Android :: How To Compute Screen Size Before Rendering Objects?
Jun 15, 2009
I want to render 3d object on the screen. Before that I would like to compute the screen so that the rendered object can be given relative position. How that can be done?
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Nov 15, 2010
I am a novice with Java.I have to implement an array of objects that changes in size during execution.The code I am writing is going to be ported on Android, too.According to your experience, what's the best class to implement that?
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Jan 28, 2009
For the purposes of demo to a large audience, we need to show the G1 screen on a projector. Is there VNC software available?
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Jul 1, 2010
I'm currently developing my first android app, and my first game. I've been developing on a netbook with a CliqXT (HVGA). Things are going well, it renders perfectly on the smaller screen. I knew I'd have some issues when rendering on larger screens, but the issues I'm having are not what I was expecting and I'm kind of stuck.
So basically the game consists of a main SurfaceView which I'm rendering the tiled game world on to. I followed this tutorial to get started, and my structure is still pretty similar except that it calculates the boundries based on the player location:
http://www.droidnova.com/create-a-scrollable-map-with-cells-part-i,654.html
The game also has various buildings the player can enter. Upon entering it launches another activity for that particular building. The building activities are just normal Views with Android UI stuff defined in XML (Buttons, TextViews, etc).
What I expected to happen:
So I expected the the building UIs to render correctly on the larger screen. I specified all dimensions in "dp" and fonts in "sp" in hopes that they'd scale correctly. I expected the actual game tilemap to render generally correctly, but maybe be really tiny due to the higher resolution / dpi. I'm using a very similar function to the tutorial linked above (calculateLoopBorders(), my version is pasted below) to calculate how many tiles to render based on screen height and width (getHeight() and getWidth()).
What is actually happening:
The whole game is just being rendered as if it's HVGA. The tilemap, and the building UIs are just scaled down to the smaller screen size, leaving black borders around the left, right, and bottom (see images).
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Oct 26, 2010
The FAQ mentions a method of passing objects around activities. (It is not clear to me): "A HashMap of WeakReferences to Objects. You can also use a HashMap of WeakReferences to Objects with Long keys. When an activity wants to pass an object to another activity, it simply puts the object in the map and sends the key (which is a unique Long based on a counter or time stamp) to the recipient activity via intent extras. The recipient activity retrieves the object using this key.".................
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Jun 15, 2010
I have an application that have a Google map on Google Android 1.5 since we have been working on the application for a long time, we are not in stage of upgrading to the newest framework, so we are using 1.5. Now, I have map locations that are dynamically generated and drawn on the map at run-time to visualize some streams, Up to this point the application is working fine, Now my problem is that I am trying to filter the objects ( addresses) to visualize only the on-screen ones. I do NOT want to visualize the addresses that are off-screen. The way I am trying to do this is to check the screen-coordinates of each object (address) before visualizing it, then it the coordinates (x,y) more than (0,0) and less than (320, 460). I should visualize it. I am trying to use this approach, but it is not working for some reasons, I have tried many posts but could not understand why, there must be something missing somewhere that I am not aware of.
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Mar 19, 2009
Is there any way for an Android application to retrieve some sort of Collection object that contains references to all of the GUI elements which are currently on the phone's screen? This could be very useful for testing purposes and so on. If I have overlooked a well-known class or library, please let me know.
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Jul 28, 2010
I'm using textview objects to hold labels such as Score, Level etc on my game screen but they don't seem to be displayed where I want them to be. I understand about view hierarchies (parents, children) and am using the gravity tags in the XML layout file but it doesn't seem to have any effect. Could someone just quickly provide a guide to positioning a textview object on the screen, and also linking it in the code so that its contents can be pro grammatically controlled (I believe this would by done via =(TextView) findViewById(r.id.resourcename))? Code...
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Jan 25, 2010
I am finding that performance degrades after one or more screen rotations, and I presume that this is likely to be because an App's main Activity is destroyed and recreated each time the screen is rotated and that my app must be leaking memory when that happens.I have read that, contrary to what one might expect, not all the objects created by an app's main Activity (or in classes called by that Activity) are destroyed when the activity is destroyed. Specifically, I think I have read (although I can't now find where) that if the View uses a large bitmap member object then the Activity's onDestroy() method should be over-ridden and the bitmap should be explicitly recycled.Are there other objects that need to be destroyed or removed when the Activity is destroyed? What about Listeners? Is there a comprehensive tutorial or guide on this subject?
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Dec 8, 2009
The View class has a compute Scroll method whose documentation states: Called by a parent to request that a child update its values for mScrollX and mScrollY if necessary. This will typically be done if the child is animating a scroll using a Scroller object. See
http://developer.android.com/reference/android/view/View.html#compute...
I am using the 1.5 SDK and I do not have access from within my application to the mScrollX and mScrollY protected member variables of the View class. However, I must have a custom scroller object for my view.
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Aug 5, 2009
I'd like to know if there is already a way to know from a given set of markers, the zoom I should apply to the map or do I have to do it my self? (this depends on the resolution so i expected to find it in MapView because it knows its boundaries.
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Jan 16, 2010
I have a MapView that I'm displaying a "useful radius" (think accuracy of coordinate) in. Using MapView's Projection's metersToEquatorPixels, which is admittedly just for equatorial distance) isn't giving me an accurate enough distance (in pixels). How would you compute this if you wanted to display a circle around your coordinate, given radius?
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Mar 31, 2010
I am designing a home screen widget. I ran this widget on a HTC Hero device, which has a screen of 320 pixels * 480 pixels with mdpi. It ran perfect on HTC Hero. The widget takes 3 cells * 2 cells space, i.e. 240 pixels * 200 pixels.Then I ran this widget on a Nexus One device, which has a screen of 480 pixels * 800 pixels, mdpi. Since Nexus One also is mdpi, so I though 240dip is equivalent to 240 pixels on Nexus One and 200dip is equivalent to 200 pixels on Nexus One, so the widget will not take 3 cells * 2 cells space on Nexus One device. To my surprise, when running on Nexus One device, the widget take exact 3 cells * 2 cells, about 360 pixels * 300 pixels, on Nexus One device.I am confused. The layout xml above specifies 240dip in width and 200dip in height for the widget, but why did it take 360 pixels * 300 pixels on Nexus One Device? What am I missing?
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Dec 19, 2012
I am programming an app using an absolute layout (@ eclipse). How to fit the button size with the screen size? (I have four buttons per row).
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Mar 30, 2010
From Android widget screen guidelines,we know that, home screen has 4*4 cells, and in portrait orientation, each cell is 80 pixels wide by 100 pixels tall. I think these are for baseline HVGA screen. How about for large screens and hdpi screens, do they still have 4*4 cells for widget and each cell in portrait orientation is still 80 pixels * 100 pixels?
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Feb 13, 2009
Android screen size (240 x 320 etc) I am developing interactive wallpapers called Badgez.
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Jan 17, 2014
I got to know that the devices with screen resolution 1280x720 or 720x1280 are extra large screen devices.
But when I run my application on Samsung Galaxy S3 SGH-T999 (resolution 720x1280) throught eclipse, the following code prints "Normal screen" i.e. it is a normal screen device but according to my knowledge it should print "Extra Large screen". If its a normal screen size device actually then why its picking the layout (XML) file from res/layout-xlarge-port folder instead of res/layout? Need to understand this screen size concept so that I can make my application for multiple screen sizes.
// get and check the screen size of the device
int screenSize = getResources().getConfiguration().screenLayout &
Configuration.SCREENLAYOUT_SIZE_MASK;
switch(screenSize) {
case Configuration.SCREENLAYOUT_SIZE_XLARGE:
Toast.makeText(this, "Extra Large screen",Toast.LENGTH_LONG).show();
break;
[code]...
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Nov 17, 2010
how can I get the width and the height of the screen?
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Nov 10, 2009
I have an app that I would like to keep 1.5 compatibility but support the additional display resolutions of more recent devices like the Droid. I've read the suggestions in the dev guide, specially the legacy applications section, since that's exactly what I want to do.I'm not running in compatbility mode, so anyDensity is set to true and all screen sizes are allowed in the manifest. I've recreated all my graphical elements so they don't get upscaled on a 480px-width screen (called "hires-bitmaps" in the following).If I put the hires-bitmaps into drawable-hdpi and leave the others in drawable, the emulator2.0 (WVGA854, density @ 240) displays them perfectly. On the other hand, the emulator1.5 (320x480, density @ 160) - and my HTC Hero - ALSO use the hires graphics in drawable-hdpi. That's a problem because the hires graphics scale slightly differently and I don't want the app to resize too much.As mentioned in the dev guide I can prevent this by adding the API version number to the resource folder. Not very convenient since I'd have to keep the hires bitmaps twice (drawable-hdpi-v4 and drawable-hdpi-v5), but I nevertheless tried it. Result: emulator2.0 uses low-res graphics from "drawable" (which is bad), emulator1.5 as well (which is good). And what's weird: emulator1.6 (WVGA854, density @ 240), uses hires-graphics. Now that seems odd.
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Oct 15, 2009
is there any solution how recognize screen size?
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Nov 26, 2009
What are the different screen size of android mobile?I need mobile screen size & model number of those mobiles.
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Apr 28, 2010
I have EditText whose sizes have to be proportional(say 30% of screen size) to the device screen size.I'm new to XML can you please tell me how to retrieve it.
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Apr 6, 2010
Here are two screencast of the same screen but in different position.The VerticalScrollBar has not the same size. Do you know what is the problem?
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Dec 17, 2009
I want to make my app compatible to different screen sizes. I am right now developing on the Droid and need to know how can I import the screen image on eclipse emulator? I don't have a droid phone but want to make sure my app layout doesn't change on the Droid.
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Aug 4, 2010
I am trying to determine the physical size of a screen in inches.
Normally, I could do something like this:
CODE:.............
Then use metrics.widthPixels and metrics.heightPixels. Now that I know the width and height in pixels, I should be able to calculate size in inches if I know the density. Easy enough, metrics.xdpi and metrics.ydpi.
Then screen dimension in inches should be:
CODE:.................
Seems simple enough except that it doesn't work.
On a Motorola Droid, the system reports back: xdpi and ydpi as 96 (which cannot be true).
And the screen resolution as: 480 x 854. Which results in a width of 5" x 8.9" -- which as I'm holding this in my hand right now, I must say - cannot be correct. how to accurately calculate this?
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Sep 9, 2009
How can i get the screen size of my emulator? i used
CODE:...............
But it gives me different values each time. How to find the exact value?
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Apr 12, 2010
I need to know how many pixels wide and tall the screen is. I know that there are a bunch of different localization folders that I could make for different views but I just need to know, programmatically, how many pixels are on the screen so I can do some drawing. How can I detect this?
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Aug 21, 2010
What is the max x, y size of a Android screen in pixels? Is there a standard set by the OS or does it mostly just depend upon the phone hardware.
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Mar 19, 2009
How do I get the current screen resolution (width and height)?
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Nov 10, 2010
I wrote a program in Android for setting different kinds of images as my background image, but it is not working with svg files. I am not getting any errors, it is not displaying any image and I'm getting a blank screen in my emulator when using svg files. Can any one suggest how to read and display svg files in Android with some code? Or should I convert xml code?
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