Tuesday, November 3, 2015

Android:src setImageResource setImageBitmap setImageDrawable


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Android setImageResource setImageBitmap setImageDrawable
ImageView: Working With Android:src, setImageResource, setImageDrawable and setImageBitmap
1) Create a New Empty Android Project.
2) Edit Layout File
activity_main.xml
<ScrollView
   xmlns:android="http://schemas.android.com/apk/res/android"
   android:id="@+id/scroll"
   android:layout_width="fill_parent"
   android:layout_height="wrap_content">
<LinearLayout
   android:layout_width="match_parent"
   android:layout_height="match_parent"
   android:orientation="vertical"
   android:scrollbars="vertical"
   >
   <!--
       android:src
           Sets a drawable as the content of this ImageView.
           May be a reference to another resource, in the form "@[+][package:]type:name"
           or to a theme attribute in the form "?[package:][type:]name".
           May be a color value, in the form of "#rgb", "#argb", "#rrggbb", or "#aarrggbb".
           This corresponds to the global attribute resource symbol src.
   -->
   <!-- Set ImageView image by XML-->
   <ImageView
       android:id="@+id/iv"
       android:layout_width="wrap_content"
       android:layout_height="wrap_content"
       android:src="@drawable/android"
       android:padding="3dp"
       />
   <!-- Set ImageView image programmatically-->
   <ImageView
       android:id="@+id/iv2"
       android:layout_width="wrap_content"
       android:layout_height="wrap_content"
       android:padding="3dp"
       />
   <!-- Set ImageView image as drawable programmatically-->
   <ImageView
       android:id="@+id/iv3"
       android:layout_width="wrap_content"
       android:layout_height="wrap_content"
       android:padding="3dp"
       />
   <!-- Set ImageView image as bitmap programmatically-->
   <ImageView
       android:id="@+id/iv4"
       android:layout_width="wrap_content"
       android:layout_height="wrap_content"
       android:padding="3dp"
       />
</LinearLayout>
   </ScrollView>
3) Edit Controller File
MainActivity.java
package com.notarazi.myimageview1;
import android.app.Activity;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.os.Bundle;
import android.widget.ImageView;
public class MainActivity extends Activity {
   @Override
   protected void onCreate(Bundle savedInstanceState) {
       super.onCreate(savedInstanceState);
       setContentView(R.layout.activity_main);
       // Get the widgets reference from XML layout
       ImageView iv = (ImageView) findViewById(R.id.iv);
       ImageView iv2 = (ImageView) findViewById(R.id.iv2);
       ImageView iv3 = (ImageView) findViewById(R.id.iv3);
       ImageView iv4 = (ImageView) findViewById(R.id.iv4);
       /*
           setImageResource (int resId)
               Sets a drawable as the content of this ImageView.
               Parameters
                   resId : the resource identifier of the drawable
               This does Bitmap reading and decoding on the UI thread, which can cause
               a latency hiccup. If that's a concern, consider using
               setImageDrawable(android.graphics.drawable.Drawable) or
               setImageBitmap(android.graphics.Bitmap) and BitmapFactory instead.
        */
       // Set an image for second ImageView
       iv2.setImageResource(R.drawable.android);
       // Set image as drawable for third ImageView
       iv3.setImageDrawable(getResources().getDrawable(R.drawable.android));
       /*
            Bitmap decodeResource (Resources res, int id)
               Synonym for decodeResource(Resources, int, android.graphics.BitmapFactory.Options) with null Options.
               Parameters
                   res : The resources object containing the image data
                   id : The resource id of the image data
               Returns
                   The decoded bitmap, or null if the image could not be decoded.
        */
       Bitmap bitmap = BitmapFactory.decodeResource(getResources(),R.drawable.android);
       // Set image as bitmap for fourth ImageView
       iv4.setImageBitmap(bitmap);
   }
}
4) Outcome.
5) Further Reading
1) src=Sets a drawable as the content of this ImageView. Refer http://developer.android.com/reference/android/widget/ImageView.html#attr_android:src 
2) setImageResource = Sets a drawable as the content of this ImageView. (This does Bitmap reading and decoding on the UI thread, which can cause a latency hiccup) Referhttp://developer.android.com/reference/android/widget/ImageView.html#setImageResource(int) 
3) setImageDrawable = Sets a drawable as the content of this ImageView. Refer http://developer.android.com/reference/android/widget/ImageView.html#setImageDrawable(android.graphics.drawable.Drawable) 
4) setBitmapDrawable = Sets a Bitmap as the content of this ImageView. Referhttp://developer.android.com/reference/android/widget/ImageView.html#setImageBitmap(android.graphics.Bitmap) 

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