Android : How To Use Nine Patch Image In Droid Game?
Jun 21, 2010
I am trying to use a nine patch image as a background in an android game. The image expands well in multiple resolutions but, my game has slowed down by 10 fps. I used to get a consistent 45 to 50 fps now I get 35 fps. The question is when we use a nine patch as a drawable and set it as a background in a view does it have any performance implications as opposed to a plain bitmap drawing.
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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?
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Sep 10, 2010
I am having problems with nine patch images ( **.9.png ). I have a widget layout and would like to use nine patch images for the widget's backgroud. Here is my background.xml...
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Oct 8, 2010
I have an image with a fixed size , ex. 300 x 300 ; it was a background image of my view. But my view size was dynamic , so i need an image which can stretch , according to desired size. can any one tell me how to make it ? I know we have to use nine oatch drawable ? i don't know how to tool given with android sdk ? can any one tell me how to make image to png?
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Feb 15, 2010
i have list views with image views and text views etc in them, and i'm trying to fix up a situation where the background image of a list element changes in the "pressed" state. if there's a straightforward way of doing that, please let me know! right now, i override onTouchEvent() in the topmost view, and also in those child views who don't just delegate to their parents which would be image views. i have to check for long clicks myself, but basically this scheme works. the list views are potentially different sizes depending on how much text is in the views etc, so i thought i would use a 9-patch as the background. however, when the background changes from flat white to the 9-patch, this seems to indent the view a bit - ie give it margins. eh? if i change the image to a non-9-patch, the margins remain as they are. i've tried different sizes of 9-patch, from 320x150 or so down to 100x30 etc, no change. what's going on?
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Oct 29, 2010
I'd like to use a 1x1 size Nine-patch image from Android drawable resources. When I'm trying to display it with <ImageView> in my layout xml file, this one is never showing up on the Android emulator device. Here's the xml code below. Code...
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Aug 26, 2010
I am working with android's 9 patch image emulator to create 9 patch image..
Can anyone tell me how it actually works?
On what basis it Scale the image?
What are the parameters it considers to stretch image?
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Feb 12, 2009
I need to draw a background of 320 x 480 (fullscreen) for a OpenGL game. What I did was to stretch the texture to 512 x 512 and mapped it to 320,480 quad and then drew the rest of the game elements. I tried changing the texture image to 256x256 and no noticeable improvement in speed. Game was horribly slow even on the real device. It is actually slower on the device than on the emulator... I think i am the first one to have such a situation.. I am drawing a max of 12 triangles only 2 for background and rest are 64 x 64 textures. on 5 quad made with 10 triangles. I have disabled Depth, Lighting already. Only blending enabled as I use transparent PNG for texture of sprites. render cycle is like this - draw the background - draw the sprites (only 5) [with 10 triangles only] - swapbuffer... Please don't advice me to use 2d canvas, bitmap etc... I need to do it in OpenGL only. don't think OpenGL ES 1.0 is so incapable that it can't give me atleast 25-30 fps with just 12 triangles which you one 256x256 texture and one 64x64 textures (used by 5 quads...
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Nov 11, 2010
I'm currently developing an Android game where the user controls a plane and evades obstacles. I'm using simple draw commands into a Canvas.
I want to know what is the best way to move a background image to give a sense of speed to the game. Is there a way to make the background- image repeat endlessly or should I load the image twice and move them one behind the other one. Can anyone guide me on this one?
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Dec 15, 2009
I was trying to do a memory game on android, but i can't figure out the code that matching 2 button with the same image..
CODE:..................
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Nov 18, 2010
Does anybody know if the new desktop kernel patch written by Mike Galbraith can be applied or modified to be used in the android kernel?
Tiny Linux Kernel Patch Delivers Huge Speed Boost - PCWorld Business Center
I haven't messed around with android kernels yet, but I have applied it to my current Ubuntu 10.10 system and you can see the difference. Its like night & day!
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May 22, 2010
I have a square grid, for a turn based game ( grid is similar to the chess board ), but the moves in the games are different based on whether you have lapped your opponent pawn at least once or not.i.e if you have not lapped (beaten any of the opponents pawns) in the outer most grid as below.if you have lapped your opponent pawn once at least, then you get to reach home,this way.Any player having all his pawns reaching "home" first wins.The ones in yellow are safe-houses, i.e both the opponent pawn and the player's pawn get to stay in the same grid, this is not considered to be lapping ( the opponent ).The lapped pawn will return to its start point.Now the question is, what is the effective way to store the paths for the all the pawns.we will have 4 pawns for the player and 4 opponent pawns.Is there any pattern to store such static information, in a elegant way?
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Nov 12, 2010
I have a puzzle game with a 7x7 grid of graphics, and a timer, its just about ready to go. But I am stuck on how to go about saving/continuing game. For example when someone exits I want them to be able to save and exit, then come back and click continue to pick up where they left off with all of the graphics in the right place, timer and score. I looked at onSaveInstanceState android examples, but not sure if this is what I need or how to implement it in my case.
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Jul 21, 2010
I use http://stackoverflow.com/questions/541966/android-how-do-i-do-a-lazy-load-of-images-in-listview/3068012#3068012 to load images in a ListView and a GridView. It works but the images are loaded form bpttom to top. How to fix that?
Bonus Question: Can I use a loading animation in a image view while the real image is loaded? Right now it's just a default image.
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Sep 21, 2010
I try to implement a hover effect (effect when button is pressed) through putting a semi transparent PNG file on top of the button background and the button icon. Unfortunatly the button background file is a 9-PATCH-PNG which causes some trouble here: It "swallows" everything on top of its layer and doesn't allow to cover the stretchable areas (the fine light line around) of the nine-patch-png. In other words, the black lines the top and left edge of the 9 PATCH PNG cause not only stretching, but also padding behavior.
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Dec 7, 2009
It will be helpful if any one can help me out in understanding the concept of radio,flash,system image in android mobile device. Also why are they required? and what is their role in Device?
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Jul 16, 2009
Android has a nice way of defining stretchable images called a nine-patch. See these docs for a description of the concept. The idea is to surround a png image with a 1-pixel border where you can define the stretchable areas and the padding dimensions of the image. This is absolutely brilliant and I'd like to use the idea in my iPhone app. Before writing my own nine-patch to UIImage loader I thought I'd see if one already exists. Google doesn't return any results so I don't have much hope, but it doesn't hurt to ask, right?
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Aug 4, 2010
I want to know how can we create 9-patch images.
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Sep 24, 2009
I wish to customize the button images, but after I opened the png file, changed the color, reimported back into the draw9patch editor, the compiler spew out errors. how can I modify the 9 patch image of the default button?
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Jan 5, 2010
I have some 9-patch images on my app, and they work great on the medium density. When I load the app on a High density emulator/device, these images look grainy. It happens only to 9-patch images. The others look great after the pre- scaling. Is there a way to make them look good after the scaling, like the non-9-patch images?
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Mar 2, 2009
Can someone please explain or provide examples (links) of some valid 9- patch files? From reading the API description, I think my understanding is flawed. As an example, there's a 9-patch located at: http://www.maladroid.net/test.9.png Code...
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Jan 24, 2010
I'm trying to draw a nine patch onto a Canvas object on the Android. What seems strange is that although I generated my nine patch using the draw9patch tool, the constructor for NinePatch requires an additional byte array called the "chunk" to construct the nine patch. Why isn't this simpler? What is the "chunk"? And if you have done this yourself, how did you go about it?
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Nov 17, 2010
I am having a serious problem. What i have in my hand : Linux Kernel 2.6.29 with Android Eclair patches and some board specific patches(as .patch files). Linux Kernel 2.6.32 with Android Froyo patches.
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Jan 19, 2010
My Droid is rooted, but i saw the recent OTA update thats supposedly a "patch away" from 2.1 but when i check for updates it says my phone is up to date. Is this because im rooted that i cant update? If so what do i need to do to get the update? I just want to make sure the 2.1 OTA update (wherever it does come out) goes smoothly and as its supposed to. I have the 2.1 gallery/music player.
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Sep 7, 2010
I'm wondering if there is something like 9-patch in Android, but for web development? Disclosure: I have no idea about web development at all, but I was curious to know if it exists. And a simple web search with the term 9-patch didn't bring up any related results, so I figured it has either another term or it doesn't exist or is not used widely enough.
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Feb 3, 2010
I have a question regarding 9 patch images. Is it possible to download 9 patch png files from a webserver then display it as a background of a layout while keeping the information inside the file like the stretchable pixel? I have tried using a 9 patch image coming from the resource drawable directory of my project and it displays correctly...stretching only those pixels marked as stretchable but when I tried to download a 9 patch image from my web server then the application will use the downloaded 9 patch image the stretchable pixels does not take effect..i mean instead of stretching only those pixels that where marked as stretchable it stretched the whole image.
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Sep 22, 2010
I want to set a specific background image for all my buttons. So, I changed my PNG file into a Ninepatch drawable using the "draw9patch" tool(by specifying the line of strecth).Then, I applied this as background to my button using
"myBtn.setBackgroundResource(R.drawable.new_png);"
Now, the background appears for the button, but the lines of stretch are also visible on the android screen, wherever I'd specified them in the tool. Can you help? Is there something wrong in how I'm using the tool?
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Oct 11, 2010
I encountered this problem when updating my background to use a 9-patch image. The layout is fine on different screens using different sizes of the same image, but when I change the image to be a 9-patch it breaks the entire layout mysteriously.
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Nov 23, 2009
In my application I would like to mark different spots on a map. What I'm now wondering is if there's a way to use a simple 9-patch image and add the spot's name as text to it or would I need to draw everything myself (including the text) in the draw() method of ItemizedOverlay?
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Mar 12, 2013
I have a "Energy Android Smart TV Box" (ICS 4.0.3, ARM Cortex A9, 512MB RAM, WiFi, DVB-T, 3xUSB ...) energysistem.com/en/products/android_tv
The only way to connect to the Internet is through a VPN connection (PPTP), but it bothers me a bug in Android.The error I'm getting in the log is as follows:
Creating PPPoX socket
Socket () Protocol not supported.
I found a patch for it, and the manufacturer provides kernel available for download.Patch is here: code.google.com/p/android-x86/issues/detail?id=451...I tried to manually apply patch. I replaced some code in files if_pppolac.hi if_pppopns.h. But I do not know how compile kernel
I also tried to install latest fw update, several alternative ROMs and several VPN clients but nothing worked. always the same error: Socket () Protocol not supported. The best would be if I could put Jelly bean on box. In Jelly Bean pptp works fine.
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