Closed GoogleCodeExporter closed 9 years ago
Download it via HttpClient and HttpResponse.
Create a Bitmap out of the Bytestream
Byte[] bytes = EntityUtils.toByteArray(entity);
Bitmap bitmap = BitmapFactory.decodeByteArray(bytes, 0,
bytes.length);
and draw it in your canvas via canvas.drawBitmap
If you use Drawable download it save it to an Inputstream and open it via
Drawable.createfromStream(my stream)
Original comment by sebastia...@gmail.com
on 30 Aug 2013 at 7:12
Hi,
I am also having the same problem.
I am trying to use this library on images that are randomly picked from phone
gallery.
I am having the path of the images , but not getting that how to use the
library on those images.
Please provide any solution. I have tried a lot and stacked here for 3 days.
Original comment by aakanksh...@gmail.com
on 27 May 2014 at 7:09
Hi, the multitouch demo app was never intended to be a full photo viewer -- for
starters, it is not OpenGL-accelerated, so it is slow and power-hungry. Also,
images are loaded from resources just because it was the simplest possible way
to load them. There are many Android tutorials on how to load images from other
locations, for example by means of an Intent, or from a file on the SD card. A
Google search for "Android load image" returns the following as the top hit,
but there are many other relevant links too:
http://developer.android.com/training/displaying-bitmaps/load-bitmap.html
I'm closing this issue since it is not a bug with the actual multitouch
library, but Stack Overflow is a great place to ask general Android programming
questions if your code still isn't working after following the information at
the above link. I hope this helps!
Original comment by luke.hutch
on 28 May 2014 at 10:51
Original issue reported on code.google.com by
hrdabhi3...@gmail.com
on 22 Apr 2013 at 5:10