Error Loading Xml Image Loader
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Sign in Pricing Blog Support Search GitHub This repository Watch 1,482 Star 14,182 Fork 6,218 nostra13/Android-Universal-Image-Loader Code Issues 384 Pull requests 18 the package failed to load due to error error loading from xml Projects 0 Wiki Pulse Graphs New issue Out of memory exception error loading xml apple tv while loading more than 30 images from gallery #658 Closed krishnalalstha opened this Issue Jun 17, 2014 error loading xml document object object · 15 comments Projects None yet Labels Problem Milestone No milestone Assignees No one assigned 4 participants krishnalalstha commented Jun 17, 2014 I am loading images ssis error loading from xml from gallery and using this lib and getting out of memory exception. i did everything that docs suggest while there are OOM. but i am not able to escape out. can you please suggest me why i am getting OOM after loading -20-25 images ? Owner nostra13 commented Jun 17, 2014 Please read it - https://github.com/nostra13/Android-Universal-Image-Loader#user-support nostra13 added
Org.apache.xmlgraphics.image.loader.imagecontext Not Found
the Problem label Jun 17, 2014 krishnalalstha commented Jun 17, 2014 As i have already did what docs said. Please read question before writing. … On Jun 18, 2014 1:28 AM, "Sergey Tarasevich" ***@***.***> wrote: Please read it - https://github.com/nostra13/Android-Universal-Image-Loader#user-support — Reply to this email directly or view it on GitHub <#658 (comment)> . Owner nostra13 commented Jun 17, 2014 I did. But you didn't read "User support" section before writing. I mean what you should mention in your question. I can't heal you by photo. krishnalalstha commented Jun 17, 2014 So whats the trick? I did removed memory cache. And chnaged to rgb444 and all other things written in docs. So where i missed the things. Can point out? … On Jun 18, 2014 1:39 AM, "Sergey Tarasevich" ***@***.***> wrote: I did. But you didn't read "User support" section before writing. — Reply to this email directly or view it on GitHub <#658 (comment)> . krishnalalstha commented Jun 19, 2014 you mean there are not any solution for this
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Class File For Org.apache.xmlgraphics.image.loader.imagecontext Not Found
company Business Learn more about hiring developers or posting ads with us Stack Overflow Questions xmlgraphics-commons-1.4.jar download Jobs Documentation Tags Users Badges Ask Question x Dismiss Join the Stack Overflow Community Stack Overflow is a community of 4.7 million xmlgraphics-commons-2.1 jar programmers, just like you, helping each other. Join them; it only takes a minute: Sign up Android: Images from XML layout to Bitmaps in Code to solve OOM error up vote 1 down vote favorite 1 I https://github.com/nostra13/Android-Universal-Image-Loader/issues/658 am getting the infamous java.lang.OutOfMemoryError: bitmap size exceeds VM budget error. I have several XML layouts and a lot of the elements have images (button backgrounds, Linear layout backgrounds, etc.) After going through the questions posted, like Android: Strange out of memory issue while loading an image to a Bitmap object and external allocation too large for this process and OutofMemoryError: bitmap size exceeds VM budget (Android) and Android: Error loading images: OutOfMemoryError: http://stackoverflow.com/questions/11160612/android-images-from-xml-layout-to-bitmaps-in-code-to-solve-oom-error bitmap size exceeds VM budget I know I should use the BitMapFactory methods. But all my images are defined in my XML for example,
Loads an image file (png, jpg, or gif) and automatically applies smoothing by default. The ImageLoader's content refers to a ContentDisplay (Sprite) that is created immediately so that you can position/scale/rotate it or add ROLL_OVER/ROLL_OUT/CLICK listeners before (or while) the image loads. Use the ImageLoader's content property to https://www.greensock.com/asdocs/com/greensock/loading/ImageLoader.html get the ContentDisplay Sprite, or use the rawContent property to get the actual Bitmap. If a container is defined in the vars object, the ContentDisplay will immediately be added to that container). If https://www.bignerdranch.com/blog/solving-the-android-image-loading-problem-volley-vs-picasso/ you define a width and height, it will draw a rectangle in the ContentDisplay so that interactive events fire appropriately (rollovers, etc.) and width/height/bounds get reported accurately. This rectangle is invisible by error loading default, but you can control its color and alpha with the bgColor and bgAlpha properties. When the image loads, it will be added to the ContentDisplay at index 0 with addChildAt() and scaled to fit the width/height according to the scaleMode. These are all optional features - you do not need to define a width or height in which case the image will load error loading xml at its native size. See the list below for all the special properties that can be passed through the vars parameter but don't let the list overwhelm you - these are all optional and they are intended to make your job as a developer much easier. [new in version 1.89:] When you load() an ImageLoader, it will automatically check to see if another ImageLoader exists with a matching url that has already finished loading. If it finds one, it will copy that BitmapData to use in its own Bitmap in order to maximize performance and minimize memory usage. After all, why load the file again if you've already loaded it? (The exception, of course, is when the ImageLoader's noCache is set to true.) By default, the ImageLoader will attempt to load the image in a way that allows full script access. However, if a security error is thrown because the image is being loaded from another domain and the appropriate crossdomain.xml file isn't in place to grant access, the ImageLoader will automatically adjust the default LoaderContext so that it falls back to the more restricted mode which will have the following effect:
always been a hassle to implement well on Android. If they are stored locally, a native Android implementation will result in stuttering. And if they are stored on the web, you have to worry about canceling pending requests, along with caching and a slew of other concerns. As a result, many Android developers have written their own dedicated image downloading component once or twice. In fact, our Android book has an exercise where you write one in an app called PhotoGallery, which we’ll talk more about below. And when you start to need caching, transformations, and better performance, it’s natural to ask if someone else has solved this problem before you. Just a few months back, I found myself in that exact situation with one of our client apps. I researched some solutions, but didn’t find anything compelling enough to commit to. But right around Google I/O, a couple of interesting new image libraries were introduced: Volley and Picasso. They don’t solve exactly the same problem, but each offers solutions for this image loading issue. I decided I’d port them both into the PhotoGallery example code from our book to see how they measured up against one another. The Setup: PhotoGallery PhotoGallery is a simple Flickr client that displays the most recent photos on Flickr: Scroll it down, and you’ll see more pictures. Let’s focus on the image downloading code, though. PhotoGalleryFragment has a component called ThumbnailDownloader. It is a single thread that is responsible for downloading images, and provides a callback that gets fired when the image is downloaded. ThumbnailDownloader is initialized inside onCreate() by setting a listener, starting the thread and then calling getLooper() to ensure that its message loop is ready to receive messages: @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); ... mThumbnailThread = new ThumbnailDownloader