I get out of memory exceptions when loading images into my app. I integrated Picasso to load images, but the code below is not working with an animation-list for an AnimationDrawable. The animation is null:
Picasso.with(this).load(R.drawable.qtidle).into(qtSelectButton);
qtIdleAnimation = (AnimationDrawable)qtSelectButton.getDrawable();
if (qtIdleAnimation != null)
qtIdleAnimation.start();
The AnimationDrawable works, if I use this code without Picasso:
qtIdleAnimation = new AnimationDrawable();
qtIdleAnimation.setOneShot(false);
for (int i = 1; i <= 7; i++) {
int qtidleId = res.getIdentifier("qtidle" + i, "drawable", this.getPackageName());
qtIdleAnimation.addFrame(res.getDrawable(qtidleId), 100);
}
qtSelectButton.setImageDrawable(qtIdleAnimation);
if (qtIdleAnimation != null)
qtIdleAnimation.start();
But this code causes the out of memory exceptions. Is it possible at all to load animation-lists with Picasso?
Picasso can't directly load an animation-list defined in an xml
file into a View. But it is not too difficult to mimic the basic behavior of Picasso yourself:
1. Define and start the animation programmatically, like you did, but inside an AsyncTask to avoid out-of-memory exceptions
Resources res = this.getResources();
ImageView imageView = findViewById(R.id.image_view);
int[] ids = new int[] {R.drawable.img1, R.drawable.img2, R.drawable.img3};
Create a sublcass of AsyncTask:
private class LoadAnimationTask extends AsyncTask<Void, Void, AnimationDrawable> {
@Override
protected AnimationDrawable doInBackground(Void... voids) {
// Runs in the background and doesn't block the UI thread
AnimationDrawable a = new AnimationDrawable();
for (int id : ids) {
a.addFrame(res.getDrawable(id), 100);
}
return a;
}
@Override
protected void onPostExecute(AnimationDrawable a) {
// This will run once 'doInBackground' has finished
imageView.setImageDrawable(a);
if (a != null)
a.start();
}
}
Then run the task to load the animation into your ImageView:
new LoadAnimationTask().execute()
2. If your drawables are larger than your view, save memory by only loading the drawables at the required resolution
Instead of adding the drawable directly:
a.addFrame(res.getDrawable(id), 100);
Add a scaled-down version of it:
a.addFrame(new BitmapDrawable(res, decodeSampledBitmapFromResource(res, id, w, h));
where w
and h
are your view's dimensions, and decodeSampledBitmapFromResource()
is a method defined in the Android official documentation (Loading Large Bitmaps Efficiently)