4

There's say some ImageView object. I want to read bits/raw data of this object as InputStream. How to do that?

Barmaley
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4 Answers4

14

First get background image of the ImageView as an object of Drawable:

iv.getBackground();

Then convert Drawable image into Bitmap using

BitmapDrawable bitDw = ((BitmapDrawable) d);
Bitmap bitmap = bitDw.getBitmap();

Now use ByteArrayOutputStream to get the Bitmap into a Stream and get bytearray[]; then convert the bytearray into a ByteArrayInputStream.

You can use the following code to get InputStream from ImageView.

Full Source code

ImageView iv = (ImageView) findViewById(R.id.splashImageView);
Drawable d = iv.getBackground();
BitmapDrawable bitDw = ((BitmapDrawable) d);
Bitmap bitmap = bitDw.getBitmap();
ByteArrayOutputStream stream = new ByteArrayOutputStream();
bitmap.compress(Bitmap.CompressFormat.JPEG, 100, stream);
byte[] imageInByte = stream.toByteArray();
System.out.println("........length......" + imageInByte);
ByteArrayInputStream bis = new ByteArrayInputStream(imageInByte);

Thanks Deepak

Bondolin
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Sunil Kumar Sahoo
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6

These methods below are useful because they work with any kind of Drawable (not only BitmapDrawable). If you want to use drawing cache as in David Caunt's suggestion, consider using bitmapToInputStream instead of bitmap.compress, because it should be faster.

public static Bitmap drawableToBitmap (Drawable drawable) {
    if (drawable instanceof BitmapDrawable) {
        return ((BitmapDrawable)drawable).getBitmap();
    }

    Bitmap bitmap = Bitmap.createBitmap(drawable.getIntrinsicWidth(), drawable.getIntrinsicHeight(), Config.ARGB_8888);
    Canvas canvas = new Canvas(bitmap); 
    drawable.setBounds(0, 0, canvas.getWidth(), canvas.getHeight());
    drawable.draw(canvas);

    return bitmap;
}

public static InputStream bitmapToInputStream(Bitmap bitmap) {
    int size = bitmap.getHeight() * bitmap.getRowBytes();
    ByteBuffer buffer = ByteBuffer.allocate(size);
    bitmap.copyPixelsToBuffer(buffer);
    return new ByteArrayInputStream(buffer.array());
}
André
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  • It does not re-compress the image, but why I must allocate bitmap pixels, it double the memory occupied! – Perry Mar 10 '20 at 10:41
4

You can use the drawing cache to retrieve a Bitmap representation of any View class.

view.setDrawingCacheEnabled(true);
Bitmap b = view.getDrawingCache();

Then you can write the bitmap to an OutputStream, for example:

b.compress(CompressFormat.JPEG, 80, new FileOutputStream("/view.jpg"));

In your case I think you can use a ByteArrayOutputStream to get a byte[] from which you can create an InputStream. The code would be something like this:

ByteArrayOutputStream os = new ByteArrayOutputStream(b.getByteCount());
b.compress(CompressFormat.JPEG, 80, os);
byte[] bytes = os.toByteArray();
David Snabel-Caunt
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1

You might be looking for this: openRawResource

Pedro Loureiro
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  • I didn't say about image stored in resource. I was talking about ImageView object inflated on screen (so the source is unknown) – Barmaley Jun 14 '11 at 10:48