How to download all images on android






















I loathe this update. How do I fix that? I have an lg k7. I can dowload it but it dose not pop up in my gallory. It just stays in my downloads. How do i move it? Images are downloading but High Definition images are not downloading even though it is a HD image, only thumbnails are downloading. I have an LG 4 phone. Can anyone please help? Any advice would be greatly appreciated! I can save another image but not the one I want.

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Visible kicks off their Black Friday deals. MediaTek unveils the new 5G Dimensity for flagship devices. Boost Mobile launches the Carrier Crusher plans. Boost your IT and data science know-how on the cheap with…. The main body of the screen will change to display your selected wallpaper. Take a look through, and see if anything interests you. If you'd prefer something more custom, choose My photos in the same list. It should be at the very beginning.

Your phone will switch over to your file browser. Use the three stacked lines in the upper left of your screen to open the menu. Select Images at the top of the menu. Now, you'll see a list of potential image locations to browse. If you know where your background image is stored, browse to it. Tap on the thumbnail of your image when you find it. Your phone will return you to that original Wallpapers screen. Your chosen image will be at the front of your wallpaper list and selected.

To make the change stick, press Set wallpaper in the upper left of your screen. This only works on more recent Android devices, but the number is growing pretty rapidly, and should probably include your phone.

Long-press on your existing wallpaper on your home screen. Long-press means you hold your finger down until you feel a feedback vibration. Browse the existing choices of wallpaper and live wallpapers at the bottom of the screen or tap My Photos to choose a photo from your gallery.

Live wallpapers no longer look any different than standard wallpapers from a browsing perspective, but the final wallpaper will be interactive. Once you set your wallpaper, you will be brought back to the main screen where you will be able to admire the new, customized look of your Android smartphone's appearance. Go through the same steps anytime you want to change the look again.

To find a practically unlimited number of wallpapers, do a search on the Google Play for wallpapers. There are several free apps available for download that will give you access to thousands of free wallpapers. If you'd prefer to get your wallpapers more directly, you can always download your own images directly on your phone or get them on your PC and transfer them to your phone over a USB cable. All the wallpaper images in this guide come from Unsplash.

You can view the complete source code or download the project on GitHub. In my conclusion at the end of this post I will share my humble opinion about the proper use-case for each particular way of image downloading I've mentioned.

Let's start with an own implementation you can find the code at the end of the post. First of all, this is a Basic ImageDownloader and that's it. All it does is connecting to the given url, reading the data and trying to decode it as a Bitmap , triggering the OnImageLoaderListener interface callbacks when appropriate. The advantage of this approach - it is simple and you have a clear overview of what's going on. Note: in case of large images, you might need to scale them down.

Android DownloadManager is a way to let the system handle the download for you. It's actually capable of downloading any kind of files, not just images. You may let your download happen silently and invisible to the user, or you can enable the user to see the download in the notification area. You can also register a BroadcastReceiver to get notified after you download is complete. The setup is pretty much straightforward, refer to the linked project for sample code.

Using the DownloadManager is generally not a good idea if you also want to display the image, since you'd need to read and decode the saved file instead of just setting the downloaded Bitmap into an ImageView. Now the introduction of the great stuff - the libraries.

I will start with Volley , a powerful library created by Google and covered by the official documentation. While being a general-purpose networking library not specializing on images, Volley features quite a powerful API for managing images. You will need to implement a Singleton class for managing Volley requests and you are good to go. You might want to replace your ImageView with Volley's NetworkImageView , so the download basically becomes a one-liner:.

If you need more control, this is what it looks like to create an ImageRequest with Volley:. It is worth mentioning that Volley features an excellent error handling mechanism by providing the VolleyError class that helps you to determine the exact cause of an error. If your app does a lot of networking and managing images isn't its main purpose, then Volley it a perfect fit for you. Square's Picasso is a well-known library which will do all of the image loading stuff for you.

Just displaying an image using Picasso is as simple as:. For more control you can implement the Target interface and use it to load your image into - this will provide callbacks similar to the Volley example. Check the demo project for examples. Picasso also lets you apply transformations to the downloaded image and there are even other libraries around that extend those API. Universal Image Loader is an another very popular library serving the purpose of image management.

It uses its own ImageLoader that once initialized has a global instance which can be used to download images in a single line of code:.

The opts argument in this example is a DisplayImageOptions object. Refer to the demo project to learn more. Note : the author has mentioned that he is no longer maintaining the project as of Nov 27th, But since there are many contributors, we can hope that the Universal Image Loader will live on.

Facebook's Fresco is the newest and IMO the most advanced library that takes image management to a new level: from keeping Bitmaps off the java heap prior to Lollipop to supporting animated formats and progressive JPEG streaming. To learn more about ideas and techniques behind Fresco, refer to this post. The basic usage is quite simple. Note that you'll need to call Fresco. Initializing Fresco more than once may lead to unpredictable behavior and OOM errors. Fresco uses Drawee s to display images, you can think of them as of ImageView s:.

As you can see, a lot of stuff including transformation options gets already defined in XML, so all you need to do to display an image is a one-liner:. Fresco provides an extended customization API, which, under circumstances, can be quite complex and requires the user to read the docs carefully yes, sometimes you need to RTFM. Note that the following text reflects my personal opinion and should not be taken as a postulate.

In case you missed that, the Github link for the demo project. I have just came from solving this problem on and I would like to share the complete code that can download, save to the sdcard and hide the filename and retrieve the images and finally it checks if the image is already there. The url comes from the database so the filename can be uniquely easily using id.

Another thing is that this trick will not be in all Android 12, but in all those that Google designs. The Pixel 3 is one such example. While in other mobiles such as the Samsung Galaxy S21 with Android 12 it does not allow this function.

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