems much simpler in iOS/UIKit or iOS/SwiftUI.
protected String openImageInAssets(String imageName){
String encodedImageBase64 = "";
AssetManager assetManager = getAssets();
InputStream fileStream = null;
try {
fileStream = assetManager.open(imageName);
if(fileStream != null){
// BitmapFactory.Options bfo = new BitmapFactory.Options();
// bfo.inPreferredConfig = Bitmap.Config.ARGB_8888;
// Bitmap bitmap = BitmapFactory.decodeStream(fileStream, null, bfo);
Bitmap bitmap = BitmapFactory.decodeStream(fileStream);
// Convert bitmap to Base64 encoded image for web
ByteArrayOutputStream byteArrayOutputStream = new ByteArrayOutputStream();
// to get image extension file name split the received
int fileExtensionPosition = imageName.lastIndexOf('.');
String fileExtension = imageName.substring(fileExtensionPosition+1);
// Log.d(IConstants.TAG,"fileExtension: " + fileExtension);
if(fileExtension.equalsIgnoreCase("png")){
bitmap.compress(Bitmap.CompressFormat.PNG, 100, byteArrayOutputStream);
// Log.d(IConstants.TAG,"fileExtension is PNG");
}else if(fileExtension.equalsIgnoreCase("jpg") || fileExtension.equalsIgnoreCase("jpeg")){
bitmap.compress(Bitmap.CompressFormat.JPEG, 100, byteArrayOutputStream);
// Log.d(TAG,"fileExtension is JPG");
}
byte[] byteArray = byteArrayOutputStream.toByteArray();
String imgageBase64 = Base64.encodeToString(byteArray, Base64.DEFAULT);
encodedImageBase64 = "data:image/png;base64," + imgageBase64;
}
} catch (IOException e) {
e.printStackTrace();
return encodedImageBase64="";
}
finally {
//Always clear and close
try {
if(fileStream != null) {
fileStream.close();
fileStream = null;
}
} catch (IOException e) {
e.printStackTrace();
}
}
// Log.d(TAG,"encodedImageBase64: " + encodedImageBase64);
return encodedImageBase64;
}
Instead of using the assets dir, put the file into /res/raw, and you can then access it using the following URI: android.resource://com.your.packagename/" + R.raw.radiocd5
Here is an alternative way
setImageBitmap(BitmapFactory.decodeStream(assets.open("photo.jpg")))