Android :: Update SurfaceView On-the-fly With New Elements
Aug 5, 2010
I have a database filled with records in the following format: . What I want my application to do is select records from an external database, and display those records on the phone screen using a SurfaceView.
Currently, I have an Activity, and a Service responsible for the record-gathering portion of the application. The Activity passes an intent to the Service, and the Service responds by returning the records that need to be displayed. The records are stored in my program as instances of the Data class, and merely have the screen-coordinates of where the element should be drawn in the View (I am just drawing a circle for every record in the DB).
For the sake of brevity, I won't include the service but I will include a skeleton of the Activity class and the Data that I wish to display.
CODE:.................
The problem that I am having pertains to the SurfaceView. I realize that many people are going to suggest that I use just a regular View, but my application involves a lot of elements, so a SurfaceView would be much more suitable for my needs. Below is a skeleton of my SurfaceView class that contains a nested class to manage the threads.
CODE:............
The problem that I'm having is that once I make the initial call to the Panel class, I'm going to be getting new records from the service, and consequently, my Info Map data-structure is going to get updated. However, my Panel class just gets stuck in a loop and never receives any new Data objects. All examples of SurfaceViews I've found have involved updating them methods within the SurfaceView class itself (e.g. touching the screen and creating a new image, etc.) Sadly, I'm stumped on this particular problem. Is there a better approach for designing my Activity/SurfaceView interaction? Is an additional View required?
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Aug 20, 2010
One using a Surfaceview, and the other using a custom view. According to the android SDK development guide, using a surface view is better because you can spawn a separate thread to handle graphics. Th SDK development guide claims that using a custom view with invalidate calls is only good for slower animations, less intense graphics.However, in my simple app, I can clearly see that using a custom view with calls to invalidate seems to render faster.What do you guys know/think about this?My touchEvent code is exactly the same, and my drawing code is exactly the same. The only difference is that one is all in the UI thread, and the other is using a tread to handle the drawing.
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Nov 10, 2010
I'm trying to modify two TextViews in exactly the same way. I thought I can give them same id and with findViewById() and setText() methods change those TextViews in two lines. But it seems only one TextView is changed.Is there a way to do this?Or I have to make different ids for every element, get every element by findViewById() method and set it's text?
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Aug 23, 2010
I could not get any inner elements during the xml parsing. looks like parser see only outer tag A. Could you show me error?
CODE:.......................
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Apr 25, 2009
Just wonder what limitations there are for UI elements in AppWidgets? I tried a ListView and was met with an error. I saw the other post that EditText isn't available.Just wondering if there was a full list somewhere?
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Mar 25, 2009
Im creating a simple game using a SurfaceView for drawing the Graphics. It works fine, but now I tried to add a title screen, which is (for now) only a LinearLayout and a Start-button, specified in XML. However, when I click this button and try to switch to my SurfaceView (By doing setContentView(R.layout.game), the screen turns black. But if I do setContentView(R.layout.game) immediatly in my Activity.onCreate it works. But not if I start with my Title-screen and then try to switch
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Apr 30, 2009
I am finally testing my application on a G1 and even though it works fine on the emulator, it crashes on the G1
It crashes when it does:
CODE:.........
And the view is defined like this:
CODE:..............
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Jun 16, 2009
I want to play 2 videos one after one minimizing delay between each video. so I created 2 mediaplayer, one playing the current video and the other preparing to play the following video.
The 1st video is played correctely but I couldn't get the video track of the second video. only sound without any error.
This is my source code : (note that here, I am using files on sdcard but the application will use files on a web server. that's why I need to prepare the second video while the 1st is playing)
CODE:...................................
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Sep 4, 2010
My app fc when activity that's using SurfaceView as content view calls startActivityForResult(...) and activity that has been started calls finish()
This does not happen if I change content view to something else than SurfaceView.
This would be the requested logcat:
CODE:..................
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Jun 1, 2010
I'm having trouble positioning the layout elements. The AutoComplete in my TableLayout and the button after it are expanding the TableRow larger than the width of the screen. Anyone have an idea why? Below is my XML code as well as a picture of the problem...
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Dec 16, 2009
Look at this: http://nhenze.net/?p=172
They show that it is possible to put an GLSurfaceview on top on a SurfaceView. I hope it would be useful.
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May 18, 2010
When exiting the activity in a thread in a SurfaceView. This log appears in this situation:.............
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Sep 11, 2010
For years now I've maintained a Tandy Color Computer Emulator applet on my home page. With the purchase of an Incredible I decided to do a port. Getting it going in Android didn't take long but I'm really surprised how slow it runs. You can literally see the pixels painting. I know there are other successful Android emulators so I must be doing something wrong.
My approach was to use a SurfaceView for rendering. There's a separate thread that runs a virtual 6809 CPU. Whenever that thread updates the emulated video memory, it calls SurfaceHolder.lockCanvas() with a Rect describing the part of the screen requiring a repaint. Then it calls the gfx routines with the resulting Canvas...this is where I did a repaint() in AWT/Swing. The gfx routines are smart enough to just render what's in the clipRect. Perhaps I'm still stuck in AWT but I can't think of any way to make this thing run at an acceptable speed. I tried to coalesce the gfx calls but that didn't work either. Any thoughts?
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Feb 11, 2009
I have a SurfaceView that is covering a portion of its parent, a RelativeLayout. I have a background image covering the full RelativeLayout area, and this is my Activity's main layout.
I would like to have the SurfaceView be transparent so that I can see through to the background image on its parent RelativeLayout. I have tried the approach shown in the API Demos example TranslucentGLSurfaceViewActivity, but this succeeds in making the transparency go all the way through my Activity to my desktop!
I'm using the "style/Theme.Translucent" theme on my activity, and setting this on my SurfaceView: mySurfaceView.getHolder().setFormat(PixelFormat.RGBA_8888);
The transparency to the desktop it kinda cool, but not what I'm trying to do! Is it possible to make a SurfaceView transparent only through to its parent?
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Apr 24, 2009
I am stuck.My main activity creates and starts a SurfaceView.My app needs to access a listview via the options menu to change properties of the items shown in the view.Two strange things occur:
1.) When I scroll the listview quickly, the list sometimes gets farklempt.Words overlap each other.
2.) When I select the item and the app returns to the main activity, the thread is no longer alive.
If someone out there can offer help I will post the code.This will take a little effort.My code is loosely based upon LunarLander and the GLSurfaceView examples.If there is a good example (more recent example) someone can point me to, that would be boss.
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Mar 23, 2009
I'm currently getting to grips with Android, playing around with the Lunar Lander sample. I've found that if you navigate away from the app (eg, hit the call button) it will destroy the underlying surface (calling surfaceDestroyed). Navigating back (which will trigger onWindowVisibilityChanged) the app will crash, as it will try to draw to the surface without recreating it. Is there some code I can put in onWindowVisibilityChanged (or anywhere else) that will regenerate the SurfaceView's underlying surface and resume execution nicely? It feels like this should be a simple function call but I can't find anything in the API docs.
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Jun 10, 2009
I am creating a custom Widget which extends SurfaceView and I am planning to use it for camera preview.In the main activity I tried to implement some event listeners but can't catch any event.If I press a button the LogCat outputs "Continuing to wait for key to be dispatched" line.Does anyone know how to implement event listeners in main activity using SurfaceView classes?
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Sep 1, 2010
In my application I change layouts very frequently with most of the user interactions. Each time when a new layout is drawn, the applications memory size is increasing. I can see this in DDMS. This is absolutely fine. I have analyzed my application with memory analyze tool and it shows that there around 42 Table layouts at some point of time and this number increase as user does more interactions with the app. Now my question is why doesn't the GC collect the stale layout objects. Does GC collect on UI widgets also??? I feel it does but can any one tell me what may be the reason for GC not collecting my UI elements.
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Feb 3, 2010
I need to add some parts of my UI programmatically. I'm doing this because I need to set the ids of some elements up in such a way that they can be easily access in a for loop. So far I have this xml:
<?xml version="1.0" encoding="utf-8"?> <LinearLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:id="@+id/attr_row" android:layout_width="fill_parent"
android:layout_height="wrap_content"> <EditText android:id="@+id/attr_name"
android:hint="Attribute" android:layout_width="0dip" android:layout_weight="2"
android:layout_height="wrap_content" android:inputType="textPersonName" />
<EditText android:id="@+id/attr_val" android:hint="Value"
android:layout_width="0dip" android:layout_weight="3"
android:layout_height="wrap_content" android:inputType="textPersonName" />
<ImageButton android:id="@+id/drop_attr" android:layout_width="wrap_content"
android:layout_height="wrap_content" android:background="@drawable/btn_delete_states"
android:layout_gravity="center_vertical" /> </LinearLayout>
At the moment, I inflate this xml five times like so:
for (int i = 0; i<5; i++) { LinearLayout attrList = (LinearLayout) findViewById (R.id.attr_list);
LayoutInflater inflater = getLayoutInflater();
View row = inflater.inflate(R.layout.attr_row, null);
LinearLayout extraAttr = (LinearLayout) row.findViewById (R.id.attr_row);
ViewGroup.LayoutParams params = new ViewGroup.LayoutParams(
ViewGroup.LayoutParams.FILL_PARENT, ViewGroup.LayoutParams.FILL_PARENT);
attrList.addView(extraAttr, i, params); }
The link below shows two pictures - the layout hierarchy and the result in the emulator. http://picasaweb.google.com/bengoldcross/Android?authkey=Gv1sRgCJ785I...
As can be seen, the xml is inflated five times successfully but only one is actually displayed. Inspecting the hierarchy viewer a bit more explains why. The layout being displayed is at location x=0 y=111 all the others are being rendered at x=320 y=111. It would appear they are being displayed a) off screen and b) on top of each other. So, why are they and how do I stop it from happening?
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Jun 10, 2010
Here's a quote from Android's Dev Guide: A central feature of Android is that one application can make use of elements of other applications (provided those applications permit it). For example, if your application needs to display a scrolling list of images and another application has developed a suitable scroller and made it available to others, you can call upon that scroller to do the work, rather than develop your own. Isn't it a bad practice to make an app dependent on other apps?
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May 31, 2009
I had it working with a normal View but that is to slow. I was told to use SurfaceView but can't figure out how to use OnKey with it and if I should use onDraw or draw? And how do I pass stuff to draw? does it happen automatically? code...
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Oct 1, 2010
I was wandering if there was a easy way to do the following without android layout
place an image central top
place a button center center
place a button left bottom
place a button right bottom
it doesn't sound that difficult no ?
well I can't figure out a way to place the elements as I want using stupid xml layout.
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Jul 6, 2010
I'm trying to develop a little game, with 2D Graphics. I want my "gaming board" to be at a specific position on my screen, so that I can display in-game informations above and below the box. But since there is beginning to be a lot of Android phones out there, I was thinking about getting "dynamic" values so that I can adapt my font size to every device.
My game is not in full screen (but it could be, it's no big deal), but in a window with no title bar.
I'm using an extension of the default SurfaceView class, implementing SurfaceHolder.Callback. I tried writing the following method :
CODE:................
But the values returned are zeroes.
(even if it means changing display strategy) ?
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May 19, 2009
I am using a SurfaceView, and wish to animate Drawables. All the animation tutorials I have seen concern using an ImageView, which as I understand is not a sensible approach from within a SurfaceView. Does anyone have any suggestions for doing frame-by-frame animation within a SurfaceView? Can it be done with openGL?
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Aug 7, 2009
When is it necessary, or better to use a SurfaceView instead of a View?
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Jan 16, 2010
I am currently starting a game engine in Android, first forray onto the platform and have the basics in place however i am unsure of the best way to approach resolution independence when using SurfaceView to draw graphics.
Looking for pointers as to how to keep the game / sprites etc all looking the same independent of the screen, obviously it wouldn't be efficient to scale all the sprites every frame or store many variations for differing resolutions
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Oct 13, 2010
I have an application with a SurfaceView and a MapView. They are displayed in a single view, like so:
CODE:.........................
Note the MapView comes before the SurfaceView. Because of this, the MapView is drawn "under" the SurfaceView, and all that I see is a black background, with the things that I draw on the SurfaceView showing. If I swap the order, and put SurfaceView first in the file and MapView second, the MapView is drawn, with none of the SurfaceView showing.
According to the SurfaceView Javadoc:
The surface is Z ordered so that it is behind the window holding its SurfaceView; the SurfaceView punches a hole in its window to allow its surface to be displayed. The view hierarchy will take care of correctly compositing with the Surface any siblings of the SurfaceView that would normally appear on top of it.
To me, this means that I should be able to put the SurfaceView first in the file, and have it "punch through" the MapView and display what it has. But, as it is, they seem to be two views, and only one is visible at a time.
After thought: I tried setting the background to #00000000 so that the alpha of the background would be zero (i.e. transparent), but it doesn't have any effect.
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Aug 5, 2009
I'm work a game, when game over, I want to open a AlertDialog in the Surfaceview.
How can I open a AlertDialog in SurfaceView??
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Nov 6, 2009
I want to write a graphics app using SurfaceView.
Basically my requirement is to draw some text frequently according to some time.
Is it possible to do this? can any one please provide me some source code which draws the text using SurfaceView.
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Mar 9, 2009
From http://d.android.com/guide/topics/ui/declaring-layout.html, it said "Instantiate layout elements at runtime. Your application can create View and ViewGroup objects (and manipulate their properties) programmatically."
Can you please tell me how/where I can find example for that?
For example, how can I convert the following layout into Java code of my MyWidget. So that when I put "<MyWidget...>" in my layout xml file, it will automatically build a Gallery inside the MyWidget? code...
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