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This project aims to provide a reusable instrument for asynchronous image loading, caching and displaying.

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Universal Image Loader for Android

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.

Download: JAR library; sources (you can attach it to project as source attachment so you can see Java docs)

Screenshot

Features

  • Multithread image loading
  • Possibility of wide tuning ImageLoader's configuration (thread pool size, HTTP options, memory and disc cache, display image options, and others)
  • Possibility of image caching in memory and/or on device's file sysytem (or SD card)
  • Possibility to "listen" loading process
  • Possibility to customize every display image call with separated options
  • Widget support

Documentation

  • Universal Image Loader. Part 1 - Introduction [RU | EN]
  • Universal Image Loader. Part 2 - Configuration [RU | EN]
  • Universal Image Loader. Part 3 - Usage [RU | EN]

First look at Useful info.

If you have some question about Universal Image Loader you can ask it on StackOverFlow with [universal-image-loader] tag. Also add [java] and [android] tags.

Bugs and feature requests place here.

Usage

Simple

ImageView imageView = ...
String imageUrl = "http://site.com/image.png"; // or "file:///mnt/sdcard/images/image.jpg"

// Get singletone instance of ImageLoader
ImageLoader imageLoader = ImageLoader.getInstance();
// Initialize ImageLoader with configuration. Do it once.
imageLoader.init(ImageLoaderConfiguration.createDefault(context));
// Load and display image asynchronously
imageLoader.displayImage(imageUrl, imageView);

Most detailed

ImageView imageView = ...
String imageUrl = "http://site.com/image.png"; // or "file:///mnt/sdcard/images/image.jpg"
ProgressBar spinner = ...
File cacheDir = StorageUtils.getOwnCacheDirectory(getApplicationContext(), "UniversalImageLoader/Cache");

// Get singletone instance of ImageLoader
ImageLoader imageLoader = ImageLoader.getInstance();
// Create configuration for ImageLoader (all options are optional, use only those you really want to customize)
ImageLoaderConfiguration config = new ImageLoaderConfiguration.Builder(getApplicationContext())
			.memoryCacheExtraOptions(480, 800) // max width, max height
			.discCacheExtraOptions(480, 800, CompressFormat.JPEG, 75) // Can slow ImageLoader, use it carefully (Better don't use it)
			.threadPoolSize(3)
			.threadPriority(Thread.NORM_PRIORITY - 1)
			.denyCacheImageMultipleSizesInMemory()
			.offOutOfMemoryHandling()
			.memoryCache(new UsingFreqLimitedMemoryCache(2 * 1024 * 1024)) // You can pass your own memory cache implementation
			.discCache(new UnlimitedDiscCache(cacheDir)) // You can pass your own disc cache implementation
			.discCacheFileNameGenerator(new HashCodeFileNameGenerator())
			.imageDownloader(new URLConnectionImageDownloader(5 * 1000, 20 * 1000)) // connectTimeout (5 s), readTimeout (20 s)
			.defaultDisplayImageOptions(DisplayImageOptions.createSimple())
			.enableLogging()
			.build();
// Initialize ImageLoader with created configuration. Do it once on Application start.
imageLoader.init(config);

// Creates display image options for custom display task (all options are optional)
DisplayImageOptions options = new DisplayImageOptions.Builder()
           .showStubImage(R.drawable.stub_image)
		   .showImageForEmptyUri(R.drawable.image_for_empty_url)
           .cacheInMemory()
           .cacheOnDisc()
		   .imageScaleType(ImageScaleType.POWER_OF_2)
		   .displayer(new RoundedBitmapDisplayer(0xff424242, 20))
           .build();
// Load and display image
imageLoader.displayImage(imageUrl, imageView, options, new ImageLoadingListener() {
    @Override
    public void onLoadingStarted() {
       spinner.show();
    }
	@Override
	public void onLoadingFailed(FailReason failReason) {
		spinner.hide();
	}
    @Override
    public void onLoadingComplete(Bitmap loadedImage) {
        spinner.hide();
    }
	@Override
    public void onLoadingCancelled() {
        // Do nothing
    }
});

Useful info

  1. Caching is NOT enabled by default. If you want loaded images will be cached in memory and/or on disc then you should enable caching in DisplayImageOptions this way:
// 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()
            .cacheOnDisc()
            ...
            .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 used

or this way:

DisplayImageOptions options = new DisplayImageOptions.Builder()
			...
            .cacheInMemory()
            .cacheOnDisc()
            ...
            .build();
ImageLoader.getInstance().displayImage(imageUrl, imageView, options); // Incoming options will be used
  1. How UIL define Bitmap size needed for exact ImageView? Search defined parameters top-down:
  • Get android:layout_width or android:layout_height parameters
  • Get android:maxWidth and android:maxHeight parameters
  • Get maximum size parameters from configuration (memoryCacheExtraOptions(int, int) option)

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.

  1. If you often got OutOfMemoryError in your app using Universal Image Loader then try set WeakMemoryCache into configuration:
ImageLoaderConfiguration config = new ImageLoaderConfiguration.Builder(getApplicationContext())
			...
			.memoryCache(new WeakMemoryCache())
			...
			.build();
  1. For memory cache configuration (ImageLoaderConfiguration.Builder.memoryCache(...)) you can use already prepared implementations:
  • UsingFreqLimitedMemoryCache (The least frequently used bitmap is deleted when cache size limit is exceeded) - Used by default
  • LRULimitedMemoryCache (Least recently used bitmap is deleted when cache size limit is exceeded)
  • FIFOLimitedMemoryCache (FIFO rule is used for deletion when cache size limit is exceeded)
  • LargestLimitedMemoryCache (The largest bitmap is deleted when cache size limit is exceeded)
  • LimitedAgeMemoryCache (Decorator. Cached object is deleted when its age exceeds defined value)
  • WeakMemoryCache (Memory cache with only weak references to bitmaps)
  1. For disc cache configuration (ImageLoaderConfiguration.Builder.discCache(...)) you can use already prepared implementations:
  • UnlimitedDiscCache (The fastest cache, doesn't limit cache size) - Used by default
  • TotalSizeLimitedDiscCache (Cache limited by total cache size. If cache size exceeds specified limit then file with the most oldest last usage date will be deleted)
  • FileCountLimitedDiscCache (Cache limited by file count. If file count in cache directory exceeds specified limit then file with the most oldest last usage date will be deleted. Use it if your cached files are of about the same size.)
  • LimitedAgeDiscCache (Size-unlimited cache with limited files' lifetime. If age of cached file exceeds defined limit then it will be deleted from cache.)

NOTE: UnlimitedDiscCache is 30%-faster than other limited disc cache implementations.

Applications using Universal Image Loader

License

Copyright (c) 2011-2012, Sergey Tarasevich

If you use Universal Image Loader code in your application you have to inform the author about it (email: nostra13[at]gmail[dot]com) like this:

I use Universal Image Loader in MyAndroidApp (http://link_to_google_play). I allow/don't allow to mention my app in "Applications using Universal Image Loader" on GitHub.

Also you should (but you don't have to) mention it in application UI with string "Used Universal-Image-Loader (c) 2011-2012, Sergey Tarasevich" (e.g. in some "About" section).

Licensed under the BSD 3-clause

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This project aims to provide a reusable instrument for asynchronous image loading, caching and displaying.

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