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diff --git a/samples/devbytes/graphics/BitmapAllocation/src/com/example/android/bitmapallocation/BitmapAllocation.java b/samples/devbytes/graphics/BitmapAllocation/src/com/example/android/bitmapallocation/BitmapAllocation.java
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+/*
+ * Copyright (C) 2013 The Android Open Source Project
+ *
+ * Licensed 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.
+ */
+
+package com.example.android.bitmapallocation;
+
+import android.app.Activity;
+import android.graphics.Bitmap;
+import android.graphics.BitmapFactory;
+import android.os.Bundle;
+import android.view.View;
+import android.widget.CheckBox;
+import android.widget.ImageView;
+import android.widget.TextView;
+
+/**
+ * This example shows how to speed up bitmap loading and reduce garbage collection
+ * by reusing existing bitmaps.
+ *
+ * Watch the associated video for this demo on the DevBytes channel of developer.android.com,
+ * or on YouTube at https://www.youtube.com/watch?v=rsQet4nBVi8.
+ */
+public class BitmapAllocation extends Activity {
+
+ // There are some assumptions in this demo app that don't carry over well to the real world:
+ // it assumes that all bitmaps are the same size and that loading all bitmaps as the activity
+ // starts is good enough. A real application would be take a more flexible and robust
+ // approach. But these assumptions are good enough for the purposes of this tutorial,
+ // which is about reusing existing bitmaps of the same size.
+
+ int mCurrentIndex = 0;
+ Bitmap mCurrentBitmap = null;
+ BitmapFactory.Options mBitmapOptions;
+
+ @Override
+ public void onCreate(Bundle savedInstanceState) {
+ super.onCreate(savedInstanceState);
+ setContentView(R.layout.activity_bitmap_allocation);
+
+ final int[] imageIDs = {R.drawable.a, R.drawable.b, R.drawable.c, R.drawable.d,
+ R.drawable.e, R.drawable.f};
+
+ final CheckBox checkbox = (CheckBox) findViewById(R.id.checkbox);
+ final TextView durationTextview = (TextView) findViewById(R.id.loadDuration);
+ final ImageView imageview = (ImageView) findViewById(R.id.imageview);
+
+ // Create bitmap to be re-used, based on the size of one of the bitmaps
+ mBitmapOptions = new BitmapFactory.Options();
+ mBitmapOptions.inJustDecodeBounds = true;
+ BitmapFactory.decodeResource(getResources(), R.drawable.a, mBitmapOptions);
+ mCurrentBitmap = Bitmap.createBitmap(mBitmapOptions.outWidth,
+ mBitmapOptions.outHeight, Bitmap.Config.ARGB_8888);
+ mBitmapOptions.inJustDecodeBounds = false;
+ mBitmapOptions.inBitmap = mCurrentBitmap;
+ mBitmapOptions.inSampleSize = 1;
+ BitmapFactory.decodeResource(getResources(), R.drawable.a, mBitmapOptions);
+ imageview.setImageBitmap(mCurrentBitmap);
+
+ // When the user clicks on the image, load the next one in the list
+ imageview.setOnClickListener(new View.OnClickListener() {
+
+ @Override
+ public void onClick(View v) {
+ mCurrentIndex = (mCurrentIndex + 1) % imageIDs.length;
+ BitmapFactory.Options bitmapOptions = null;
+ if (checkbox.isChecked()) {
+ // Re-use the bitmap by using BitmapOptions.inBitmap
+ bitmapOptions = mBitmapOptions;
+ bitmapOptions.inBitmap = mCurrentBitmap;
+ }
+ long startTime = System.currentTimeMillis();
+ mCurrentBitmap = BitmapFactory.decodeResource(getResources(),
+ imageIDs[mCurrentIndex], bitmapOptions);
+ imageview.setImageBitmap(mCurrentBitmap);
+
+ // One way you can see the difference between reusing and not is through the
+ // timing reported here. But you can also see a huge impact in the garbage
+ // collector if you look at logcat with and without reuse. Avoiding garbage
+ // collection when possible, especially for large items like bitmaps,
+ // is always a good idea.
+ durationTextview.setText("Load took " +
+ (System.currentTimeMillis() - startTime));
+ }
+ });
+ }
+
+}