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This project aims to provide a reusable instrument for asynchronous image loading, caching and displaying. It is originally based on Fedor Vlasov's project and has been vastly refactored and improved since then.
Upcoming changes in new UIL version (1.9.1)
Android 2.0+ support
Latest snapshot of the library - here
Bugs and feature requests put here.
If you have some issues on migration to newer library version - be sure to ask for help here
Manual:
or
Maven dependency:
<dependency>
<groupId>com.nostra13.universalimageloader</groupId>
<artifactId>universal-image-loader</artifactId>
<version>1.9.0</version>
</dependency><manifest>
<uses-permission android:name="android.permission.INTERNET" />
<!-- Include next permission if you want to allow UIL to cache images on SD card -->
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
...
<application android:name="MyApplication">
...
</application>
</manifest>public class MyApplication extends Application {
@Override
public void onCreate() {
super.onCreate();
// Create global configuration and initialize ImageLoader with this configuration
ImageLoaderConfiguration config = new ImageLoaderConfiguration.Builder(getApplicationContext())
...
.build();
ImageLoader.getInstance().init(config);
}
}All options in Configuration builder are optional. Use only those you really want to customize.
See default values for config options in Java docs for every option.
// DON'T COPY THIS CODE TO YOUR PROJECT! This is just example of ALL options using.
File cacheDir = StorageUtils.getCacheDirectory(context);
ImageLoaderConfiguration config = new ImageLoaderConfiguration.Builder(context)
.memoryCacheExtraOptions(480, 800) // default = device screen dimensions
.discCacheExtraOptions(480, 800, CompressFormat.JPEG, 75, null)
.taskExecutor(...)
.taskExecutorForCachedImages(...)
.threadPoolSize(3) // default
.threadPriority(Thread.NORM_PRIORITY - 1) // default
.tasksProcessingOrder(QueueProcessingType.FIFO) // default
.denyCacheImageMultipleSizesInMemory()
.memoryCache(new LruMemoryCache(2 * 1024 * 1024))
.memoryCacheSize(2 * 1024 * 1024)
.memoryCacheSizePercentage(13) // default
.discCache(new UnlimitedDiscCache(cacheDir)) // default
.discCacheSize(50 * 1024 * 1024)
.discCacheFileCount(100)
.discCacheFileNameGenerator(new HashCodeFileNameGenerator()) // default
.imageDownloader(new BaseImageDownloader(context)) // default
.imageDecoder(new BaseImageDecoder()) // default
.defaultDisplayImageOptions(DisplayImageOptions.createSimple()) // default
.writeDebugLogs()
.build();Display Options can be applied to every display task (ImageLoader.displayImage(...) call).
Note: If Display Options wasn't passed to ImageLoader.displayImage(...)method then default Display Options from configuration (ImageLoaderConfiguration.defaultDisplayImageOptions(...)) will be used.
// DON'T COPY THIS CODE TO YOUR PROJECT! This is just example of ALL options using.
DisplayImageOptions options = new DisplayImageOptions.Builder()
.showImageOnLoading(R.drawable.ic_stub) // resource or drawable
.showImageForEmptyUri(R.drawable.ic_empty) // resource or drawable
.showImageOnFail(R.drawable.ic_error) // resource or drawable
.resetViewBeforeLoading(false) // default
.delayBeforeLoading(1000)
.cacheInMemory(false) // default
.cacheOnDisc(false) // default
.preProcessor(...)
.postProcessor(...)
.extraForDownloader(...)
.considerExifParams(false) // default
.imageScaleType(ImageScaleType.IN_SAMPLE_POWER_OF_2) // default
.bitmapConfig(Bitmap.Config.ARGB_8888) // default
.decodingOptions(...)
.displayer(new SimpleBitmapDisplayer()) // default
.handler(new Handler()) // default
.build();String imageUri = "http://site.com/image.png"; // from Web
String imageUri = "file:///mnt/sdcard/image.png"; // from SD card
String imageUri = "content://media/external/audio/albumart/13"; // from content provider
String imageUri = "assets://image.png"; // from assets
String imageUri = "drawable://" + R.drawable.image; // from drawables (only images, non-9patch)NOTE: Use drawable:// only if you really need it! Always consider the native way to load drawables - ImageView.setImageResource(...) instead of using of ImageLoader.
// Load image, decode it to Bitmap and display Bitmap in ImageView (or any other view
// which implements ImageAware interface)
imageLoader.displayImage(imageUri, imageView);// Load image, decode it to Bitmap and return Bitmap to callback
imageLoader.loadImage(imageUri, new SimpleImageLoadingListener() {
@Override
public void onLoadingComplete(String imageUri, View view, Bitmap loadedImage) {
// Do whatever you want with Bitmap
}
});// Load image, decode it to Bitmap and return Bitmap synchronously
Bitmap bmp = imageLoader.loadImageSync(imageUri);// Load image, decode it to Bitmap and display Bitmap in ImageView (or any other view
// which implements ImageAware interface)
imageLoader.displayImage(imageUri, imageView, displayOptions, new ImageLoadingListener() {
@Override
public void onLoadingStarted(String imageUri, View view) {
...
}
@Override
public void onLoadingFailed(String imageUri, View view, FailReason failReason) {
...
}
@Override
public void onLoadingComplete(String imageUri, View view, Bitmap loadedImage) {
...
}
@Override
public void onLoadingCancelled(String imageUri, View view) {
...
}
}, new ImageLoadingProgressListener() {
@Override
public void onProgressUpdate(String imageUri, View view, int current, int total) {
...
}
});// Load image, decode it to Bitmap and return Bitmap to callback
ImageSize targetSize = new ImageSize(120, 80); // result Bitmap will be fit to this size
imageLoader.loadImage(imageUri, targetSize, displayOptions, new SimpleImageLoadingListener() {
@Override
public void onLoadingComplete(String imageUri, View view, Bitmap loadedImage) {
// Do whatever you want with Bitmap
}
});// Load image, decode it to Bitmap and return Bitmap synchronously
ImageSize targetSize = new ImageSize(120, 80); // result Bitmap will be fit to this size
Bitmap bmp = imageLoader.loadImageSync(imageUri, targetSize, displayOptions);Other useful methods and classes to consider.
ImageLoader | | - getMemoryCache() | - clearMemoryCache() | - getDiscCache() | - clearDiscCache() | - denyNetworkDownloads(boolean) | - handleSlowNetwork(boolean) | - pause() | - resume() | - stop() | - destroy() | - getLoadingUriForView(ImageView) | - getLoadingUriForView(ImageAware) | - cancelDisplayTask(ImageView) | - cancelDisplayTask(ImageAware) MemoryCacheUtil | | - findCachedBitmapsForImageUri(...) | - findCacheKeysForImageUri(...) | - removeFromCache(...) DiscCacheUtil | | - findInCache(...) | - removeFromCache(...) StorageUtils | | - getCacheDirectory(Context) | - getIndividualCacheDirectory(Context) | - getOwnCacheDirectory(Context, String) PauseOnScrollListener ImageAware | | - getWidth() | - getHeight() | - getScaleType() | - getWrappedView() | - isCollected() | - getId() | - setImageDrawable(Drawable) | - setImageBitmap(Bitmap)
Also look into more detailed Library Map
// Create default options which will be used for every
// displayImage(...) call if no options will be passed to this method
DisplayImageOptions defaultOptions = new DisplayImageOptions.Builder()
...
.cacheInMemory(true)
.cacheOnDisc(true)
...
.build();
ImageLoaderConfiguration config = new ImageLoaderConfiguration.Builder(getApplicationContext())
...
.defaultDisplayImageOptions(defaultOptions)
...
.build();
ImageLoader.getInstance().init(config); // Do it on Application start// Then later, when you want to display image
ImageLoader.getInstance().displayImage(imageUrl, imageView); // Default options will be usedor this way:
DisplayImageOptions options = new DisplayImageOptions.Builder()
...
.cacheInMemory(true)
.cacheOnDisc(true)
...
.build();
ImageLoader.getInstance().displayImage(imageUrl, imageView, options); // Incoming options will be used<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/>So try to set android:layout_width|android:layout_height or android:maxWidth|android:maxHeight parameters for ImageView if you know approximate maximum size of it. It will help correctly compute Bitmap size needed for this view and save memory.
NOTE: UnlimitedDiscCache is 30%-faster than other limited disc cache implementations.
boolean pauseOnScroll = false; // or true
boolean pauseOnFling = true; // or false
PauseOnScrollListener listener = new PauseOnScrollListener(imageLoader, pauseOnScroll, pauseOnFling);
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You can support the project and thank the author for his hard work :)
If you use Universal Image Loader code in your application you should inform the author about it ( email: nostra13[at]gmail[dot]com ) like this:
Subject: UIL usage notification
Text: I use Universal Image Loader <lib_version> in <application_name> - http://link_to_google_play. I [allow | don't allow] to mention my app in section "Applications using Universal Image Loader" on GitHub.
Also I'll be grateful if you mention UIL in application UI with string "Using Universal Image Loader (c) 2011-2013, Sergey Tarasevich" (e.g. in some "About" section).
Copyright 2011-2013 Sergey Tarasevich Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.
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