Building off Dan O's solution, here's a method that automatically takes into account the alpha channel and makes the optimization/ tradeoff of getPixels vs getPixel.
The cost is memory but the benefit is performance, invocation of a virtual method in a loop that could possibly be run several million times [i.e. an 8MP image has 3,456x2,304 = 7,962,624 pixels]). I've even taken things one step further by removing the looped android.graphics.Color method calls.
public static int getDominantColor(Bitmap bitmap) {
if (null == bitmap) return Color.TRANSPARENT;
int redBucket = 0;
int greenBucket = 0;
int blueBucket = 0;
int alphaBucket = 0;
boolean hasAlpha = bitmap.hasAlpha();
int pixelCount = bitmap.getWidth() * bitmap.getHeight();
int[] pixels = new int[pixelCount];
bitmap.getPixels(pixels, 0, bitmap.getWidth(), 0, 0, bitmap.getWidth(), bitmap.getHeight());
for (int y = 0, h = bitmap.getHeight(); y < h; y++)
{
for (int x = 0, w = bitmap.getWidth(); x < w; x++)
{
int color = pixels[x + y * w]; // x + y * width
redBucket += (color >> 16) & 0xFF; // Color.red
greenBucket += (color >> 8) & 0xFF; // Color.greed
blueBucket += (color & 0xFF); // Color.blue
if (hasAlpha) alphaBucket += (color >>> 24); // Color.alpha
}
}
return Color.argb(
(hasAlpha) ? (alphaBucket / pixelCount) : 255,
redBucket / pixelCount,
greenBucket / pixelCount,
blueBucket / pixelCount);
}