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I'm loading a bitmap into an ImageView, and seeing this error. I gather this limit relates to a size limit for OpenGL hardware textures (2048x2048). The image I need to load is a pinch-zoom image of about 4,000 pixels high.

I've tried turning off hardware acceleration in the manifest, but no joy.

 <application android:hardwareAccelerated="false" .... > 

Is it possible to load an image larger than 2048 pixels into an ImageView?

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    For anyone looking here, don't forget to put your image in a scroll view if you want it to be scrollable. That will get rid of the error. I wasted some time before realising that was my problem. Commented Nov 3, 2014 at 12:35
  • For anyone looking to display large images still keeping the image quality, refer to the library in @stoefln answer below. I used it and is worth giving a try. Definitely better than inSampleSize approach. Commented Feb 26, 2015 at 12:09
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    @Joe Blow current answer didn't work in your case? If no then please elaborate regarding issue you faced in context of this question? Commented Nov 30, 2016 at 9:33
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    hey @VC.One - it's a strange thing to get worked up about my man. I should have clicked "Reward existing answer". Nobody bothers tediously pressing the "best" button on that SO popup, because it's silly :) It's all resolved now as I clicked the bounty. Cheers!! Commented Dec 2, 2016 at 18:09
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    I try to always pay out bounties (I don't like gathering up points). I guess, if you click to my profile, then bounties, @VC.One you'll see many really great QA from SO over the years !!!!!!!!!!!!!!! Commented Dec 2, 2016 at 21:09

18 Answers 18

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This isn't a direct answer to the question (loading images >2048), but a possible solution for anyone experiencing the error.

In my case, the image was smaller than 2048 in both dimensions (1280x727 to be exact) and the issue was specifically experienced on a Galaxy Nexus. The image was in the drawable folder and none of the qualified folders. Android assumes drawables without a density qualifier are mdpi and scales them up or down for other densities, in this case scaled up 2x for xhdpi. Moving the culprit image to drawable-nodpi to prevent scaling solved the problem.

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5 Comments

I was having memory issues trying to load drawables. Spent 2 hrs trying to understand why this was happening. Thanks for the indirect answer.
About three and a half months now I have been programming almost full time on Android and I just now realized this. Seems dumb to make drawable essentially a hidden drawable-mdpi folder. This also explained why my custom map markers looked awful (they were being upscaled, then downscaled).
yeah what the hell! i think 99% of android programmers think "drawable" means "don't scale this".
But I'm clicking image from a camera and using setImageBitmap to set an image. What to do in this case?
I did put the troubled image on drawable. I move it to drawable-hdpi and it works. Thanks!
109

I have scaled down the image in this way:

ImageView iv = (ImageView)waypointListView.findViewById(R.id.waypoint_picker_photo); Bitmap d = new BitmapDrawable(ctx.getResources() , w.photo.getAbsolutePath()).getBitmap(); int nh = (int) ( d.getHeight() * (512.0 / d.getWidth()) ); Bitmap scaled = Bitmap.createScaledBitmap(d, 512, nh, true); iv.setImageBitmap(scaled); 

6 Comments

thanks, the createScaledBitmap was helpful for me to be able to show a too large bitmap
Solved my issue.. thanks. Actually i was taking the image from camera and displaying in the ImageView in Samsung Galaxy S4 with 4.4.2
sorry, but I cant detect what is "w"
Sorry, what is this ctx means?
@AmeerSabith looks like ctx is a Context object (your running Activity for example)
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51

All rendering is based on OpenGL, so no you can't go over this limit (GL_MAX_TEXTURE_SIZE depends on the device, but the minimum is 2048x2048, so any image lower than 2048x2048 will fit).

With such big images, if you want to zoom in out, and in a mobile, you should setup a system similar to what you see in google maps for example. With the image split in several pieces, and several definitions.

Or you could scale down the image before displaying it (see user1352407's answer on this question).

And also, be careful to which folder you put the image into, Android can automatically scale up images. Have a look at Pilot_51's answer below on this question.

7 Comments

If this is the case, how does the Gallery app allow the display and manipulation of images taken with the camera? 2048x2048 is only a 4MP image, and many Android phones take photos much larger than this and the Gallery app seems to have no problems.
Because GL_MAX_TEXTURE_SIZE depends on the device.
This really does not make any sense. I encountered the same problem now - with an image of 1286x835 pixels. AND: only on a Galaxy Nexus I get this error message and no image! It just seems ridiculous that a top-of-the-edge smartphone cannot display such a small image! My HTC Hero is capable of displaying that! What can I do?
See Romain's answer here: stackoverflow.com/questions/7428996/…
@OllieC I would also like to know how the gallery apps do it. So if anyone knows, or has an example for showing large images, that would be great.
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Instead of spending hours upon hours trying to write/debug all this downsampling code manually, why not use Picasso? It was made for dealing with bitmaps of all types and/or sizes.

I have used this single line of code to remove my "bitmap too large...." problem:

Picasso.load(resourceId).fit().centerCrop().into(imageView); 

7 Comments

Using centerCrop() without calling resize() will result in an IllegalStateException. Library forces to call resize when center crop is used.
That makes perfect sense, because cropping implies that you are resizing the image.
Fast, easy and simple solution. Not sure if it is the best, but I got what I wanted. Thank you very much
still getting the same error when used target with Picasso, for the bigger sized images :(
Try to use version 2.5.3-SNAPSHOT, seems it's now work correctly with big images
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23

Addition of the following 2 attributes in (AndroidManifest.xml) worked for me:

android:largeHeap="true" android:hardwareAccelerated="false" 

1 Comment

This fixed my issue on the Samsung device. Thanks
16

Changing the image file to drawable-nodpi folder from drawable folder worked for me.

1 Comment

This will prevent Android from trying to auto-scale the image based on the device's dimensions and screen density; this is why this solution works. Android will try to auto-scale anything in the drawable folder.
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I used Picasso and had the same problem. image was too large at least in on size, width or height. finally I found the solution here. you can scale the large image down according to display size and also keep the aspect ratio:

 public Point getDisplaySize(Display display) { Point size = new Point(); if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.HONEYCOMB_MR2) { display.getSize(size); } else { int width = display.getWidth(); int height = display.getHeight(); size = new Point(width, height); } return size; } 

and use this method for loading image by Picasso:

 final Point displySize = getDisplaySize(getWindowManager().getDefaultDisplay()); final int size = (int) Math.ceil(Math.sqrt(displySize.x * displySize.y)); Picasso.with(this) .load(urlSource) .resize(size, size) .centerInside() .into(imageViewd); 

also for better performance you can download the image according to width and height of the display screen, not whole the image:

 public String reviseImageUrl(final Integer displayWidth, final Integer displayHeight, final String originalImageUrl) { final String revisedImageUrl; if (displayWidth == null && displayHeight == null) { revisedImageUrl = originalImageUrl; } else { final Uri.Builder uriBuilder = Uri.parse(originalImageUrl).buildUpon(); if (displayWidth != null && displayWidth > 0) { uriBuilder.appendQueryParameter(QUERY_KEY_DISPLAY_WIDTH, String.valueOf(displayWidth)); } if (displayHeight != null && displayHeight > 0) { uriBuilder.appendQueryParameter(QUERY_KEY_DISPLAY_HEIGHT, String.valueOf(displayHeight)); } revisedImageUrl = uriBuilder.toString(); } return revisedImageUrl; } final String newImageUlr = reviseImageUrl(displySize.x, displySize.y, urlSource); 

and then:

 Picasso.with(this) .load(newImageUlr) .resize(size, size) .centerInside() .into(imageViewd); 

EDIT: getDisplaySize()

display.getWidth()/getHeight() is deprecated. Instead of Display use DisplayMetrics.

public Point getDisplaySize(DisplayMetrics displayMetrics) { int width = displayMetrics.widthPixels; int height = displayMetrics.heightPixels; return new Point(width, height); } 

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6

BitmapRegionDecoder does the trick.

You can override onDraw(Canvas canvas), start a new Thread and decode the area visible to the user.

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As pointed by Larcho, starting from API level 10, you can use BitmapRegionDecoder to load specific regions from an image and with that, you can accomplish to show a large image in high resolution by allocating in memory just the needed regions. I've recently developed a lib that provides the visualisation of large images with touch gesture handling. The source code and samples are available here.

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4

View level

You can disable hardware acceleration for an individual view at runtime with the following code:

myView.setLayerType(View.LAYER_TYPE_SOFTWARE, null);

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I ran through same problem, here is my solution. set the width of image same as android screen width and then scales the height

Bitmap myBitmap = BitmapFactory.decodeFile(image.getAbsolutePath()); Display display = getWindowManager().getDefaultDisplay(); Point size = new Point(); display.getSize(size); int width = size.x; int height = size.y; Log.e("Screen width ", " "+width); Log.e("Screen height ", " "+height); Log.e("img width ", " "+myBitmap.getWidth()); Log.e("img height ", " "+myBitmap.getHeight()); float scaleHt =(float) width/myBitmap.getWidth(); Log.e("Scaled percent ", " "+scaleHt); Bitmap scaled = Bitmap.createScaledBitmap(myBitmap, width, (int)(myBitmap.getWidth()*scaleHt), true); myImage.setImageBitmap(scaled); 

This is better for any size android screen. let me know if it works for you.

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Scale down image:

BitmapFactory.Options options = new BitmapFactory.Options(); options.inJustDecodeBounds = true; // Set height and width in options, does not return an image and no resource taken BitmapFactory.decodeStream(imagefile, null, options); int pow = 0; while (options.outHeight >> pow > reqHeight || options.outWidth >> pow > reqWidth) pow += 1; options.inSampleSize = 1 << pow; options.inJustDecodeBounds = false; image = BitmapFactory.decodeStream(imagefile, null, options); 

The image will be scaled down at the size of reqHeight and reqWidth. As I understand inSampleSize only take in a power of 2 values.

1 Comment

how to know reqHeight and reqWidth? I mean do we need to fix it to static value? or we can change those w.r.t devices?
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Use Glide library instead of directly loading into imageview

Glide : https://github.com/bumptech/glide

Glide.with(this).load(Uri.parse(filelocation))).into(img_selectPassportPic); 

1 Comment

Using Glide instead of Picasso helped. Seems like Glide handle such problems by default
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I tried all the solutions above, one-after-the-other, for quite many hours, and none seemed to work! Finally, I decided to look around for an official example concerning capturing images with Android's camera, and displaying them. The official example (here), finally gave me the only method that worked. Below I present the solution I found in that example app:

public void setThumbnailImageAndSave(final ImageView imgView, File imgFile) { /* There isn't enough memory to open up more than a couple camera photos */ /* So pre-scale the target bitmap into which the file is decoded */ /* Get the size of the ImageView */ int targetW = imgView.getWidth(); int targetH = imgView.getHeight(); /* Get the size of the image */ BitmapFactory.Options bmOptions = new BitmapFactory.Options(); bmOptions.inJustDecodeBounds = true; BitmapFactory.decodeFile(imgFile.getAbsolutePath(), bmOptions); int photoW = bmOptions.outWidth; int photoH = bmOptions.outHeight; /* Figure out which way needs to be reduced less */ int scaleFactor = 1; if ((targetW > 0) || (targetH > 0)) { scaleFactor = Math.min(photoW/targetW, photoH/targetH); } /* Set bitmap options to scale the image decode target */ bmOptions.inJustDecodeBounds = false; bmOptions.inSampleSize = scaleFactor; bmOptions.inPurgeable = true; /* Decode the JPEG file into a Bitmap */ Bitmap bitmap = BitmapFactory.decodeFile(imgFile.getAbsolutePath(), bmOptions); /* Associate the Bitmap to the ImageView */ imgView.setImageBitmap(bitmap); imgView.setVisibility(View.VISIBLE); } 

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0

NOTE FOR THOSE WHO WANT TO PUT IMAGES OF SMALL SIZE:

Pilot_51's solution (moving your images to drawable-nodpi folder) works, but has another problem: It makes images TOO SMALL on screen unless the images are resized to a very large (like 2000 x 3800) resolution to fit screen -- then it makes your app heavier.

SOLUTION: put your image files in drawable-hdpi -- It worked like a charm for me.

2 Comments

You are just masking your image density problem. On hardware with low density your images will look bigger.
i also do not think that Pilot_51's solution has any issues, you should use appropriate image sizes as per your needs
0

Using the correct drawable subfolder solved it for me. My solution was to put my full resolution image (1920x1200) into the drawable-xhdpi folder, instead of the drawable folder.

I also put a scaled down image (1280x800) into the drawable-hdpi folder.

These two resolutions match the 2013 and 2012 Nexus 7 tablets I'm programming. I also tested the solution on some other tablets.

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@Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { super.onActivityResult(requestCode, resultCode, data); ///* if (requestCode == PICK_FROM_FILE && resultCode == RESULT_OK && null != data){ uri = data.getData(); String[] prjection ={MediaStore.Images.Media.DATA}; Cursor cursor = getContentResolver().query(uri,prjection,null,null,null); cursor.moveToFirst(); int columnIndex = cursor.getColumnIndex(prjection[0]); ImagePath = cursor.getString(columnIndex); cursor.close(); FixBitmap = BitmapFactory.decodeFile(ImagePath); ShowSelectedImage = (ImageView)findViewById(R.id.imageView); // FixBitmap = new BitmapDrawable(ImagePath); int nh = (int) ( FixBitmap.getHeight() * (512.0 / FixBitmap.getWidth()) ); FixBitmap = Bitmap.createScaledBitmap(FixBitmap, 512, nh, true); // ShowSelectedImage.setImageBitmap(BitmapFactory.decodeFile(ImagePath)); ShowSelectedImage.setImageBitmap(FixBitmap); } } 

This code is work

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0

Add this code in manifest

<activity android:name="com.yalantis.ucrop.UCropActivity" android:screenOrientation="portrait" android:hardwareAccelerated="false" android:theme="@style/Theme.AppCompat.Light.NoActionBar" /> 

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