Android :: How Drawing Cache In View Works?

May 4, 2009

Can you please tell me how does android determine when View should enable the drawing cache? I try calling in my class (which inherits form LinearLayout) Bitmap drawingCache = getDrawingCache(); I get a null in my drawingCache.

ADVERTISEMENT

Android :: View Get Drawing Cache Method Always Returns Null

May 12, 2010

I'm working with Android 2.1 and have the following problem:
Using the method View.getDrawingCache() always returns null. getDrawingCache() should return a Bitmap, which is the presentation of View's content.

Example code:
public void onCreate(final Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
final View view = findViewById(R.id.ImageView01);
view.setDrawingCacheEnabled(true);
view.buildDrawingCache();
final Bitmap bmp = view.getDrawingCache();
System.out.println(bmp);
}

I've already tried different ways to configure the View object for generating the drawing cache (e.g. View.setWillNotDraw(boolean) and View.setWillNotCacheDrawing(boolean)), but nothing works. What is the right way, or what I'm doing wrong? In real code I want to apply getDrawingCache() on a ViewGroup like RelativeLayout. Is the behaviour the same when using a ViewGroup?

View 2 Replies View Related

Android :: Return Value Of Get Drawing Cache

Jun 17, 2009

From the JavaDoc, it said it returns 'a bitmap representing this view or null if cache is disabled'. My question is what if the View is longer than the phone screen (you need to scroll vertically), what does the bitmap return? * only the visible portion of the view * everything the view has (both visible + invisible part)

View 4 Replies View Related

Android :: ALWAYS Logs That Drawing Cache Null

Feb 26, 2010

Would anyone please try to explain to me why

public void addView(View child) {
child.setDrawingCacheEnabled(true);
child.setWillNotCacheDrawing(false);
child.setWillNotDraw(false);
child.buildDrawingCache();
if(child.getDrawingCache() == null) { //TODO Make this work!
Log.w("View", "View child's drawing cache is null");
}
setImageBitmap(child.getDrawingCache()); //TODO MAKE THIS WORK!!!
}

ALWAYS logs that the drawing cache is null, and sets the bitmap to null? Do I have to actually draw the view before the cache is set?

View 1 Replies View Related

Android :: Having Offscreen Drawing Of A View

May 26, 2010

I'm having a small problem with drawing a View offscreen to a Bitmap. The View is created using LayoutInflater.inflate(int resource, ViewGroup root) with null passed to the root parameter. The View has a fixed size (200x180 pixels). I can create a Bitmap for this View either by using the method View.getDrawingCache() or by calling View.draw(Canvas canvas) using a Canvas that in turn has a backing Bitmap. This works fine if the View doesn't change after the inflate. However, if I have a TextView inside my View that I will update, the size of the TextView is never updated regardless of what method I call on the View (requestLayout(), forceLayout() invalidate() etc.). If I display the View on screen directly, everything works fine (sizes are updated as needed, etc.). What is the correct way of drawing Views off screen and being able to update their layout when needed?

View 3 Replies View Related

Android :: Why Drawing In View Not Take Effect?

Mar 31, 2009

I'm trying to create a custom widget which looks lick HTML table. I chose to derive from TableLayout, which is the subclass of ViewGroup and View. What's confusing me is that the drawing I put into my override of View.onDraw did not take effect, until I moved the codes to the override of ViewGroup.dispatchDraw. I know dispatchDraw is a good place to draw something, but I'm just wondering why there's such difference in my practice?

View 3 Replies View Related

Android :: Drawing Lines On Top Of A Image View

Jul 13, 2010

I am trying to put a background image and draw on top of that screen. I assumed activity will have a on draw method, but it does not have. it seems i need to use surfaceview. Can I put a surfaceview on top of the image view and make it transparent ? any example/tutorial i can refer to ?

View 5 Replies View Related

Android :: Want Simple Drawing View / Program

Aug 30, 2010

I'm trying to create the simplest 2D drawing program possible to isolate what exactly I can't figure out about drawing. This program should literally just draw a 20x20 rectangle. Here's what I have: Code...

View 1 Replies View Related

Android :: Drawing View On My Own SurfaceView / Canvas

Sep 9, 2010

I am using SurfaceView to draw my game on the screen of the phone. Basically now I want to be able to draw Android Views on my View, such as a Button or ListView. I am simlpy getting a Canvas and then I draw on that... does anybody know how to draw AndroidViews (Button, ListView.) on my Canvas?

View 2 Replies View Related

Android :: View Flipper Custom Drawing

Jul 6, 2010

I have a few doubts about view flipper I am using viewflipper to go to another view using scroll_left animation. i have kept 2 linearlayouts inside the ViewFlipper Code...

View 2 Replies View Related

Android :: Drawing A Border Using A Custom View

Sep 26, 2010

I'm trying to draw a custom border by drawing a custom view. Here is a sample of one side of the border: Code...

View 1 Replies View Related

Android :: Drawing Text In Custom View Using Canvas.drawtext

Jul 19, 2010

I am drawing text in my custom view in android using canvas.drawtext. i need to change back color, and want text right aligned. for example i want to print the text in a 10, 10, 100, 20 rectangle of color yellow and text color red and right aligned. how can i do that ?

View 2 Replies View Related

General :: Motorola Gallery Online Cache - How To View

Feb 11, 2012

When i go to the files app and select internal phone storage there is a file there with alot of pics. Is labeled motorolagalleryonlinecache but when I click on them of course it says files are not viewable. Is there a way to log on somehow to see these or an app I can get to see them? If they are photos from my camera or that I've downloaded or just thumbnails of stock motorola pics? I need to ensure they are not "personal" photos.

View 2 Replies View Related

Android :: Onclick Event Works Even On Top Of The Another View

Jun 5, 2009

I am facing some problem Like:

Scenario:Three buttons enabled by on click event.

-I am using sliding drawer... on which no of buttons are there. -When sliding drawer is opened...its overlapping the preveously defined three buttons.

My problem is... when i am clicking on sliding drawer ... the below button is activated and accordingly it goes to next activity...

Means ... i expect if one view is on top of another view... the lower view should not work.

View 3 Replies View Related

General :: Disable Moving Of System Dalvik Cache To /cache?

Aug 16, 2012

In cm roms, dalvik cache of system apps are generated in /cache but those data/apps are generated in /data. Is there any way to disable this behaviour? Cache partition in our phones is too small. In AOSP and AOKP and stock roms, dalvik cache is always generated in /data no matter whether its a system app. any way to achieve this in cm roms?

View 1 Replies View Related

Android :: Android - When In Web View - Does Browser Cache The Previous Page

Sep 30, 2010

My question is: when you are in a webView, and you have gone through several pages. You want to go back. Is the last page you have been to cached, so that you would not need internet connection to go back?

View 1 Replies View Related

Android :: Android - Image Cache Stategy And Memory Cache Size

Jun 21, 2010

I'm implementing an image cache system for caching downloaded image.

My strategy is based upon two-level cache:
Memory-level and disk-level.

My class is very similar to the class used in the droidfu project

My downloaded images are put into an hashmap and the Bitmap objet is wrapped inside a SoftRererence object.

Also every image is saved permanently to the disk.
If a requested image is not found into the Hashmap<String,SoftReference<Bitmap>> it will be searched on the disk, readed, and then pushed back into the hashmap. Otherwise the image will be downloaded from the network.

Since I store the images into the phisical device momery, I have added a check for preserve the device space and stay under a 1M of occupied space:

CODE:.................

This method is called sometime afte a disk writing:

CODE:..............

What I'd like to add is the same check on the HashMap size to prevent it will grow too much. Something like this:

CODE:.....................

My question is:
What could be a right MAX_MEMORY_SIZE value? Also, Is it a good approach? A good answer also could be: "Don't do it! SoftReference is already enough"

View 1 Replies View Related

Android :: Populate View Flipper Child View With List View?

Aug 2, 2010

I am trying to set up a ViewFlipper that changes a SlidingDrawers content each time a button is pressed. So far every view I set up worked fine, but now I am trying to create a ListView (including single_choice_mode) within a child view of the ViewFlipper, but my attempt only let to a NullPointerException. As I only discovered ViewFlipper today, I am not yet familiar with it and may not have understood it completely. if someone could give me a hand and help me find out what I have done wrong, that would be great. Here is what I have done:

The code for the onClick event of the ImageButtons:
public void onClick(View v){
if (v == btnExposure){
mFlipper.setDisplayedChild(0); }
else if (v == btnProperties){
mFlipper.setDisplayedChild(1);}
else if (v == btnSpecialEffects){
mFlipper.setDisplayedChild(2);.............

View 1 Replies View Related

Android : Best Drawing App?

Jul 21, 2010

What is your best drawing app?

I've tried Draw!, Draw(er), and MagicMarker, but I dunno, they each have their pros and cons and can't find one that suits me well. I'm not looking for Photoshop on my phone, but something better than a colored line. So what is your best drawing app?

View 3 Replies View Related

Android :: Drawing And Animating?

Nov 5, 2010

This is more of a question about animating than a specific problem coding. i need to fill in the broad strokes left by the research i've been doing.

What i'm trying to do:

The activity should load with only the a togglebutton visible. when the button is touched, a png will be animated to a certain position relative to the togglebutton. also, another button will slide in from off screen and slide off if/when the togglebutton is pressed again.

What i can't figure out:

I can draw an image, but only via xml. creating an imageview and setting the background programmatically does nothing.

When i draw from xml, i can't move the image when the togglebutton is pressed like i want to. when i call getPositionOnScreen() i get a null pointer, even though the complier can see i'm referring to the imageview described in both xml and in code.

I'm calling getPositionOnScreen because via xml, i have the image positioned behind the togglebutton so that it's not visible until the button has been pressed and the image starts moving. the idea is that with different screen sizes i won't know exactly where the view is until runtime. getPostionOnScreen allows me to get the coordinates of the imageview so i know where it has been positioned. when i have a start position, can tell it to "move up" on the screen from behind the togglebutton by simply adding to x or y until it's where i want.

This is the code to draw the image (inserted in the onCreate method).

CODE:.......

This is the code i'm using to animate. when the button is clicked, it calls this method on the view from the listener.

CODE:...............

I'm well aware that this is horribly wrong and won't work. what i need to understand is why.

View 1 Replies View Related

Android : App That 'animates' Drawing?

Apr 18, 2010

I'm trying to learn about Android programming by rewriting a C app I've moved from DOS to X-windows to Windows as a learning tool. It's just a silly little app that draws symmetrical 'game of life' patterns on the screen in a kaleidoscopic fashion. It's structured so that the patterns do their own animations. I.e. there's a 'Life' class that produces the next generation and redraws itself from the center outward, inserting delays to produce a kaleidoscopic effect.

I've got it so that the patterns draw - I took the LunarLander sample as a starting point, and an drawing on a SurfaceView. But my problem is with timing the 'animations'. I'm not doing traditional animation, where I build a whole frame and then draw it, but the surface seems to want to draw itself completely on each iteration of my loop, so my inserted sleep's don't insert delay in the right places.

So my questions:

1. Is there a more direct way to write to the screen than via a SurfaceView? If I did that, would the various steps of my 'animation' occur as I drew them, producing the desired effect. 2. If such a drawing method exists, would I be wasting my time learning how to use it? 3. What's the 'standard' way to do this kind of animation?

View 3 Replies View Related

Android : API For Drawing Chart

Oct 8, 2010

Is there any api for drawing financial chart in android.

View 2 Replies View Related

Drawing Lots Of Markers On A Map

Oct 28, 2011

I'm trying to draw on a map using markers. The problem I'm having is when I try to add lots of them, then I can't get it to run. To illustrate my problem, let's say I want to draw a square made of 900 smaller squares (30x30).I'm trying to add the markers to an itemizedoverlay, then drawing it.

Code:
public class MyItemizedOverlay extends ItemizedOverlay{
private ArrayList<OverlayItem> mOverlays = new ArrayList<OverlayItem>();
private Context mContext;
[code]....

View 7 Replies View Related

Android :: Drawing Circle In MapView

Oct 29, 2010

Trying to draw a circle at a longitude/latitude position. The circle below doesn't show up, does anybody know why?

View 5 Replies View Related

Android :: OpenGL Circle Drawing

Mar 16, 2010

I have to recommend just getting a book on the subject.I learned most everything off of examples and documents on the web.After several months, I finally picked up the blue book and everything I had scoured to find is clearly demonstrated in it.Look for the red book and the blue "superbible."They cover everything you need.There are also books specific to ES.Make sure to get a good 1.1 one and not a 2.0-only one.

View 7 Replies View Related

Android :: Drawing An Image Using OpenGL

Aug 10, 2010

Using OpenGL ES, how do I draw an image from the resources file onto the screen? The image is in png format, if that matters.

View 3 Replies View Related

Android :: Drawing A Nine Patch Image

Nov 29, 2009

I'm trying to create on of these images, but Eclipse won't accept it once I've used the draw9patch tool. I've found other people having the same problem, and saw this comment: I discovered later that the problem I was having was caused by the image not being exactly true to the nine-patch spec as defined in the documentation. Once I fixed the image to have a clean (i.e., no gradients etc) one pixel border it was fine. "'m not much good when it comes to image design. What does this mean, how do I create my original png file to meet the specification for Nine Patch?

View 2 Replies View Related

Android :: Drawing An EditText On Top Of An Image

Aug 14, 2010

I am creating a custom view which has an image. The image can be of any type. What i want to achieve is that i want to draw an EditText control on top of the image so that the user can add some values to it. I am not sure how to achieve this. The onDraw control will not allow me to draw any view right? I am new to android so any help would be appreaciated.

View 3 Replies View Related

Android :: Drawing Text Upside Down

Apr 5, 2010

I'm trying to build a custom clock view in Android. See image http://twitpic.com/1devk7.So far to draw the time and hour markers I have been using the Canvas.rotate method to get the desired effect. However, notice that it is difficult to interpret the numbers in the lower half of the clock (e.g. 6 or 9?) because of the angle in which they are drawn.When using drawText, is it possible to draw the text at 45/90/180 degrees so that all text appears upright when my onDraw method has finished?

View 1 Replies View Related

Android :: Drawing On WVGA Screen?

Jan 7, 2010

I wrote a reading software. I implemented the page turning effect when user tap the screen to turn to next/pre page. The display is ok on G1 (320X200 size) but it can not works well on Droid(480*854 size), the font looks a litter fuzzy, not clear as G1. I explain my codes for page turning:

1) create a canvas A

2) create bitmap.

3) set bitmap on canvas A

4) draw the new page content on canvas A

5) the current showing page has been saved in bitmap before since we do from step 1) to setp 4),

6) In order to implement the turning effect of scrolling from left to right, I draw the old bitmap part and draw the new bitmap part until the whole new bitmap has been drawn. all of bitmaps are drawing by canvas.drawBitmap() in onDraw() function.

7) when step 6) is done, it means the new page has been shown on screen, and the bitmap has been saved to use in next page turning.

The above is the whole actions for my page turning. On G1, no problem. But on Droid phone, the font is not clear, I tried if I directly draw text by canvas in OnDraw() not through bitmap, It is ok, but it can not implement the page turning effect that I need. I don't know why, could you please help me to take a look and tell me where is wrong or miss some steps?

View 2 Replies View Related

Android :: How To Add A Line Drawing To ListView

Jul 28, 2009

When I try extending the View class to a subclass that will underline portions of the text drawn by ListView, the code compiles okay but results in a runtime exception apparently due to an improper class cast. Does anyone see what I've done wrong or have suggestions about getting access to the Canvas of ListView items so portions of text can be underlined?

Here is the code, which is the Efficient Adapter View/List example from ApiDemos with an added UnderlinedView class.

CODE:........

View 4 Replies View Related

Android : Drawing Stock Chart

Oct 8, 2010

How to draw chart like the following image in android.what is the tool can we use?

View 1 Replies View Related

General :: Drawing Buttons At Different Times?

Dec 2, 2013

I am writing a calculator app as my first android app.

I have a mode button on the calculator that changes the buttons to make new functions available.

When mode switches, certain buttons get changed to a different drawable with different colors, and all the text gets updated on all the buttons.

Each mode has a new string array corresponding to the text for that mode.What I am currently trying to achieve is having a delay between the time that each button is updated, a sort of cascade effect. I have not successfully implemented this.

In the following code I have a toggleLabels method which attempts to do this. It has three if blocks corresponding to the three modes, which each gets a new set of text and buttons. There are two nested for loops in each running i=width and j=height.

To create the cascade effect I grabbed system time, and then subtracted from current time to see that 100ms had passed.No cascade effect takes place, and when I hit the mode button, there is a long delay then all of the buttons switch at once. The delay seems to be exactly 2 seconds, which corresponds to the cumulative delay of 100ms per button X 20 buttons.

I also tried an alternate method of Thread.Sleep() which yielded the same result, and which I read was bad practice to implement in your UI thread.Basically I am doing..

loop through each button
{
Change button drawable[code]......

View 1 Replies View Related

General :: App For Freehand Drawing On PowerPoint

Feb 14, 2012

I have searched for this a bunch of times, but have not found anything directly allowing me to annotate pdfs in android.

I am aware of one method where one converts your .ppt file into .pdf and can draw on it directly with ezpdf reader.

However, it would be nice to be able to draw on the powerpoints natively.

Any application which supports this on android?

(For the record, this app will be used on a Galaxy Note (me) and sideloaded onto a Kindle Fire (girlfriend)). We haven't rooted the KF yet but would consider doing so to get that functionality. (I know sideloading doesn't require root but not all applications seem to work).

The GNote has an active digitizer but the Kindle Fire will be using a capacitive stylus, so we will see about accurately.

Specifically, my girlfriend will be editing powerpoint lectures for Biochem, so she needs to be able to draw structures, circle things etc.

I remember taking the class and being quite envious of classmates doing the same with their ipads... they seemed to have no problem doing these types of basic things with a capacitive stylus.

View 1 Replies View Related

Android :: FrameLayout For Drawing Overlays In Game?

Nov 15, 2010

I've got a game, a custom View class draws my gameboard. I'm thinking of drawing some elements on a separate layer above the gameboard. I could do this in the View's canvas code, but since they won't change frequently, was thinking of introducing a frame layout to display this top layer.I'm not sure which route to take, the only reason I wouldn't do the FrameLayout is because I'm not sure if it has an impact on battery life. Everytime onDraw() is called, the system probably has to do an alpha composition of the two layers. Is that more battery consuming than drawing the elements from that layer myself in my canvas on every frame? Hard to answer since I'm not sure how complex the drawing will be yet, any general opinions?

View 1 Replies View Related

Android :: Loop Drawing First Graphics To X0 Y0 If More Than 1 Iteration

Oct 30, 2010

Anyone have any idea why when i run this for loop to add a graphic to my screen, the first iteration coordinate get discarded if the loop runs more than once?

For Example, I have a column of 7 graphics in a graphic array list, when I remove a graphic the code below runs to insert a new graphic, and it works perfectly if there is only 1 graphic removed/added. The problem is when I remove 2 or more graphics from the column, the first 1 that is readded get written to x0 and y0 instead of x64 y64 but the second graphic is correctly added to x64 y128. I am using OnDraw canvas to draw.

CODE:...............

View 12 Replies View Related

Games :: Drawing Or Pictionary Style Game

Oct 17, 2010

Is there a game for android in which a person draws stuff on screen and others users guess? I have a game like it on my sister's ipad but want one for my Samsung Epic. Game is super addicting! Please let me know!

View 4 Replies View Related

Android :: Game Stutters When Drawing Outside Screen

Apr 25, 2010

I have a game built for 480x320 screen resolution. When playing the game on a phone with a higher screen resolution (480 x 800 or 480 x 856) the game automatically stretches to fit the screen which works great. Because of different screen dimensions there is a piece of the screen on the right side (game is in landscape mode) that is black, not used by the game. I want to fill this up with an image, so the whole screen is filled. I only draw that image on screens bigger than 480x320. This all works fine, the image is displayed exactly the way I want to. The only problem is that the game runs less smooth then it used to run. There are small stutters noticeable. When I just draw a rectangle instead of an image the same problem occurs. Does anyone have an idea why this is happening?

View 8 Replies View Related

Android :: Drawing Canvas With Given Matrix Transformation?

Aug 2, 2009

I got this code from another post and modified it to work for me as a TextView. I tried using the code below but no transformation is happening? I trying to draw the canvas of the TextView with the given Matrix transformation.

import android.content.Context; import android.graphics.Canvas; import android.graphics.Matrix; import android.util.AttributeSet; import android.view.MotionEvent; import android.widget.TextView;
public class CTextView extends TextView { private Matrix mForward = new Matrix(); private Matrix mReverse = new Matrix(); private float[] mTemp = new float[2];
public CTextView(Context context) { super(context); mForward.postRotate(90); mForward.invert(mReverse); } public CTextView(Context context, AttributeSet attrs) { super(context, attrs);
mForward.postRotate(90); mForward.invert(mReverse); } public CTextView(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle);
mForward.postRotate(90); mForward.invert(mReverse); }
@Override protected void dispatchDraw(Canvas canvas) { canvas.save(); canvas.concat(mForward); canvas.restore(); super.dispatchDraw(canvas); }
@Override public boolean dispatchTouchEvent(MotionEvent event) { final float[] temp = mTemp; temp[0] = event.getX(); temp[1] = event.getY();
mReverse.mapPoints(temp); event.setLocation(temp[0], temp[1]); return super.dispatchTouchEvent(event); }

View 3 Replies View Related

Android :: Drawing Simple Lines / Run On Emulator

Sep 16, 2009

I've the following code I'm trying to run on emulator ( v 1.5 of OS), but it seems like I can't use the whole canvas! Code...

View 2 Replies View Related

Android :: Emulator Bug Drawing Lines On GLSurfaceView

Aug 14, 2010

The Emulator draws line widths VERY incorrectly in OpenGL (GLSurfaceView). See http://www.flickr.com/photos/53002505@N03 for a comparison of the lines drawn correctly (in JOGL) and incorrectly in the emulator. The code also draws correctly on a real device (G1) - looks just like the JOGL screen shot. I believe this is a bug. However, I'm not an OpenGL GURU. Hence I have posted a concise version of the code to demonstrate this problem at at http://gist.github.com/523955 and http://gist.github.com/523961. I hope I am proven wrong about a bug in the emulator, and can find a way to use the emulator for what I want to do.

View 5 Replies View Related

Android :: Custom Overlay Item Not Drawing

Aug 10, 2010

I created a custom OverlayItem class so that I could essentially have one kind of OverlayItem whose Drawable marker would set itself depending on the state of some data that I pass into it. I have attempted to accomplish this by, on my first attempt, utilizing the setMarker method within the OverlayItem class. Once that did not work I attempt to override the getMarker method and have it return the appropriate marker to represent the data. Both of these attempts ended with nothing being drawn on the map...however if they are commented out the markers draw just fine (except they of course use the default marker, which isn't what I want). Here is my code for my custom OverlayItem class (the commented out methods I have tried and they have not worked):

private class MyOverlayItem extends OverlayItem {
private Context mContext; private MyData mData;
public MyOverlayItem(GeoPoint point, MyData data, Context context) {
super(point, data.getWhat(), data.getWhere()); this.mContext = context; this.mData = data;
/*if(data.getTemp() > 200) this.setMarker(res.getDrawable(R.drawable.icon_data_hot_l));
else if(data.getTemp() > 100) this.setMarker(res.getDrawable(R.drawable.icon_data_neutral_l));
else this.setMarker(res.getDrawable(R.drawable.icon_data_frozen_l));*/ }
/*@Override public Drawable getMarker(int stateBitset) {
Resources res = this.mContext.getResources(); if(this.mData.getTemp() > 200)
return res.getDrawable(R.drawable.icon_data_hot_l); else if(this.mData.getTemp() > 100)
return res.getDrawable(R.drawable.icon_data_neutral_l);
return res.getDrawable(R.drawable.icon_data_frozen_l);
}*/ }
Is there a way to do what I am attempting to do or do I need to make a unique OverlayItem class corresponding to each state of my data?

View 3 Replies View Related

Android :: Drawing Custom Images In ListView

Jun 23, 2009

I would like to draw custom images within a ListView, for this I have created a ListView and an ArrayAdapter object. I have specified that each element of the ListView will be an ImageView which is specified by an XML layout file. Now, I would like to draw a custom graphic in each cell depending upon certain paramters.

View 3 Replies View Related

Android :: Drawing GL Object Proportional To Screen?

Nov 15, 2010

How to draw, say, a rectangle on the screen with it being proportional to the current device?
e.g. a rectangle, centered on the viewport, one pixel smaller than the screen on each border.

I can live with Orthogonal, but would like perspective (basically everything at Z=something should be proportional to the screen, and the upper parts of the elements being distorted by perspective)

I can calculate everything on my own if i know the relation... but i don't have a starting point.

I could experiment and get to a relation myself... i even resorted to that while coding for the Wii, but that's a really bad decision on Android and all the screen ratios/sizes out there...

View 1 Replies View Related

Android :: App Gets Too Slow While Drawing Two Bitmaps On A Canvas / Fix It?

Nov 4, 2010

I have two bitmap overlapped .The top bitmap is transparent and when user touch to screen i copy pixels from another bitmap to top bitmap.My goal is to give to users the feeling of erasing image with touching to see another image.However it is not working properly especially when user drags his finger too fast on the screen.I made a few tests and i beleive drawing bitmaps to the canvas every time cause the lag but i don't know how to fix it.

View 1 Replies View Related

ADVERTISEMENT