I want to show images using drawBitmap() method. But before I want to resize it according screen dimensions. I have a problem with quality of result image. You can see screenshots and test code below. How can I resize images in runtime with a good quality?
Thank you for solutions.
Original image: alt text http://dl.dropbox.com/u/709109/gradient.png
Result screenshot on device: alt text http://dl.dropbox.com/u/709109/device.png
import android.app.Activity;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Rect;
import android.os.Bundle;
import android.view.View;
import android.widget.LinearLayout;
import java.io.IOException;
import java.io.InputStream;
public class MyActivity extends Activity {
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
LinearLayout container = (LinearLayout) findViewById(R.id.container);
container.addView(new View(this) {
@Override
protected void onDraw(Canvas canvas) {
Bitmap unscaledBitmap;
try {
InputStream in = getAssets().open("images/gradient.png");
unscaledBitmap = BitmapFactory.decodeStream(in);
in.close();
canvas.drawBitmap(unscaledBitmap, null, new Rect(0, 0, 320, 480), null);
} catch (IOException e) {
e.printStackTrace();
}
}
});
}
}
Does resizing an image affect its quality? It definitely can! Typically, making an image smaller will not impact the quality, but an image can suffer quality loss when scaled beyond its original size.
Resizing images can be tricky, because when you reduce the size of an image, you are also reducing the number of pixels. The more you reduce the number of pixels, the more you reduce the quality of the image.
Remember that GIF and JPEG codecs are “lossy,” meaning some resolution will be lost when scaling images. PNG files, on the other hand, will not degrade in quality. Note that the quality can be lost when resizing or re-formatting bitmap files such as GIF, JPEG, and even some PNGs.
Instead of resizing at drawing time (which is going to be very costly), try to resize in an offscreen bitmap and make sure that Bitmap is 32 bits (ARGB888).
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