Android :: MotionEvent HistorySize And Multiple Pointers
Aug 22, 2010
I couldn't find a definite reference for the size of a MotionEvents history, when there are multiple pointers. The reference says that if you use a getHistorical* function, you might pass it a history position which is somewhere between [0..getHistorySize()-1]. But in a lot of examples handling multitouch if there are multiple pointers they only use history positions between [0..getHistorySize()/ getPointers()-1] (so they divide the history's size with the number of pointers). Which one is the correct way?
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Sep 24, 2010
Purpose of the app:
A simple app that draws a circle for every touch recognised on the screen and follows the touch events. On a 'high pressure reading' getPressure (int pointerIndex) the colour of the circle will change and the radius will increase. Additionally the touch ID with getPointerId (int pointerIndex), x- and y-coordinates and pressure are shown next to the finger touch.
Following a code snipplet of the important part (please forgive me it is not the nicest code ;) I know)
CODE:.............
The problem:
A HTC Desire running Android 2.1 is the test platform. The app works fine and tracks two finger without a problem. But it seems that the two touch points interfere with each other when they get t0o close -- it looks like they circles 'snap'to a shared x and y axle. Sometimes they even swap the input coordinates of the other touch event. Another problem is that even though getPressure (int pointerIndex) refers to an PointerID both touch event have the same pressure reading.
As this is all a bit abstract, find a video here: http://www.youtube.com/watch?v=bFxjFexrclU
My question:
Is my code just simply wrong? Does Android 2.1 not handle the touch events well enough get things mixed up?Is this a hardware problem and has nothing to do with 1) and 2)?
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Nov 14, 2009
I was expecting the getEdgeFlags() method of MotionEvent to tell me when a MotionEvent had reached the edge of something, but the value returned from getEdgeFlags() is *always* zero. Is this the expected behavior? The documentation says that the flags indicate when a touch has reached the edge of the display. I've tried this on a real device and in the emulator, and the location coordinates never quite reach the edge of the display, and getEdgeFlags() always returns 0. By "never quite reach" I mean that if dragging a finger off the left edge of the display, the smallest X I got was 2. Reaching the edge of the view doesn't seem to change the value returned either.
I suppose I could set the flags myself using setEdgeFlags() using calculations with known dimensions of the object whose edges I care about. Is that how it's supposed to be used? Is this broken for now?
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Sep 10, 2009
Debugging on my G1 phone, I am trying to use android.view.MotionEvent.getPressure() and MotionEvent.getSize().
For MotionEvent.getSize(), I always get 0 (the documentation says it returns a value ranging from 0 to 1;
For MotionEvent.getPressure(), it seems to me this actually reflects the real finger touch size, as opposed to "pressure"; for me, I get values range from 0 - 0.63.
Am I missing anything or is it a known bug of the SDK?
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Sep 3, 2010
I have a display that is 854x480 pixels. Why is it that the MotionEvent.getX and getY methods return floats? As far as I can tell, the pixels on the display are discrete integers, there is no such thing as a half a pixel on the display.
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Sep 11, 2009
I am implementing OnTouchListener and am receiving MotionEvent objects. Some ACTION_MOVE events reports absolute X/Y coordinates, while some reports relative coordinates.
How can I ask a MotionEvent what kind of coordinates it currently represents?
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Apr 9, 2010
I am having trouble getting my activity to generate a MotionEvent.ACTION_UP. Probably a beginner's error.
In LogCat, I'm only seeing the ACTION_MOVE event (which is an int value of 3). I also see the X/Y coordinates. No ACTION_DOWN and no ACTION_UP.
I looked everywhere for a solution. I found one question on a forum that seems to be the same as my issue, but no solution is proposed: http://groups.google.com/group/android-developers/browse_thread/thread/9a9c23e40f02c134/bf12b89561f204ad?lnk=gst&q=ACTION_UP#bf12b89561f204ad
Here's my code:
CODE:..........................
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Mar 17, 2010
I'm writing a simple tile based game using a canvas and a 5X5 grid of tiles. To determine if a tile is clicked I look at the MotionEvent supplied by onTouch. I get the coordinates when MotionEvent.event is ACTION_UP and translate to tiles. This works great on the emulator but when I touch on a device the actual coordinates of the touch register higher than I'd expect as a end user.
I'm wondering what strategies people have used to get a closer to "expected" result. Do you use a simple Y offset? Do you average the coordinates over the life of the touch? Do you use other methods?
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Jul 10, 2009
I need to have a left, right and click event in my App.
I am trying it like below:
CODE:...........................
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Oct 22, 2010
It seems like making any call to event.getHistoricalEventTime(int pos) when there is historical touch position data available makes my application crash. I've searched online and it seems like no one ever uses this method.
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Oct 12, 2010
I'm working on a program which used the functions as title.
There's a problem that the tunctions above do not have their metrics on API website.
To avoid misunderstanding, here is an example about "metric" I metioned before.
Ex. size = pixel, pressure = kilogram(kg)
I have no idea about the metric at all.
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Jul 20, 2009
My app forwards MotionEvents, reported by GestureDetector.OnGestureListener, to a worker thread. Right now i am doing it by calling MotionEvent.obtain, pass the obtained copy to the worker thread, handle it and recycle it at the worker thread. Is it required to obtain and recycle a MotionEvent if it is passed to another thread? Or could it safely be skiped? If i am making things overly complicated, could you please explain me at which conditions MotionEvent.obtain is usually called?
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Jul 1, 2010
I am developing one application in which there is an imageview...in which i want to move left or right using mouse touch...for that i found "android.view.MotionEvent" but in MotionEvent there are few events among that ACTION_CANCEL 2. ACTION_DOWN 3. ACTION_UP ......etc.
Hence there is no such event for "LEFT" and "RIGHT" action....so is there any other way to implement the "LEFT" and "RIGHT" move ?
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Sep 26, 2010
I'm trying to get coordinates of the mouse, but there seems to be no easy ways. Can't make the MotionEvent object because the constructor is private. Can anyone please tell me how to get the coordinates of the touch/ pointer/mouse? I only want the touch coordinates of ImageView, but wouldn't mind the touch coordinates anywhere on the screen.
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Jan 6, 2010
I have been racking my brain to try to figure out what is going wrong here. I wanted to experiment with multi-touch, so I decided to add the controls for LunarLander to the touchscreen.
Instead of adding buttons, I defined regions on the screen that when touched, would act like the buttons on the keyboard (for example, the gas fires as long as you press the screen in the area defined for the gas button, and stops firing when you release.)
To do this, I added the onTouchEvent override to the LunarView class as follows:
CODE:.....................
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Apr 18, 2010
I'd really like to know what the state of that fix is as 2.1 is rolled out onto first generation (MSM7200-based) devices. As it stands, I don't see much of a problem with touch eating up CPU on the Droid and N1 but those are much faster phones so I don't think it would be quite as pronounced on them. My current 1.6 devices (G1 and Tattoo) cut my framerates in half during any touch (with the sleep hack, even). I optimized my new games so that they would run well-enough (25-40fps) on that hardware but they have very touch-centric interfaces so won't work well with that bug. I talked to a few people who run 2.0/2.1 mods on their G1s and they said the problem isn't any better. They still see the big slowdown. I tested on my 1.6 emulator vs a 2.1 emulator and there is a huge improvement. The 1.6 emulator slows down just like my G1 does and the 2.1 emulator shows only a tiny bit of slowdown, which is what I was hoping for. That's encouraging, but I have yet to see a real 2.1 MSM7200 update in the field so I don't know what to think yet.
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Jan 3, 2010
I'm running into some issues with input events and garbage collection, or more precisely object allocation. I am creating a game and have pretty much got my head around the OpenGL environment. I've digested all the relevant material I could find regarding performance, memory allocation etc (and watched the excellent presentation by Chris Pruett - http://code.google.com/events/io/2009/sessions/WritingRealTimeGamesAn...). I've pretty much eliminated any object allocations after initial setup from my game (which is still in its infancy), but I'm still getting a bunch of GC calls, like this:...........................
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Jan 25, 2010
I have added this line in my androidManifest.xml <uses-permission android:name="android.permission.INJECT_EVENT"/>
I am trying to execute following code:
CODE:........
Both above lines are throwing exception W/System.err(762): java.lang.SecurityException: Injecting to another application requires INJECT_EVENT permission.
Do we need anything else too to get it working ?
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Nov 24, 2011
I have a relative layout built from XML.I am capturing the onTouchEvent.When I touch the screen anywhere except over the TableLayout or ImageButton
the MotionEvent.ACTION_DOWN and MotionEvent.ACTION_MOVE
events work fine.
how to make the onTouchEvent() work on the TableLayout and ImageButton views?
The purpose of the exercise was to have a drag method working over the relative layout,no
Maybe manipulating the layout_margin values? I was contemplating a transparent canvas overlay but haven't figured that out yet.
Code snippets below
XML
<RelativeLayout
xmlns:android="http://schemas.android.com/apk/res/android"[code]......
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Oct 1, 2010
My Android app is experiencing this crash randomly during operation, and I think it is due to a pending MotionEvent that is dispatched to a null object, but not sure.
Here is the crash output:
CODE:.................
My Android app manually creates a custom WebView and adds it to the ViewGroup in the Activity.onCreate() method like this:
CODE:....
The reason for doing it this way was to be able to get to the constructor for the WebView in order to pass getApplicationContext() instead of this to the constructor, which was a workaround for a memory leak in 2.1.
The issue, I think, is that this Activity is restarted frequently. This causes the normal chain of onStop(), onDestroy(), onCreate(), etc... to happen often.
So my question is, could the crashes be due to a MotionEvent being dispatched to an instance of MyWebView that was attached to an old Activity that has been garbage collected? Such as if the user clicked something in a webview right before this actvity was recycled?
Another thing to note is I'm seeing these messages following a call to onDestroy() /webviewglue( 436): nativeDestroy view: 0xd738d0
This started happening in Android OS 2.2. I've submitted a bug to Google, but not sure it is their issue.
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Aug 16, 2010
Are there design guidelines to help decide if an application with multiple views should be designed with multiple activities or just one activity and control the back button itself.
I've tried both. My most complex applications using one activity per screen. However, now that I'm successfully written an app with just one activity and handling the back button myself, I don't see any compelling reason to use multiple activities. The one activity application is much simpler and more straightforward.
What advantages of multiple activities am I missing?
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Feb 18, 2010
I'm working on an application using xml layouts.
I wish to know which is better:
1. Use few activities and change its contentview
2. Use an activity for each 'view' needed
If both works, in which case which option would be better?
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Jul 1, 2010
I'm planning to develop and app that presents the users with several different screens (of different information).
Was wondering what would be the best way to implement this?
Is it better to have separate XML layouts and an activity to display and allow the user to interact with each screen of data?
OR would handling all of these in the same activity be more efficient (and dynamically load / unload each layout)?
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Feb 2, 2009
I am trying to launch an activity from another activity .. Within the com.android.SingleLauncher..
I have activity launch code as ..
CODE:...........
I have set the android:multiprocess="true" in the AndroidManifest.xml of TargetSL I don't seem to see the multiple instances of TargetSL, which i am expecting ..
All i see is 2 process, where i was hoping to see an instance of TargetSL, for each launch that was invoked by the singleLauncher!
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Feb 20, 2009
I want to know when will Android support Multiple PDP.
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Feb 8, 2010
I have a very simple game that consists of only one activity, and I want to add a title screen.If the title screen is another activity, what changes do I need to make to my manifest file to make the title screen open first?The gameplay activity is called Leeder, and the title screen activity is called LeederTitleScreen.
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Oct 3, 2009
How can I publish two versions of my app without changing the package name, so that users may upgrade to either version, one for Anroid 1.5 and one for Android 1.6 ? I want to offer new features requiring Android 1.6 as soon as possible, but not all users will have upgraded to Android 1.6.
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Mar 28, 2010
I am picturing something like what I saw on G4 a year or so ago. Program that takes multiple pictures and creates a 3d map based on them in which you can walk around inside the map. I really wish I still had the bookmark for that page. Anyway, is that the same as what you are talking about here? Or am I mistaken? If it is the same, it is an amazing concept. I look forward to the site being up and running so I can poke around a bit. (Right now, it won't connect).
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May 27, 2010
I am including a class in my app that another developer has made freely available. His class has a different package. Will this cause any issues on Android, the market, etc? Does every single class in the app need to be my own package?
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Aug 1, 2010
Is there an app available, either from the Market or other sources, which would allow me to install 300 apks at a time instead of going through eachone? I have discovered Droid Explorer but I am not willing to root my phone.
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