Android :: How To Empty The Logcat Buffer
Jul 23, 2010
How can I empty the logcat buffer in Android? I use adb logcat from command line and pipe the output to a file, since the DDMS has a very limited buffer. At the moment, when I restart my app (after fixing bugs etc) the logcat buffer has data from the previous launch as well. Even uninstalling the app does not clear the buffer. The only way I've found so far to clear the buffer, is reboot. This is effective, but would like to know if there's an easier way.
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Jan 30, 2010
Is there a way to change how big the logcat buffer is? or how much is buffered back? Especially when using DDMS.
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Sep 22, 2010
For some reason the empty view (TextView in this case) always appears, even when the List is not empty. I thought the ListView would automatically detect when to show the empty view.How can I hook up the empty view properly?
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Aug 4, 2009
Have some tryed to pas databuffer on android by jni?
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Feb 11, 2009
I have the following problem: I'd like to see the system log of two days ago and I cannot. I see only 3 last hours. How can I configure the system log size, location, severity?
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Mar 21, 2009
Is it possible to generate an EGL Config with an alpha buffer on the G1? When I request a non-zero number of bits for the alpha buffer I can get a R5G5B5A1 or R8G8B8A8 visual, but neither of them renders correctly to the screen. I assume that's because the G1 only supports R5G6B5 visuals. It does surprise me that I can even get those visuals though. It's fairly obvious looking at the 32bpp visual artifacts that the frame buffer is indeed laid out with 32bpp, but display hardware is treating it as 16bpp, resulting in the left and right halves of my scene rendering in alternate scan lines, with distorted colors. So does anyone know if there is any way to get an alpha buffer on the G1? I've tried using FBO's but they don't seem to be implemented either. Or I'm using them incorrectly. If I call glGenFrameBuffersOES on a GL11ExtensionPack reference I get an UnsupportedOperationException. I am getting my GL11ExtensionPack reference by casting the return value from my EGLContext.getGL() call.
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May 24, 2009
Since Google groups doesn't let you add posts to threads more than 60 days old, and I want to leave a solution to the problem I encountered a while back, I'm posting this message with the same title in hopes that anyone running into the problem I had will find this message as well. I was having trouble getting my G1 to render an RGBA_8888 OpenGL context to the screen. Everything was twice the size it should be because the 8888 pixels were being interpreted as two 565 pixels. The colors were obviously wrong as well. I had missed a critical function call. You must configure the Surface that is being used by EGL using the SurfaceHolder method setFormat. The pixel format needs to be TRANSLUCENT, or more specifically you can use RGBA_8888.
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Oct 5, 2010
I like to listen to internet radio stations due to the variety of music i can listen to and also due to the lack of full Flash support yet for 2.1
my 3G & HSDPA signal is excellent almost anywhere....at home, at work and on the road and out and about. i'm with T-mobile (UK) for the past 5 years and i'm very happy with their service. and the signal.
but sometimes the internet radio still buffers sometimes even with an almost excellent signal. why is this? any explanation?
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Sep 24, 2009
I am working on a packet switched network. I want to capture the audio data from mic into a buffer at a desired sample rate.How can I capture the audio data from mic into a buffer instead of a file? Also how can I control the audio capture rate as per the desired sample rate?
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Oct 19, 2010
I've pretty much fed up with the stock Youtube app on my Moto Droid, and was wondering if there are any alternate apps or fixes out there. Between it flipping a nut if I try to seek further into the video and the fact that it won't allow me to buffer the video at all is what tweaks me the most. Whats the point of trying to watch anything over 3G if I'm only gunna get 3 seconds of video followed by 3 seconds of buffering through the whole thing?
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Jun 17, 2009
This may be impossible but is there any way that I can get a smaller buffer size for AudioTrack than what is provided by getMinBufferSize method?
This is how I am instantiating AudioTrack right now: SR = 44100; bufSize = AudioTrack.getMinBufferSize(SR, AudioFormat.CHANNEL_CONFIGURATION_MONO, AudioFormat.ENCODING_PCM_16BIT); audioTrack = new AudioTrack(AudioManager.STREAM_MUSIC, SR, AudioFormat.CHANNEL_CONFIGURATION_MONO, AudioFormat.ENCODING_PCM_16BIT, bufSize, AudioTrack.MODE_STREAM);
With sample rate of 44100, getMinBufferSize always returns 4800. If I try to make the buffer size smaller than 4800 then I get the following error message: E/AudioTrack( 318): Invalid buffer size: minFrameCount 1200, frameCount 600 E/AudioTrack-JNI( 318): Error initializing AudioTrack E/AudioTrack-Java( 318): [ android.media.AudioTrack ] Error code -20 when initializing AudioTrack. D/AndroidRuntime( 318): Shutting down VM W/dalvikvm( 318): threadid=3: thread exiting with uncaught exception (group=0x4000fe70) E/AndroidRuntime( 318): Uncaught handler: thread main exiting due to uncaught exception I/CheckinService( 59): From server: Intent { action=android.server.checkin.FOTA_CANCEL } E/AndroidRuntime( 318): java.lang.RuntimeException: Unable to start activity Does anyone has any ideas how to over come this problem?
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Apr 29, 2010
I'm currently learning OpenGL ES programming on Android (2.1). I started with the obligatory rotating cube. It's rotating fine but I can't get the depth buffer to work. The polygons are always displayed in the order the GL commands render them. I do this during initialization of GL:
CODE:...........
On surface-change I do this:
CODE:............
When I enable backface culling then everything looks correct. But backface culling is only a speed-optimization so it should also work with only the depth buffer or not? So what is missing here?
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Nov 19, 2010
I'm currently trying to create a buffer for my application which needs to be big!I mean at least 1MB but most likely to be 4MB.Now definitely bad idea to actually allocate this much on a byte array in memory.So the options are put all the data in a file. So question is where do I place this temp file?
Option 1: Store to sdcard. Might be slow and not such a good idea for continuous read/writes?
Option 2: Store to in the apps cache.I read somewhere this is fast for read/ writes. But also read before issues cleaning up the cache after use? I guess I should as if I be able to create a file in cache and discard it when I don't need it? Any tips/look outs from using this methods would be greatly appreciated!
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Nov 3, 2009
How can we display a buffer on screen?
Currently I create a bitmap using Bitmap's CreateBitmap() and render it on screen using canvas' drawBitmap().
Is there any other way of doing this in Java layer?
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Nov 16, 2010
Is there a method to read the frame buffer of the current screen? I searched some data about the frame buffer. Some one used the glReadPixels method, but the information was not enough. Does anyone know how to read the current frame buffer in detail?
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Nov 16, 2010
Is there a method to read the frame buffer of the current screen? I searched some data about the frame buffer. Some one used the glReadPixels method, but the information was not enough. Does anyone know how to read the current frame buffer in detail?
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Jun 29, 2010
With the stencil buffer in opengl-es for Android, I'm simply trying to mask out drawing part of the screen. I think I have it set up right, but it is not masking out the non-stenciled parts. Below is an extraction of code for what I'm doing.
CODE:......
I have confirmed this draws to the correct location by allowing colour to show. Trust that this draws the mask to the correct location.
CODE:.......
Draw everything. Only items inside the masked area should be drawn. But everything is drawn with this code...
CODE:.................
Anyone spot anything wrong with this? What it does basically is draw a box for say, half the screen (this works if I had colour enabled) which is setting the stencil buffer to 1 for that area. And at the end I draw to the whole screen. I want it to draw to the top half only, but it draws everything.
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Aug 4, 2010
Been getting a headache with some 2d Opengl coordinates and putting them in a direct buffer.
I have a basic square defined as such
CODE:...............
This runs, no segfault or anything, and when I iterate through the buffer the size and values seem exactly the same (8 elements, ordered just as the array). What happens though is that my draw() function draws nothing, it works one way, but doesn't work the other way. I use Direct Buffers in a lot of my other geometry. I have to get direct buffers working or I know that my software might not be reliable.
CODE:.........
My Drawing function is as follows.
CODE:..................
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Sep 21, 2009
I'm using OpenGL ES to display some objects exported from Blender. Blender provides a list of vertices, a list of the face indices and a list of the 2d texture co-ordinates. Within Blender, and I believe generally in OpenGL, the texture co-ordinates map to each vertex described in the index array.
I suppose I have two questions:
I'm given to understand(see the "Applying Textures" section) that in OpenGL ES the texture co-ordinates map to the vertex buffer only, not the index buffer. Is this the case or is there a way of binding the texture co-ords to the index buffer instead?
If the above is true, is there anything to be gained from using an index buffer at all? After all to properly map the textures one will need to write out the vertex buffer with all the redundancy that would have been saved with the index buffer. Is there still a performance increase to be gained or are index buffers redundant for textured data?
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Aug 1, 2010
I'm trying to update part of a VBO with a call to glBufferSubData(). When I update from the start (0) of my existing shadow buffer, there is no problem, as the buffer starts reading from 0. The following will read 0 to y from the buffer and place it at 0 to y in the VBO: gl.glBufferSubData(GL11.GL_ARRAY_BUFFER, 0, y, mPositionBuffer);
However, if I want to update a portion of the VBO (not from 0) I run into a problem; The following doesn't work, since it will write the values from the start of the buffer (0 to y) into position x to x+y of the VBO:........................
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Apr 7, 2009
I am developing an image applications.
One activity decoding image file (jpg, bmp, and so on) to byte buffer RGB 565 or 888 type.
Then want to pass image buffer to another activity for change image data.
I have 3 activity the main decoding activity[A] and selecting effect activity[B] and apply effect activity[C] for change image data.
If i use intent then activity[A] should make intent[1] and putExtra to that intent. and then [B] call getIntent and getByteArrayExtra for get byte buffer.
If user select effect then [B] make new intent[2] and putExtra to intent[2]. and startActivityForResult with intent[2] and activity[C].
Then activity[C] call getIntent to get intent[2] and getByteArrayExtra for get byte buffer again.
There takes much times to make new byte buffer and copy from parent's activity's byte buffer 2 times. [A]->[B] and [B]->[C]
That process drops application performance.
Questions
1. Can i pass intent[1] to activity[C] without make new intent[2] and putExtra byte buffer? by modify intent[1]. (if it works just 1 buffer copy will perform)
2. Can i use application global memory for share byte buffer? if i use hash map how can each activity access same hash map? (if it works don't need to copy buffer)
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Dec 24, 2009
I'm trying to use the Media Recorder to have my application continuously record audio in memory (to a circular buffer of a known size). Indeed, I'd like to be able to play back the past 10 seconds of recorded based on a certain event in my program. Much of the Media API is designed to linearly record audio to a file. Has anyone an idea on how I could best do this with or without the default API?
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Nov 21, 2009
I have some questions regarding the code below for camera preview application.
1. How does surfaceCreated() and CreateSurface() relate? Is this surface created via createSurface() from SurfaceFlinger client to SurfaceFlinger server? If so, there must be 2 buffers (frame buffers from display driver if there is how acceleration or if it is the emulator, it will be from ashmem) associated with this surface: surface BB (for composition) and surface FB (for display).
2. How does the rendering buffer (frame buffer BB and frame buffer FB) get allocated in the camera preview application? Are they allocated by the application?
3. How does this surface relate to the preview buffers? Are the preview buffers allocated by the Camera Service during startPreview?
private class CameraSurfaceView extends SurfaceView implements SurfaceHolder.Callback {
private SurfaceHolder mHolder; private Camera camera = null;
public CameraSurfaceView(Context context) { super(context);
mHolder = getHolder(); mHolder.addCallback(this);
mHolder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS);
} public void surfaceCreated(SurfaceHolder holder) {
camera = Camera.open(); try {
camera.setPreviewDisplay(mHolder);
} catch (Exception e) { Log.e("Camera", "Failed to set camera preview display", e);
} } }
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Jul 5, 2010
I use BufferedInputStream in my code: socket = new Socket(ip, Integer.parseInt(port)); socket.setReceiveBufferSize(64000); output = socket.getOutputStream(); input = new BufferedInputStream(socket.getInputStream(), 64000); I read incoming packets like this: if (input.available() != 0) { System.out.println("Get Packet: " + input.available() + " bytes"); byte[] b = new byte[input.available()]; input.read(b); incParser(b); }
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Mar 4, 2010
I am currently trying to create an Android application that loops Audio from the mic to the earpiece, I can do that perfectly but when I do it over and over again in my application I eventually get an Out Of Memory Error.
Here is the code I use to create the Audio Loop:
CODE:.................
And here is the error I get:
CODE:........................
So the Error specifically focuses on this line in the code
CODE:.................
And it happens after I try to do the Loop several times, so say I start the application and after 10 times starting the loop I get the error.
So I think the buffer is simply becomiing full or something?? Is that correct? If so how would I keep clearing out the buffer?
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Jul 14, 2009
In Linux, we can get the framebuffer directly by "open("/dev/fb0", O_RDWR);"
Is there any way I can call the similar function via JNI in Android or how can I access the frame buffer directly in Android?
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Jul 29, 2010
Is it possible, from within my android java app, to capture an image of what is on the screen, even if it was written using native (ndk)? I do not wish to take screen shots of other apps, just my own. I can already capture and image of a canvas that I am aware of, but is there a view or canvas or something like it that always represents what is on the screen, so that a) I don't have to capture the separate views images and recompile them, and b) I can see what my native (jni) code is doing with the graphics too?
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Mar 16, 2010
I have experienced some trouble using VBOs, since the method glBufferData crashes when I try to copy data to the vertex buffer. Below is the smallest snippet of code that I found to generate the crash:
int numVert = 32; GL11 gl11 = (GL11)gl; testArray = new int[numVert * 3]; testBuffer = IntBuffer.wrap(testArray); gl11.glGenBuffers(1, testID, 0); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, testID[0]); final int siz = testBuffer.capacity() * Integer.SIZE; gl11.glBufferData(GL11.GL_ARRAY_BUFFER, siz, testBuffer, GL11.GL_STATIC_DRAW); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);
testArray, testBuffer and testID are members of the class containing this code, declared as follows:
int[] testArray; IntBuffer testBuffer; int[] testID = {0};
I tried this code in several OpenGL applications which don't show any problem otherwise. The crash occurs specifically at the glBufferData() method call. If numVert is set to zero, then the crash doesn't occur.
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Nov 14, 2009
The following works fine on a G1 but gives an error on the Samsung Galaxy. I was hoping cross-platform support would be better than this. See error below.
private final static int RATE = 44100; private final static int CHANNEL_MODE = AudioFormat.CHANNEL_CONFIGURATION_MONO; private final static int ENCODING = AudioFormat.ENCODING_PCM_16BIT; private AudioRecord recorder_; public boolean open() { int bufferSize = 4 * AudioRecord.getMinBufferSize(RATE, CHANNEL_MODE, ENCODING); recorder_ = new AudioRecord(AudioSource.MIC, RATE, CHANNEL_MODE, ENCODING, bufferSize);
last line gives the following on the Samsung Galaxy phone: 11-14 19:04:07.507: ERROR/AndroidRuntime(7617): java.lang.IllegalArgumentException: Invalid audio buffer size.
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Sep 2, 2010
We are also having occasional problems with OutOfMemory errors in createBitmap. It tends to happen after a few orientation changes when we are allocating the backbuffers. I have made it so that it calls recycle() on the old bitmaps (if any exist) and does a System.gc() before allocating the new backbuffers. What we are doing is allocating a backbuffer that is twice the width and height of the screen so that we can quickly zoom in and out.
With a 854x480 screen this would presumably be 6.25MB in size. The problem as I see it is the 16 or 24MB maximum heap size per process. This is unreasonably small, especially on devices that have 512MB of RAM. Ideally the max heap size should be something like 64MB, or perhaps allow apps to request a larger heap size from the user.
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