Verifying ImageView resource ID during testing - robotium

I find that testing in Android is still complicated. It's not as easy as in JVM and also the framework is IMHO not testing friendly.
I have problem in testing, which is verifying the final resource ID of an ImageView. I'm only using Robotium. I'm not using fest-android. So the problem is different with Assert ImageView was loaded with specific drawable resource ID
I tried to do the following, but failed
ImageView v = new ImageView(getActivity());
v.setImageResource(R.drawable.ic_noart);
assertEquals(v.getDrawable(),
((ImageView) solo.getView(R.id.image_album)).getDrawable());
Thanks

Related

Cannot find the exact eror sometimes showing Adapter not attached sometimes cannot find memetrack [duplicate]

I'm running Ubuntu 16.04. And on Android Studio when I try to run my application in the emulator I get the following error:
FATAL EXCEPTION: main
Process: project name here, PID: 2528
java.lang.RuntimeException: Canvas: trying to draw too large(216090000bytes) bitmap.
at android.view.DisplayListCanvas.throwIfCannotDraw(DisplayListCanvas.java:260)
at android.graphics.Canvas.drawBitmap(Canvas.java:1415)
at android.graphics.drawable.BitmapDrawable.draw(BitmapDrawable.java:528)
at android.widget.ImageView.onDraw(ImageView.java:1316)
at android.view.View.draw(View.java:17185)
at android.view.View.updateDisplayListIfDirty(View.java:16167)
at android.view.View.draw(View.java:16951)
at android.view.ViewGroup.drawChild(ViewGroup.java:3727)
at android.view.ViewGroup.dispatchDraw(ViewGroup.java:3513)
at android.view.View.updateDisplayListIfDirty(View.java:16162)
at android.view.View.draw(View.java:16951)
at android.view.ViewGroup.drawChild(ViewGroup.java:3727)
at android.view.ViewGroup.dispatchDraw(ViewGroup.java:3513) at
etc...
I did have to run through some hoops to get my emulator working however, needed to create a sym-link so I can run the emulator on AMD. Not sure if this is part of the problem. And for the life of me I cannot figure why it continues to do this. In my group there are others who emulate the project just fine on the same emulated phone and SDK.
Move your image in the (hi-res) drawable to drawable-xxhdpi. But in app development, you do not need to use large image. It will increase your APK file size.
The solution is to move the image from drawable/ folder to drawable-xxhdpi/ folder, as also others have mentioned.
But it is important to also understand why this somewhat weird suggestion actually helps:
The reason is that the drawable/ folder exists from early versions of android and is equivalent to drawable-mdpi. When an image that is only in drawable/ folder is used on xxhdpi device, the potentially already big image is upscaled by a factor of 3, which can then in some cases cause the image's memory footprint to explode.
This solution worked for me.
Add these lines in your Manifest application tag
android:largeHeap="true"
android:hardwareAccelerated="false"
I had the same problem.
If you try to upload an image that is too large on some low resolution devices, the app will collapse.
You can make several images of different sizes (hdpi, xxdpi and more) or simply use an external library to load images that solve the problem quickly and efficiently.
I used Glide library (you can use another library like Picasso).
panel_IMG_back = (ImageView) findViewById(R.id.panel_IMG_back);
Glide
.with(this)
.load(MyViewUtils.getImage(R.drawable.wallpaper)
.into(panel_IMG_back);
This issue can be resolved by 3 methods as follows:
Method 1:
By adding image into a res/drawable-nodpi folder (By doing this it will not pre-scale your image).
Method 2:
Generate all dpi(hdpi,ldpi,mdpi,xhdpi,xxhdpi,xxxhdpi) of image and add to drawable folder. (This process will increase APK size).
Method 3:
Add image to drawable/drawable-xxhdpi folder.
All these methods are verified.
Turns out the problem was the main image that we used on our app at the time. The actual size of the image was too large, so we compressed it. Then it worked like a charm, no loss in quality and the app ran fine on the emulator.
For this error was like others said a big image(1800px X 900px) which was in drawable directory, I edited the image and reduced the size proportionally using photoshop and it worked...!!
If you don't want your image to be pre-scaled you can move it to the res/drawable-nodpi/ folder.
More info: https://developer.android.com/training/multiscreen/screendensities#DensityConsiderations
if you use Picasso change to Glide like this.
Remove picasso
Picasso.get().load(Uri.parse("url")).into(imageView)
Change Glide
Glide.with(context).load("url").into(imageView)
More efficient Glide than Picasso draw to large bitmap
I also had this issue when i was trying to add a splash screen to the android app through the launch_backgrgound.xml . the issue was the resolution. it was too high so the images memory footprint exploded and caused the app to crash hence the reason for this error. so just resize your image using a site called nativescript image builder so i got the ldpi,mdpi and all the rest and it worked fine for me.
I just created directory drawable-xhdpi(You can change it according to your need) and copy pasted all the images to that directory.
This can be an issue with Glide. Use this while you are trying to load to many images and some of them are very large:
Glide.load("your image path")
.transform(
new MultiTransformation<>(
new CenterCrop(),
new RoundedCorners(
holder.imgCompanyLogo.getResources()
.getDimensionPixelSize(R.dimen._2sdp)
)
)
)
.error(R.drawable.ic_nfs_default)
.into(holder.imgCompanyLogo);
}
Try using an xml or a vector asset instead of a jpg or png.
The reason is quite obvious in the exception name itself i.e. the resolution of the resource is too large to render.
You can png to xml using online tools like https://svg2vector.com/ OR add your image to drawable-xxhdpi folder.
Solution for Picasso is add Transformation for resize image.
class ResizeTransformation(private val maxSize: Int) : Transformation {
override fun transform(source: Bitmap?): Bitmap? {
var result:Bitmap? = null
if (source != null) {
var width = source.width
var height = source.height
val bitmapRatio = width.toFloat() / height.toFloat()
if (bitmapRatio > 1) {
width = maxSize;
height = (width / bitmapRatio).toInt()
} else {
height = maxSize;
width = (height * bitmapRatio).toInt()
}
result = Bitmap.createScaledBitmap(source, width, height, true)
source.recycle()
}
return result
}
override fun key() = "resize()"
}
Use:
Picasso.get()
.load(url)
.transform(ResizeTransformation(2400)) //FHD+ resolution
.into(view)
Convert your all png formats into webs format. You can do it by Android Studio.

Process Images and resize them on a Ktor server

I am trying to receive an image using a Ktor server, and process it, all the Android libraries aren't working as they use things like BitmapFactory, java.awt.* , Buffered images and etc.
Does Ktor have any set of tools to process images?
What I am trying to achieve is to receive an image and resize it.
Ktor doesn't have anything specific to process the images. Because it doesn't have to.
BufferedImage is not an Android library. It's part of java.awt, and you can use it in Ktor code. Same for javax.imageio.ImageIO. The only part you can't use is BitmapFactory, since it is part of Android SDK.
As of the part how to get the initial upload (since you're using Ktor, that's what you want, probably), you can look here: https://ktor.io/servers/uploads.html
This should work on Kotlin JVM:
import javax.imageio.*
import java.io.*
fun main() {
val image = ImageIO.read(File(""))
}
1 - Receive an image file : Like Alexey Soshin pointed out, use whatever suits your needs to read/get the image
2 - Process (resize the image) : using a library such as thumbnailator
see example:

IBDesignables and traitCollection in live rendering

I am building my custom UIControl, a custom button built as an IBDesignable, which needs to change based on the size class in which it is being displayed. I have a method -setupForTraitCollection, which looks like this:
func setupForTraitCollection() {
switch(traitCollection.horizontalSizeClass, traitCollection.verticalSizeClass) {
case (.Regular, _):
// iPad - not compressed design
compressed = false
default:
// iPhone - compressed design
compressed = true
}
}
This code works great when compiled, but in live rendering, and when debugging the view, it never hits the "iPad" switch case. I am starting to give up here and simply accept that traitCollections aren't available in live rendering, but I'd like to have this confirmed. Better still, if someone could point me in the direction of finding a solution.
So the to-the-point question is - Can I use traitCollections in an IBDesignable and if so, how?
I'd really like to be able to change size class in IB and see the result on my custom control.
Interface Builder does not yet set the trait collection for designable views when we are rendering in Xcode. We are tracking this with radar://17278773. Filing a report at http://bugreport.apple.com and mentioning that bug ID will help us track demand and prioritize appropriately.

Plugin.ImageResourceName doesn't seem to have any effect

It would be great if the Petrel Plugin Manager could display our custom bitmap for each of our plugins - however, the Plugin.ImageResourceName property doesn't seem to have any effect.
public override string ImageResourceName { get { return "Blueback.Toolbox.Plugin.Toolbox.png"; } }
The image is embedded correctly (according to the documentation and ILDisAsm) - but Plugin Manager insists on using the generic image instead. Are there undocumented requirements on dimensions or format? The code snippets in the documentation mention both bmp and png, without demonstrating that the property actually works.
I haven't been able to locate an actual running sample in the SDK (only Module samples) nor in the code sample downloads (several Plugins here, but they return null for the resource name).
Can anyone provide a working sample or the missing key?
The image provided via Plugin.ImageResourceName is displayed in the Petrel License Dialog, and you are right, it is not displayed in Plugin Manager as it always uses the generic image to represent plugins. We will consider changing it in Petrel 2013.1.

Multiple apps from one project

I have a little problem.. which I know there is a fix for, I just don't know what it is.
The problem is the following. A few weeks ago (2 or so) I had to remove 4 apps from the appstore due to a data problem on my server side. I decided to upgrade all the apps to the latest version at the same time giving them some new features. (I have 6 of the same apps out there, targeting different airports). The difference between these versions are the following:
A set of 50-80 or so images that combine the map of each airport. The filenames are the same in each app. (How do I solve that?)
The name of the app
The Default.png (and those for iPad and retina of course)
The App Icon
The content of a details page (which exists in a .plist file)
The content of the "About" page where the page refers back to the app
Some localize content, refering back to the airport the app targets.
The provisioning profiles, of course.
Keeping track of these things are just a pain in the ass, so I want to have 1 project with 1 code base and just add the images and details (mentioned above) and new versions appear. When I "Archive", I want all of the apps to be build and ready to be send of to apple (which I will have to do manually).
How can I achieve this?
I have done this before using multiple targets and conditional compilation. You need one target per deliverable. You can configure the name, icons etc for each target in the usual way.
A set of 50-80 or so images that combine the map of each airport. The filenames are the same in each app. (How do I solve that?)
Keep the images in different directories and for each target only add the images for that app. This technique will also work for the contents of the about page if you can load that from a file.
I also use conditional compilation so that I can define different values for my constants for each app.
To do this add a setting to Other C Flags and Other C++ flags to identify your app. Something like:
-DAPP_VARIANT=1
In your code you can then use the following to implement any app specific behaviour:
- (id)init
{
#if APP_VARIANT == 1
self->server_url = [[NSURL URLWithString:#"http://app1.example.com"] retain];
#elif APP_VARIANT == 2
self->server_url = [[NSURL URLWithString:#"http://app2.example.com"] retain];
#endif
}
Can't you use one version control branch for all the main code, then fork it six times (once for each airport) where you fill in the data? Once you make new code changes, just push the changes from the main branch to the forks and you're done.