In my application I load a couple of images from JPEG and PNG files. When I place all those files into assets directory and load it in this way, everything is ok:
The best solution i found and edited according to my need
public static Bitmap getImageBitmap(String path) throws IOException{
// Allocate files and objects outside of timingoops
File file = new File(thumbpath);
RandomAccessFile in = new RandomAccessFile(file, "rws");
final FileChannel channel = in.getChannel();
final int fileSize = (int)channel.size();
final byte[] testBytes = new byte[fileSize];
final ByteBuffer buff = ByteBuffer.allocate(fileSize);
final byte[] buffArray = buff.array();
@SuppressWarnings("unused")
final int buffBase = buff.arrayOffset();
// Read from channel into buffer, and batch read from buffer to byte array;
long time1 = System.currentTimeMillis();
channel.position(0);
channel.read(buff);
buff.flip();
buff.get(testBytes);
long time1 = System.currentTimeMillis();
Bitmap bmp = Bitmap_process(buffArray);
long time2 = System.currentTimeMillis();
System.out.println("Time taken to load: " + (time2 - time1) + "ms");
return bmp;
}
public static Bitmap Bitmap_process(byte[] buffArray){
BitmapFactory.Options options = new BitmapFactory.Options();
options.inDither=false; //Disable Dithering mode
options.inPurgeable=true; //Tell to gc that whether it needs free memory, the Bitmap can be cleared
options.inInputShareable=true; //Which kind of reference will be used to recover the Bitmap data after being clear, when it will be used in the future
options.inTempStorage=new byte[32 * 1024]; //Allocate some temporal memory for decoding
options.inSampleSize=1;
Bitmap imageBitmap = BitmapFactory.decodeByteArray(buffArray, 0, buffArray.length, options);
return imageBitmap;
}