Android :: Create A Tournament Draw

Oct 13, 2010

I am wondering what the best way to render a tournament draw (scrollable) might be for android. Since I am new to this, I was not sure whether to invest time creating a ListView sort of thing or dynamically building html pages and rendering them with WebView. Or I could plop everything into a regular scrollable text view, perhaps. The main requirement is that I would need the tournament participants to be individually clickable.

Android :: create a tournament draw


Android :: Cannot Create New Map View To Draw To Off Screen Bitmap

Oct 29, 2010

I'm trying to create a MapView in a service (live wallpaper), but have it hidden so that I can render it to a Bitmap, and then map it to a texture to render in opengl. I have a Canvas and a Bitmap, and I intended to call myMap.draw(myCanvas) in order to get it into the correct bitmap so that I could then bind it as a texture.

When I Initialize I do the following:
myMap = new MapView(ctx, APPSTATICS.MAP_API_KEY);
I get an error:
java.lang.RuntimeException: stub at com.google.android.maps.MapView.<init> (Unknown Source)
Why I can't create a new mapview which I can use to draw to a offscreen bitmap?

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Android : Create App To Draw Simple Lines Through OnTouchEvent?

Dec 29, 2009

what is best way to create app in which I only need to draw simple lines through onTouchEvent? When i use invalidate everytime i draw any line, that erase lines i draw before. But if I use some List structure to store drawed lines it lose performance. Is there any simple way to do it?

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Android :: Draw On Screen And Create Multi-layered Paintings With Different Brushes - Colors

Nov 11, 2009

I write graphics apps for the iPhone and I'm looking to port my most recent app, 'Layers,' to the Android platform. Layers is painting app that allows users to draw on the screen and create multi-layered paintings with different brushes, colors, etc... and export to PSD. It's got desktop sync, a smudge tool, lots of good stuff... http://www.layersforiphone.com/

I started looking at the Android platform Monday and I've run into a major problem. I use OpenGL to do all the drawing because it offers the best performance. However, there are several places where I need to render into a texture and then use the texture.

For example:

Use brush texture and a line of sprites to create a black paint stroke in texture A Put brush color+alpha in glColor4f and then draw texture A onto the screen.

On the iPhone, I do this continually as the user's finger moves and I am able to achieve 12-15fps on a 1st gen iPod Touch. It's necessary because applying color and alpha to the individual sprites making up the brush stroke doesn't produce the right result (since sprites overlap and make the stroke too dark).

The android platform supports OpenGL ES 1.0 but seems to omit key functions for dealing with framebuffers. I can't find a way to bind a texture to the framebuffer and draw into it using OpenGL.

Here's how I'd normally go about it on the iPhone:

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

Is there anything like this on the Android platform? On the iPhone, OpenGL is significantly faster than software-based drawing and is the only viable solution (trust me - I wrote a CoreGraphics painting app too...). Maybe there's another route I could take on Android? I'm willing to jump through whatever hoops are necessary, but I won't publish the app unless performance is good (10fps+ as you're drawing on the screen).

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Motorola Droid :: Android Tournament Final Four

Mar 23, 2010

Cant believe Moment is beating the Droid.The Android Tournament Final Four.

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Android :: Create Mutable Bitmap From Camera - Draw Another Bitmap On Top - And Save It

Apr 2, 2009

I am 1) taking a picture and 2) then draw another Bitmap on top of it 3) then I store it

I am doing it as follows and it works on the emulator.

On the device I get a OutOfMemoryError: bitmap size exceeds VM budget android.graphics.Bitmap.nativeCopy(Native Method) android.graphics.Bitmap.copy(Bitmap.java:199) in the line copy the Bitmap to get a mutable Bitmap.

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

What I am asking:

a) Is there a better way to do what I am doing? 1) take a picture 2) draw another Bitmap on top of it 3) then I store it

b) What is the best way to create a mutable Bitmap from the picture I just took with the camera?

In my app, resolution is not an issue. If it works better for small photos that would be fine.

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Games :: Fun Little WordFued Tournament

Aug 18, 2010

Thought I'd try and arrange a fun little WordFeud tournament, simple one game match up with an opponent from this thread, winner progresses to play the winner of another match up etc etc until we have a champion. Knockout style like the football World Cup for example.You must post your WordFeud name in this thread before midnight end of Saturday 21st August UK time to participate and I'll get things organised on Sunday. No late entrants.Perhaps have a rule where games must be completed in 48 (or would people prefer 72?) hours, otherwise can't think of much else that needs saying - post if I've missed something obvious. just thought, you'll also the need to post results (and scores) in this thread upon game completion.

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Android :: Draw Route Path Draw Function

Sep 5, 2010

In my android application I use this method in "draw" Overlay class for draw route on map. Can someone tell me if this method is good (in terms of performance) for route draw on map or I must to put code in Thread ??
I'm new to android.

public synchronized void draw(Canvas canvas, MapView mapView, boolean shadow) {
if (pointsAndTimes.isEmpty()) {
return;
}
Projection projection = mapView.getProjection();
Paint paint = new Paint();
paint.setARGB(250, 255, 0, 0);.............

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Games :: Unreal Tournament & Doom On HTC Hero

May 13, 2010

Has anyone figured out how to play Unreal Tournament or Doom on the HTC Hero yet?

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Android :: Android Tournament Finals Begin Now

Mar 26, 2010

Well after thousands of votes in the Android Tournament two phone have came out on top to this point....The Samsung Moment vs The Nexus One so now is your time to crown the king.Here is how the final four played out.The Samsung Moment vs The Motorola Droid.In a very exciting match-up the Motorola Droid was placed against the Samsung Moment and the voters came out in full force. The Samsung Moment came out to an early lead on day one and went up by 8% but by day two the Droid had cut the gap to 3%. On day four many people were surprised by the amazing comeback that Droid fans produced, Droid votes came from all forums and let the Droid taste its first day on the top of the poll but that would be its only time on top. Yesterday the Moment went on top in a big way and made sure it stayed that way.

The final score was: The Samsung Moment finished with 52% (968 votes) and The Motorola Droid finished with 48% (906 votes)The HTC MyTouch 3G vs The Nexus One.The other match-up between the Nexus One and the MyTouch 3G wasn't as exciting.The Nexus One took and huge lead early and cruised to victory. Here is the results:The final score was: The Nexus One finished with 64% (816 votes) and The MyTouch 3G finished with 36% (456 votes)

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Android :: Draw Shape Within Shape Or Draw 2 Lines Around Shape

Jun 21, 2010

I want to have a elmenent with a 2 color border outline. I can do a single color outline using the element, but this only allows me to draw a single line. I tried using 2 elements within my but that didnt work either. Is there a way to either draw a shape within a shape or draw 2 lines around my shape (which has rounded corners btw).

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Android :: How To Create HTTP Request / How To Create Connection Object?

Jul 17, 2009

How to create an HTTP request object of POST type in android? Which class need to be extend or what method need to implement? How to establish connection to a server? Actually i want to connect to a microsoft exchange server, and then i have to send a request to it using HTTP.

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Android :: Draw On Bitmap

Nov 11, 2010

I'm trying to figure out how to draw on a bitmap in android, and keep a copy of these changed bitmaps for an undo function.

Bitmap b = ...
Paint p = new Paint();
canvas.drawBitmap(b, new Matrix(), null);
canvas.drawCircle(0,0,20,20);
//does Bitmap b have the circle drawn on it next time?

Or how do I get the bitmap after its been drawn on with the canvas(I want to preserve a stack of bitmaps with the changes applied by canvas drawing)? Maybe I'm going about this entirely wrong.

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Android :: How To Draw Circle In GL?

Sep 2, 2009

I'm new to openGL and I have done some first tests with drawing a triangle. Now I would like to draw a circle, which is filled with a texture, but I have no idea, how to do so.Can someone of you give me a hint?

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Android :: How To Draw Charts?

Feb 16, 2010

I want to draw charts like pie charts to display stats in my Android app. As Android doesn't support Swing and AWT, i wonder how can i draw charts in Android? Please note that i don't want to use a third party tool.

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Android :: IOS / GPS Battery Draw?

Aug 4, 2010

I'm investigating the possiblity of writing an app for Android/iOS4/both that would use GPS in the background. I found the "Receiving Location Events in the Background" section of the iphone developer documentation, which recommends that I only register for "significant location change" events. I'm not aware of any such capability in the Android SDK, but it still seems like a good idea to do it this way if I can (so as not to drain the battery). My question is this: has anyone done any sort of benchmarking for this on and iPhone/Android phone? So far, I've seen a lot posts/documentation saying that listening for GPS events in the background is a VERY BAD THING and I should AVOID IT AT ALL COSTS, but I haven't been able to find any numbers for just how much power a background application listening on GPS changes would drain (i.e. % battery drain per time app is running in the background).

This information might be helpful for me (and possibly others too) because I might be able to poll less frequently or even register/unregister my GPS listener based on power drain. Essentially, I could try to put a ceiling on how much battery life my app could drain while in the background.

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Android :: How To Draw Line

Sep 1, 2010

how to draw a line in android give example

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Android :: Draw From Old Canvas

Oct 28, 2010

I'm making an App that needs to be able to draw new graphics on top of the last set.

This is my current onDraw() method -
protected void onDraw(Canvas canvas) {
canvas.drawColor(Color.WHITE);
if(points.size() > 0) {
//do some stuff here - this is all working ok
canvas.drawLine(p1.x, p1.y, p2.x, p2.y, linePaint);
}
}

Basically, I need to draw the new graphics as a layer on top of the last, so what I'm looking for is a way to carry the image of the last canvas to the current. I have tried to figure it out myself using the canvas.setBitmap() method but it acts very funny.

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Android :: Draw Images On Top Of Each Other

Nov 13, 2010

I have some images that I want to put on top of each other on random order. If it possible using one ImageView or do I need to create multiple image views based on number of images?

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Android :: Draw Onto A ImageView?

Aug 17, 2010

I studied the Androidreference for hours now, but don't really get the clue how to draw something (Text, Bitmap, Path ....) on a ImageView.

Should I extend View and use the onDraw()-Method? If yes, how can I draw on my ImageView?

Or is there any other way to achieve my goal?

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Android :: Getting My Views To Re-draw?

Oct 3, 2010

I have a set of views that are populated with data from an online database. The context menu has a "refresh" choice that re-reads the online database and updates some attributes of the views, like setText and setChecked for some buttons. After the various setTexts and such, I invalidate the Views. However, they are not immediately redrawn. In fact, they don't get redrawn at all unless something like a rotation happens to cause a redraw of the screen. How can I initiate an immediate redraw after the refresh is complete?

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Android : Draw A Layer On Top?

Aug 16, 2010

I've got a standard RelativeLayout laying out my Buttons and TextAreas. What I want to do now is be able to draw various sparks, flying cows etc. at arbitrary places on the screen on top of the whole thing. What's the best way to do this? Should I override onDraw() on the containing View and draw after calling super.onDraw()? Or is there some better way of drawing a layer on top?

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Android :: How To Draw 3D Objects On A MapView?

Oct 20, 2009

I have been able to draw a map using 'MapActivity' class. Am unable to render 3D graphics on the Map. Is there any way to draw something on the foreground with the Map as the background?

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Android :: Draw View At Runtime?

Mar 29, 2010

I'm just getting started with developing for Android. I'm looking to port one of my iPhone applications, but I'm kind of at a loss for how to draw a view at runtime (a view not declared in the XML). Basically, I want to draw a simple rectangle, but then be able to manipulate its frame after being drawn. Sorry if this is a really, really simple question, but I can't seem to find some equivalent to the iPhone SDK here.

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Android :: How To Draw Button On Top Of View?

Jan 8, 2010

I am creating a android app using LunarLander as a example.Now I need to create a few buttons which are drawn over the view.I do not want them as a seperate layout above or below the view but in the custom view.Is this possible or am I going to have to programmatically show the button images then detect the touch. The buttons I create using new never show on the app. I assume this is because I have overwritten the onDraw and the buttons are never drawn even though I call.

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Android :: Draw The Direction Arrow On The Map

Sep 13, 2010

I am creating a class extending mylocationoverlay. then, i override the draw method. is this the correct method? because after i rewrote the draw method, the map tile cannot render.

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Android :: Draw Text On A Bitmap

Jun 14, 2009

Can i draw text on a bitmap? I cannot find any API support this.

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Android :: Draw GLSurfaceView To A Bitmap

Nov 4, 2009

I have an application that uses GLSurfaceView to draw OpenGL ES graphics. This is all working (mostly) how I would expect.

Now, I would like to implement a screenshot feature. For normal views, it seems that the standard practice is to create a new Canvas with a Bitmap and then draw to that Canvas using View.onDraw(Canvas).

I've tried using SurfaceView.draw(Canvas) in a similar fashion, but it always results in a blank (black) image.

I've also tried using the drawing cache with the exact same result.

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Android :: Draw A Bitmap Image?

Dec 2, 2009

Any one know about how to draw a bitmap image?...

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Android :: Draw Bitmap On Overlay

Nov 12, 2009

I've been trying almost everything and been searching and reading everywhere on the net. I just can't seem to find the correct way of doing this.

I have a MapActivity with a MapView and I want to draw something on an Overlay. I'm overwriting the draw-method, and I can easily draw straight on the canvas using a paint. My problem is I want to merge some circles and afterwards color them. Therefore I want to create a Bitmap and then draw on that. I just don't know what to use. Should I use a mutable Bitmap, a BitmapDrawable or am I simply going in the wrong direction.

The reason I want to do this is because I want to draw some kind of heatmap upon the Google Maps, and I need to merge and blend different circles, so they appear to be just one big blob.

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