Android :: Way To Persist Graphics On A Canvas (map Overlay)?

Feb 16, 2009

I've been searching around and can't seem to find a way to do this properly. I am doing some tracking where I want to draw dots on a map overlay recording previous positions. When onDraw of the overlay is called it seems the canvas is cleared so I have to redraw all of the history on every invocation. This could result in several thousands of dots being draw over time which seems to not be very efficient. Is there some flag somewhere that I have not found which tells a map overlay to be persistent? Or is there some way I can save and restore the canvas so I'm only maintaining/drawing the current point on each onDraw?

ADVERTISEMENT

Using Canvas For 2D Graphics - Switching Between Views

Feb 6, 2012

i am using canvas for 2D graphics using Views, Now i have to switch from one canvas to another Canvas.

View 1 Replies View Related

Android : Is OpenGL Faster Than Canvas / Drawable Method For Graphics?

Nov 6, 2009

Or does it merely provide more options for graphics?

View 2 Replies View Related

Games :: Best Game/graphics Demo To Show Off Android Graphics Engine

Mar 31, 2009

I want to show off how good opengl es can display on my G1. Does anyone know a game with good 3D graphics that I should install for this?

View 13 Replies View Related

Android :: Map Open Overlay When Pin Is Clicked - Overlay Contains Description / Button

Aug 18, 2010

I like tu use the MapActivity to display some pins. When a pin is pressed i like to open a description. This can I obtain following the tutorial: http://developer.android.com /resources /tutorials/views/hello-mapview. But now I like to put a button on the overlay window. That button should open a detail activity. How can I make this? How is possible to personalize the overlay "info window"?

View 2 Replies View Related

Android :: Reset Canvas - Draw A New Bitmap Into The Canvas

Jul 7, 2010

My loadMap() method generate a canvas.throwIfRecycled exception when i try to load a new map.
When i start the game, the initial map loads and work fine though,
its only when i try to load a new map that i get the exception ..

How can i "reset" canvas and the bitmap i use to draw into, so i can startover fresh with them ?
here's what i use to create and draw my maps:

CODE:.........

So basicaly once i created and used picDest and canvas, i cannot figure how to reset it all for when i want to load a new map..

View 1 Replies View Related

Android :: How To Persist A Bundle?

Jul 27, 2009

I'm well aware of onSaveInstanceState(Bundle b) and the corresponding onCreate and onRestore. What I want to do is persist the bundle somewhere simple where I'll only ever have one at a time. The functionality is to be able to resume a game from its previously stored state - not to be confused with restoring the activity during its lifecycle. I want to restore it AFTER it's been destroyed (think of turning the phone on and having a button on the game that says, "resume last game". My thoughts are that if I can just persist the bundle that I normally use for the instance state, then I should be able to reload it later upon user request. I don't want to use a provider because they seem way too over the top for what I'm doing.

View 4 Replies View Related

HTC EVO 4G :: Why New Email LED Indicator Not Persist Longer?

Jun 17, 2010

How do I make the "new email" flashing green LED continue to flash forever or until I mess with the phone? It works fine, but stops flashing after a while so if I'm not staring at my phone, I could miss the LED indicator and not realize I got a new email. Using the Gmail application (not the HTC email program).

What causes the LED to stop flashing after a while? Is it because the phone is going into a deeper sleep mode that I could configure, or is it because the flashing LED indications stop and there is nothing you can do about it? I checked under notifications and didn't see any setting for "duration" of the flashing LED indicator for emails.

View 11 Replies View Related

Android :: Persist File When App Closes

Jun 14, 2010

I am creating a file in my Android application as follows:

code:..........

And I write to the file during the running of the app as follows:


code:..............

This works fine but when my app closes the file gets deleted and when the app is run again all the information I wrote to it is gone.

How can I make sure the file persists even after closure of the app?

Update:I have changed MODE_PRIVATE to MODE_APPEND and the problem is fixed.

View 1 Replies View Related

Android :: Do Scheduled Alarms Persist Between App Upgrades?

Jun 3, 2010

My app schedules an alarm,with the alarm scheduled, what happens if I release a new version of my app, and the user upgrades the app? Will this alarm be removed? Or will it be left untouched, and fired as expected?

View 2 Replies View Related

Android :: Disable Home And Other Buttons To Persist App?

May 6, 2010

I am building an app which uses a WebView. This app runs at startup. Is there a way to maintain the app running(persists) even if the user presses the 'Home' or 'Back' button? In other words,pressing the 'Home', 'Back' or the other buttons shouldn't close the activity.

View 8 Replies View Related

Android :: Will WebView Cache Persist Between Application Runs?

Mar 16, 2010

I have a WebView. I'm not quite sure how caching works for it. Ideally I'd like to load a web page from the network once (images included), then from then on only ever load it from the local cache. I'm not sure if we have this level of control over webview. Will it at some point just auto-clear the cache? How could I tell? I need to be sure that it's really keeping the page cached between different runs of my application.http://developer.android.com/reference/android/webkit/WebSettings.html.

View 1 Replies View Related

Android :: How To Persist Options Selected In AlertDialog Spawned From ItemizedOverlay OnTap Method

Jun 7, 2010

In the description of how to add a list of options to an AlertDialog the official Android documentation alludes to saving a users preferences with one of the "data storage techniques." The examples assume the AlertDialog has been spawned within an Activity class.

In my case I've created a class that extends ItemizedOverlay. This class overrides the onTap method and uses an AlertDialog to prompt the user to make a multi-choice selection. I would like to capture and persist the selections for each OverlayItem they tap on.

The below code is the onTap method I've written. It functions as written but doesn't yet do what I'd hope. I'd like to capture and persist each selection made by the user to be used later. How do I do that? Is using an AlertDialog in this manner a good idea? Are there better options?

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

View 2 Replies View Related

Android :: More Usual To Persist Data When Developing Android Applications

Jul 1, 2010

I'm developing an application that would need to persist data locally in Android devices. I'm aware that Android provides two packages for database persistence, the normal "java.sql" and the "android.database.sqlite"? Which one is used more for persistence? I suppose that "android.database.sqlite" is the implementation of "java.sql",

View 1 Replies View Related

Android :: Graphics

Feb 26, 2010

I have rectangle white box. on cliking the rectangle I will draw a toolbar beneath the box and also call relayout to accomodate the toolbar ( size+100) ( i used surfaceview and in secondary thread i draw the toolbar) on click again on rectangle box it will disappear the toolbar and also has to resize the layout to original size (ie size-100) this is where I get stuck. I can disappear the toolbar however I cant call relayout either from secondary thread (says cant call from secondary thread). So I created a while loop in onlayout( this is where i create a thread to draw the toolbar) if i call requestlayout after while loop ends it doesnt do anything it doesnt call onmeasure etc.

View 4 Replies View Related

Android :: 2d Graphics

Jan 14, 2010

I created a 2d game in java that runs as an applet, and i am now trying to translate this over to the android. As the android doesnt used paint() methods, i am thinking that i will have to import images of the game instead of drawing it, but i cannot find out how to do this. Anybody know how to add images to the folder and call them in the app? Also, how can i call a screen repaint() in the android?

View 2 Replies View Related

Android :: Use Graphics

May 16, 2009

I want use the methods in android.graphics to draw one board (board chess,)

View 2 Replies View Related

HTC Desire :: Graphics Capabilities

Apr 15, 2010

I've been looking around the internet at the moment and can see that a few phones are starting to get close to a completed playstation emulator. The n900, the hd2, and a black berry i seem to re-call. Is there any reason why the desire wouldn't be able to do the same? I would love to play final fantasy 7, to the point at which i'm tempted to try out an n900 for a few days (i've only just received my desire and would still be able to cancel...), I'm aware they're not playing at full speed yet, but am more wondering if people think the desire would be capable of running a playstation emulator, should decent software be written in the future!

View 3 Replies View Related

HTC Eris :: Want To Edit Rom Graphics

Jun 14, 2010

Making a prettier version of Tainted Vanilla. But I want to know where all there graphics are...I've looked to the best of my ability, and can't find some stuff. Insight on the following would be lovely: Lock screen graphics (default android left/right slider, not the HTC one) Buttons, check boxes etc. Status bar. And, as a basic question: I assume the ROM needs to be signed before it's loaded properly. Can I just sign it the same way I do an apk?

View 2 Replies View Related

Android :: Way To Add X-graphics In Editbox

Oct 27, 2010

Is there any way to add the x-graphics in the android Editbox like the of iPhone.So that by clicking on that x graphic it can clear all the values in the Editbox.Is there any way to listen weather i touch a specific part of an edit text

View 1 Replies View Related

Android :: Programs Using Graphics

Sep 1, 2009

I want to do some programs using graphics can anyone send me sample programs about graphics package

View 5 Replies View Related

Android :: Mix 2D Graphics With Layouts

Apr 26, 2009

I'd like to build an activity that is mixing layouts with 2D graphics. So for example, would like to introduce an edittext with an integer value and based on that value the size of a circle is dynamically adjusted and drawn. Any idea how to do this?

For plain graphics I am using this approach here - but how can it be expanded to cover Android layouts (buttons, editboxes, textviews, radiobuttons, etc.)?

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

View 2 Replies View Related

Android :: Specs For Graphics

Aug 2, 2010

1. What size should graphics intended to promote your app in the Market be designed for?

2. What about the larger graphics that depict screenshots of the app in the Market?

3. What size should app icons for devices be?

View 2 Replies View Related

Android :: App's With 2D Graphics And Animation

Feb 2, 2010

I have doubts while doing some 2D Graphics and animation. Here is what i have done and what i want to do further: An application starts with a 2D object [ball] rotating and execising in a particular fashion, and after a particular point in time the object [ball] scrolls out of vision. After this point i want to invoke a new activity with a different UI. I m stuck up while trying to transit from this View to a new activity.

View 3 Replies View Related

HTC Hero :: Best Games And Graphics

Oct 31, 2009

The only thing I am disappointed with is the low quality graphics of the games. Other than asphalt3 I haven't found any good ones.

View 7 Replies View Related

General :: Looking For Button Graphics?

Jan 18, 2014

i am looking for a button background graphic to replace the dull android one.

i have a square button with text, the text must be easily visible. i am looking for a graphic that's like webbed lightning. here is a really awful example i made

i would like more "lightning" but with a lower intensity, so text is easily visible on top of it. i think a size of 150x150 should be sufficient, i am also wanting the lighting in these colors dark blue,light blue, yellow, red, and green.

my Photoshop skills are not good enough to make this (i don't use photoshop), not exactly sure how to proceed about getting these graphics,

View 2 Replies View Related

Android :: How To Know Length Of Character Using Graphics?

Aug 21, 2009

How can I know the length of the each character of word. Actually, I am trying some thing like this:I will show some set of lines on the screen. Later after some time, I would like to set the color to each character in the line at a frequent interval. Now I want to set the color to each and every character of the drawn string.

View 2 Replies View Related

Android :: Size Of Graphics - Picture

Sep 2, 2009

In my application, I will get a instance of android.graphics.picture which is populated by user. Then I use writeToStream to save. After save, I have to check the file size. If the size is too large, then I should delete this file.

I think this save-check-delete operation is not reasonable. I prefer to check the size of android.graphics.picture. If the size is too large, I should not save to local. But I checked android.graphics.picture, it only have getHeight and getWidth member functions.

Could I get the size of android.graphics.picture?

View 2 Replies View Related

Android :: Scaling Transparent Graphics In 2.0.1

Dec 13, 2009

I have some transparent graphics in my game. Up through 2.0.0 they have looked fined. Since Android 2.0.1 though, some parts of the fully transparent regions of the graphics are instead slightly opaque (e.g. a circular gradient that goes to 100% transparency will have a faint halo around it).

I have tried putting my graphics in ../raw/ but that did not help (as described at http://developer.android.com/guide/topics/graphics/2d-graphics.html#d...)

I have also tried exporting the Adobe Illustrator graphics at 16-bit pngs (instead of 8bit), but that did not help either.

View 2 Replies View Related

Motorola Milestone :: GPS And Graphics Processor

Oct 5, 2010

Just wondered if the graphics processor on the milestone will help sat nav software to run smoother?

I'm thinking of getting the copilot 8 but have seen in reviews that its rescource hungry and wondered if the GP will make it run smooth?

If not then does anyone know what is the best sat nav for the milestone specifically? with maps on sd and not too expensive

View 5 Replies View Related

Android :: Graphics - Tools Recommendation

Oct 13, 2009

I have much experience with Java, and am quickly getting to grips with Android. But I have very little experience with graphics... most of my work has been logical, back end web development. The last time I did any proper screen drawing was in the good old days of Applets (years ago).

I can see that Android has a very complex graphical interface, but I don't know where to start. I've looked at some of the sample apps that come with the SDK, but it's slow progress.

For example, I'm trying to learn by developing a simple rolling ball. Currently I'm using onDraw(Canvas canvas), a paint object, and path.addCircle() to draw a circle, which I then update frequently. However the result is jerky, and slow - I want to see it flying around the screen! Clearly this isn't the right way to go about it.

So two questions I suppose: 1) What graphics tools would you recommend to implement my example? 2) Where can I learn more about the graphics capabilities of android?

View 3 Replies View Related

Android :: Curved Graphics In OpenGL ES

Aug 18, 2009

I was disappointed to discover that OpenGL ES, the flavor of OpenGL implemented in Adroid, doesn't appear to support the usual techniques for drawing graphics involving curves. I'd be happy with either OpenGL's low-level Bezier evaluators, or the more advanced NURBS approach, but AFAICS neither is supported - only straight-line graphics are possible. Does anyone know, am I missing something basic here? Is there a way to generate curves of any sort in Android's OpenGL implementation? I am still fairly new to Android development, so that's certainly possible. Note that I'm not talking about functions related to Canvas - I know about drawOval, for example - but I specifically need 3D.

View 2 Replies View Related

Android :: Graphics Speciall Effects

Jun 12, 2009

When you turn on the phone, after the G1 screen, there's a black screen with the word Android in blue, and a glossy shine running across it. Can you tell me how imitate that effect? Maybe point me in the right direction, like what classes to look at?

View 2 Replies View Related

Android :: Scalable Vector Graphics

Jun 26, 2009

Does the current API support scalable vector graphics? If so which file formats? If not, will it be added in the future? I ask because I'd like my animations to based off of SVGs - in order to better support different screen resolutions while reducing file size.

View 2 Replies View Related

Android :: How To Keep From Running Out Of Memory On Graphics For App

May 10, 2010

I've been working on an Android app in Eclipse, and so far, my program hasn't really grown past midget size. However I've already run into an issue with an Out of Memory error. You see, I've been using graphics comprised solely of bitmaps and PNGs in this program, and recently, when I tried to add a little bit more functionality to the program (mainly including a few more bitmaps and causing an extra sprite to be created), it started crashing in the graphics thread's constructor -> sprite's constructor. When I tracked the problem down, it turned out to be an Out of Memory error that is seemingly caused by adding too many picture files to the program and creating Drawables out of them.

This would be a problem, as I really don't have that many picture resources worked into that program...maybe 20 or so. I haven't even started to include sound yet. These images aren't all that fancy. My questions are this:

1) Are programs for the Android phone really that limited on how much memory they can employ, or is it probably something other than the 20-30 resource pictures causing that error?

2) If the memory for Android apps is so awful it can't even handle 20-30 picture resources being loaded into Drawables that exist at the same time, then how in the world are you supposed to make decent graphics and sound for that thing?

View 4 Replies View Related

Android :: How Can I Minimize Stuttering Of Graphics?

Dec 31, 2009

How can I minimize the stuttering of my graphics?I am using MANY ImageView's in my program (and JUST ImageView's). I change their positions directly, when I need to change them without using "onDraw" to redraw everything. Is it ok, If I do not overwrite onDraw? I have in average 10 objects which I added to the mainscreen-layout.These 10 objects are 5 trees and 5 flowers. The trees and flowers have 5 different states and therefore 5 different ImageViews which I all added to the layout, whose just are invisible. So I have about 50 ImageViews added to my main screen When one of these objects changes its state, I just make its ImageView invisible and the ImageView of the new state visible.Is it ok to do it like that?I realized that if I just use one ImageView for every object and change the ressource of it when its state changes, all objects, which are currently added to the mainscreen-layout, change their position to (0;0). That was the reason, I have so many ImageView's added to the mainscreen-layout.Is there a better solution for that?

View 4 Replies View Related

Android :: How To Put Graphics On Top Of My Camera Preview

Sep 10, 2010

I see a couple of threads on this topic, but none of them seem to answer the question, so, I'm giving it another go...

Very simple idea... I want to some portion of the screen to preview (and shoot) the camera and the other portions of the screen to add my own graphical elements (buttons, colorful frame around the camera preview, etc).

The example that comes with Android fills the screen. The obvious solution (that doesn't seem to be working) is to use my own SurfaceView (rather than the one they do in the example) and have it sitting in my XML. The code (beneath) doesn't crash and reports that it's firing up the camera... it just never renders on the screen.

I have no idea what I'm doing incorrectly. My guess is that it has something to do with the display thread never having the urge to redraw anything after it renders the initial screen, but I even tried adding a button and initiating the camera to render on the surface view upon button click, but that has not provoked it any further.
(most of this code is pulled directly out of the Android sample code, so, I'm sure it's correct. I'm just doing something wrong in how I pull my View in after the fact, I think).

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

View 1 Replies View Related

Android : Should Graphics By 480x800 / 480x854?

Aug 27, 2010

I'm wanting to target WVGA (480x800) and FWVGA (480x854) devices with my program. My question is: for my full screen background bitmaps which resolution should I make them?

View 3 Replies View Related

Android : Need To Optimize Some Graphics Calls

Oct 13, 2010

I'm looking for some help optimizing some bitmap drawing code.

Here's my pseudo-code ...

View 5 Replies View Related

General :: How To Change Emoji Graphics

Jan 23, 2013

How can I change the emoji icons used? The Android logo based ones are frankly naff. Plain graphics, or even old school characters would be much preferred.

View 1 Replies View Related

Android :: Home Screen Widget Graphics

Sep 17, 2010

HI took a look at the home screen widget design recently and I tried to deploy a simple widget with 4x1 portrait background provided in Widget.I tried it in HVGA emulator (screen size 320x480 or something) and on Nexus One (screen size 480x800) and the widget seems to be the same size with respect to other UI elements (search widget etc) on both devices. How is that possible when one screen is 320px wide and the other one is 480px? Is the graphics in png format being automatically resized somehow based on screen width? If so, is it better to create the home screen widget graphics to make it perfectly fit to HVGA screen with 320px or is it better to create the graphics to fit the largest screen width possible so it would shrink itself on smaller screens (based on assumption shrinking an image is always better than magnifying it)?

View 2 Replies View Related

Android :: Application Priority - Graphics Stutter

Nov 18, 2009

I have an app which within the main Activity a SensorListener is setup. The listener detects changes from the accelerometer and sends updates to various child views, which update the display. When the app first start up, it's great - the graphics are smooth and the sensor notifications are immediately reflected in the views. Then after a few minutes it starts to stutter, making the display very jerky - and for the purpose of this app quite unusable. I've done some logging and the sensor updates are still being passed, but they start stacking up and all get sent in batches. It's like the system has put this app down the priority list after it's been running a while. I've added some garbage collecting but it only seemed to help a little. What could be happening here? How can I try and keep this app at the top of the priority list?

View 3 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

Android :: OpenGL ES 1.1 Vs 2.0 For 2D Graphics - With Rotated Sprites

Mar 14, 2010

I am having trouble finding information related to which i should choose, OpenGL ES 1.1 or 2.0 for 2D graphics.

OpenGL ES 1.1 on Android is a bit limited to my knowledge, and based purely on sprite count the only useful renderer is draw_texture() (as far as i know). However, that does not have rotation and rotation is very important to me.

Now with the NDK adding support for OpenGL ES 2.0, i am trying to figure out if there is anything that preforms as well as draw_texture(), but can handle rotation.

Anyone have any information on if 2.0?

View 2 Replies View Related

Motorola Milestone :: Graphics Lag Test - Running 2.0.1?

Apr 7, 2010

Apparantly the 2.1 update has reduced the graphics capabilities of the Droid, and therefore I'm assuming the Milestone too. Unfortunately, I never ran the lag test before I updated to 2.1 so I can't say whether my phone is better or worse off in the graphics department. Currently running official 2.1, my average fps sits at about 37. Can anyone still running 2.0.1 download this app , run it, and post their results here? I'd be interested to know whether the reports on the Droid's graphics are the same as on our Milestones. And of course we then need to make Motorola aware!

View 10 Replies View Related

ADVERTISEMENT