The app we will build in this tutorial is going to display a scrolling list of thumbnail images, using the Android Gallery View.
The first variable, which is a constant, is for identifying the image chooser Intent when the user's chosen image is returned to the app.
We are going to use some of the Android platform style resources to style our Gallery items, and will refer to these in the Java code.
To build the Gallery View, we're going to create a class which extends the Base Adapter class. Inside this we will provide a few methods that are required by the Base Adapter and later will add some custom methods for this app. The first variable represents the Android Gallery item background we referred to in our "attrs.xml" file. Now we need to provide a few standard methods for any class extending the Base Adapter class. To select images to display in the Gallery, the user is going to long-press individual thumbnail items. What happens when the image chooser Intent starts will depend on which applications the user has installed. When the user selects an image from their gallery or file manager app, the data will be returned to the "onActivityResult" method.
Here we check that we have received valid data and that the data has returned from the image selection Intent. Here we retrieve the image media data, then query it using a cursor, passing the URI for the image chosen by the user.
Rather than simply reading in the user's chosen image, we need to minimize on the amount of memory our app uses. First we call the new method to add a new image to the Gallery array, then we set the Adapter again so that the new image will instantly appear within the Gallery View.
We have an instance variable representing the larger Image View, so can simply set it together with scaling options.
You can of course enhance the application to suit your own needs, for example to provide additional image interaction. On any other day, we may have said that Autodesk is looking out more for its own self interest than yours, but we can't really accuse it of that perfectly valid business practice this time.
The software has actually been available on the Apple App Store for months, so it was about time the rest of the world got a slice of the pie. We can definitely see a full flood of new 3D objects and models making their way into online repositories like Thingiverse after this.


You don't even need to jump through any hoops to share files, or even have them 3D printed if you own a printer, or have access to a print service. Alternatively, you can upload your model to Shapeways or other websites, to have them 3D print it for you at a quality perhaps unachievable on your home printer.
Who knows, maybe some 3D sensor or another will replace the rear cameras in those sectors, as Intel means for them to do on tablets and laptops. Turn on your device and get ready to discover the solutions to the most common Android problem. Business VoIP Services For Free For 30 Days Oct 20, 15 03:52 PMI have discovered a wonderful business VoIP service that I can recommend to anyone. Want to discover some brilliant Android apps and Android games?Want to be up to date with the hottest stuff for Android?Subscribe to our NEWSLETTER and receive two GIFTS! The user will be able to import images to display by long-pressing the items in the Gallery, on which they will be taken to the default Android gallery application or their chosen file manager. When the user long-presses a thumbnail item and is taken out of the app to choose an image, we will use the "currentPic" variable to keep track of which thumbnail they are selecting an image for.
Here we first instantiate the Context and Bitmap array variables - we are going to display a Gallery with 10 items in it but you can alter this if you like.
Our Bitmap array is going to contain the images we want to display at each position, with an Bitmap's array index corresponding to its position within the Gallery. First, we record the currently selected item so that we know which Gallery item a new image is being chosen for. The "if" and "else" statements accommodate the user choosing their image using either the Android gallery app or another file manager. In many cases, images on the device will be much larger than what we can display within the app. An image will appear in the larger Image View when it is initially imported into the app and when the user selects it from the Gallery thumbnails. We call the new "getPic" method we added to the "PicAdapter" class to return the Bitmap at the clicked position, setting this as the Image View Bitmap to display it at larger size. Test it on an actual device, importing images by long-pressing thumbnails and pressing each thumbnail in turn to display it at larger size. The source code is provided for reference, so you cna make sure you have all the elements combined correctly.
Having worked with the Mozilla Foundation and various online publications, I enjoy helping people to learn web and software development topics, regardless of their existing skill level. I just wanted to inform you about my new website - MobileGuruLOL where you will find everything about Android (and tons of tutorials).


On this site, the Android robot is reproduced or modified from work created and shared by Google and used according to terms described in the Creative Commons 3.0 Attribution License.
When a selected image is returned to the app, we will resample it before display, so that we don't use unnecessary memory resources. The Bitmap array will store the bitmaps we are going to display as part of the Gallery View. For demonstration, we are using the launcher icon provided as standard when you create an Android project in Eclipse as our placeholder image, but you can of course create your own. As well as creating the View, here we set the Bitmap to appear within it, together with a few display properties.
Then the code tells the app to take users to their chosen image selection app, which may be the Android image gallery or a file manager application. A more reliable one?This site would be useless without your feedback so please let me know what you think.
In this tutorial we will combine user image selection with the Gallery View, which we will enhance a little to create an interactive display featuring the user's chosen images. To start with, we will use a placeholder image, for Gallery items the user has not selected images for yet.
If you do want to use your own image, save it to your drawable folders and alter the "decodeResource" line in the above code to reflect its name. By specifying "ACTION_GET_CONTENT", we are instructing the app to return whatever the user selects. Scroll the page up and on the right you will see the preview of "Great Alternative Gallery Apps." Just click on the app of your choice.
If you have completed at least one Android application, you should be able to carry out the steps in the tutorial.
Each thumbnail image will appear centred if it is smaller than the item View - you can opt, for example, to stretch the image to fit the thumnbail if you prefer, by altering the "ScaleType". To do this, hold the Power button for a few second and the menu like the one below will appear.



Carpe diem tattoos designs roses
Om tattoo chest exercises
Mithra tattoo supply nyc
Libra goddess tattoo


Comments to «Photo gallery example in android»

  1. SENYOR writes:
    You've got some say that it makes them feel view to have access to unlimited.
  2. Bad_Boy writes:
    You should decide to place extremely troublesome to come across well-knowledgeable men and women and.
  3. VETERAN writes:
    Could be incredibly they look on others.