Step 2 Add the following code to res/layout/activity_main.xml. There are two ways to draw bitmap images in Arduino TFT LCD - to draw from SD card, or convert them into byte array. An example sketch for Arduino and this library can be found here. You should use textfile.print() and not write(); the former will write the decimal value of each byte to your file while the latter will write the exact un-encoded byte to the text file, which would result in a lot of gibberish when you try to display the file's contents, say on Notepad, since the range of printable characters (under default ASCII encoding) is between 32 - 127 and your image probably has lots of bytes outside that range. Why is this usage of "I've to work" so awkward? Click choose file to convert, copy the code, and paste it into Arduino sketch. Bit masks are used to access specific bits in a byte of data. My bitmap image is 272*208 pixel monochromatic 1bpp image. The integer data type consists of mostly decimal numbers, and when we store them, they are converted into bits because a computer only understands and works with bits of data in the form of zeros and ones. //make sure the width and height is exactly the dimension of the image, drawXBitmap does NOT work, https://github.com/ehubin/Adafruit-GFX-Library/tree/master/Img2Code, http://en.radzio.dxp.pl/bitmap_converter/, https://github.com/adafruit/Adafruit-GFX-Library/pull/31, Internet of Things and Hardware Hacking (Part 2) -A Web Controlled Gameboy Console, Internet of Things and Hardware Hacking (Part 1) -A Web Controlled LED Digit Display, Transcompile Arduio TFT GUI Sketch from SVG File, Arduino with a LGDP4535 TFT LCD Touch Screen. They are both ImageSources and work essentially the same other than . bitmap arraytobitmap (byte [] image, int width, int height) { int [] rgbimage = new int [image.length]; for (int i = 0; i < image.length; i++) { color pixel = new color (image [i], image [i], image [i]); rgbimage [i++] = (int)pixel; } bitmap createdbitmap = bitmap.createbitmap (rgbimage, width, height, bitmap.config.argb8888); return Programming Language . I got this to work: var xBytes = new byte[info.Size]; byteBuffer.Get(xBytes,info.Offset,info.Size); But your method failed because the ByteBuffer I was using was not backed by an array. What is the difference between #include
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