Android :: Glbuffersubdata With An Offset Into Buffer Without Causing Garbage

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:........................

Android :: glbuffersubdata with an offset into buffer without causing garbage


Android :: MotionEvent And KeyEvent Causing Excessive Garbage Collect (GC) Calls

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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Android :: One Line Causing Lots Of Garbage Collection.String.format With Float?

Apr 13, 2009

In my ListView, there's one line of code in my ViewBinder that causes lots of garbage collection as I scroll through the list, about every two seconds...

D/dalvikvm(16312): GC freed 13171 objects / 659576 bytes in 162ms D/dalvikvm(16312): GC freed 13122 objects / 654128 bytes in 129ms D/dalvikvm(16312): GC freed 13134 objects / 655416 bytes in 142ms D/dalvikvm(16312): GC freed 13129 objects / 654840 bytes in 129ms D/dalvikvm(16312): GC freed 13149 objects / 655000 bytes in 110ms D/dalvikvm(16312): GC freed 13150 objects / 655720 bytes in 127ms D/dalvikvm(16312): GC freed 13075 objects / 652256 bytes in 111ms D/dalvikvm(16312): GC freed 13232 objects / 659040 bytes in 136ms D/dalvikvm(16312): GC freed 13106 objects / 653920 bytes in 110ms D/dalvikvm(16312): GC freed 13155 objects / 655152 bytes in 110ms

The offending code is here, which formats a price for each item in the list: String price = cursor.getString(columnIndex); final float pricef = Float.parseFloat(price); price = new StringBuffer("$").append(String.format("%. 2f",pricef)).toString(); ((TextView)view).setText(price);

If I comment out the line with String.format, the garbage collection goes away. So what's the "right" way to do this to avoid allocations? That database field holds an unformatted text string which I'm trying to format into proper currency format (example: format "1.5" to "$1.50")

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Android :: Offset Shape Within ShapeDrawable

Sep 9, 2010

I'm trying to draw a rounded rectangle with a border around it using a class that extends ShapeDrawable (see here) and everything is working except that the shapedrawable seems to be cutting off some of the border because the shape itself doesn't extend outside those bounds. Is there not some way to offset where the shapedrawable starts drawing so that there is some padding between the bounds of the shape itself and the canvas? I have tried both ShapeDrawable.setBounds to larger than the intrinsic size of the shape and ShapeDrawable.setPadding but don't seem to be getting anywhere. Should I be subclassing Drawable instead?

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Android :: How To Set HorizontalScrollView's Initial Offset?

Jun 22, 2009

I searched the groups to find a topic about setting horizontal scroll view's offset, but no results. Some topics talked about ScrollView, and they are not expected. Here is my question: I have a HorizontalScrollView, with LinearLayout as its child, the LinearLayout contains a custom view, I finished the onDraw method of the custom view to draw something which is longer than the screen's horizontal size, so I think HorizontalScrollView is the right widget that I need. But I do not want to display the left-most part of my custom view, such as a calendar, I can display the last week and next week in the custom view, but what I want to put in the center of the scroll view is today. So, I wonder how I should set the initial offset of the HorizontalScrollView?

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Android :: How To Center An ImageView And Then Offset It To The Left Or Right

Jul 16, 2010

I have two Image Views that are two football helmets facing each other. I'm wanting to center them and then offset them left/right a little to provide a little space between them. Here is one of the image view's xml at the moment.

CODE:...............

I was trying to offset it using [android:layout_marginLeft="25px"] however I'm guessing that's not working for me because of the [android:scaleType="centerInside"].

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Android : Recording Into Direct ByteBuffer With Offset

Feb 13, 2010

Is there a way to capture the audio using AudioRecord or any other API into a Direct ByteBuffer created using ByteBuffer.allocatedirect call with an offset?

From the documentation it is not clear that at which offset, calling the following method, will place the data: audiorecord.read(directbytebuffer, size);

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Android :: SAX Is Getting Called Multiple Times With Same Data But Offset

Oct 27, 2010

I am trying to parse an xml file using SAX with Android and the problem is that the function characters(...) is getting called multiple times with what appears to be the same data just offset by a few characters.

As you can tell from the output below the first time it gets called with " alabama" and the second time it gets called with "labama". I am not sure as to why it is doing this but if anyone could help that would be awesome.

10-27 23:04:47.033: DEBUG/LocationHandler(10299):
10-27 23:04:49.000: DEBUG/LocationHandler(10299): alabama
10-27 23:04:51.835: DEBUG/LocationHandler(10299): labama
10-27 23:04:52.129: DEBUG/LocationHandler(10299): labama
10-27 23:04:52.408: DEBUG/LocationHandler(10299): labama
10-27 23:04:52.519: DEBUG/LocationHandler(10299): ub_dir_name
10-27 23:04:52.649: DEBUG/LocationHandler(10299): ub_dir_name
10-27 23:04:52.809: DEBUG/LocationHandler(10299): ub_dir_name
10-27 23:04:52.989: DEBUG/LocationHandler(10299): ile_name.kml
10-27 23:04:53.158: DEBUG/LocationHandler(10299): ile_name.kml
10-27 23:04:53.358: DEBUG/LocationHandler(10299): le_name.kml
10-27 23:04:53.529: DEBUG/LocationHandler(10299): le_name.kml
10-27 23:04:53.698: DEBUG/LocationHandler(10299): le_name.kml
Code...

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General :: Error / Random Offset / 0x175 When Installing ICS Rom

Mar 1, 2013

I have struggled to build successfully ICS Rom ( ASOP), but it's still not done. Now I have a error,

Installing update...
Random offset: 0x175
E:error in /sdcard/......
(status 0)
Installation aborted.

Update: I tried to wipe all and flashes again but it gave me another error: 0x188 or 0x133....

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Android :: Thread(s) Producing Garbage?

May 27, 2010

I have an app with about 15 threads. Most do mundane tasks and sleep most of their lives. Others collect information and cache it in hashmaps. The hashmaps grow to a moderate size and level out. The number of keys and size of value remains constant, but the contents of the values changes (at 33 keys per second average). When I start my app, I notice the garbage collection interval goes from minutes to once per second, and the amount of garbage is 700k+ each time. In fact as I was writing this, it caused my phone to reboot with an error "Referencetable Overflow". Here's my question: Are there any tricks to identifying which threads are producing the garbage, or even finding out more about what garbage they are producing?

05-26 22:08:57.052 W/dalvikvm( 1031): ReferenceTable overflow (max=512)
05-26 22:08:57.052 W/dalvikvm( 1031): Last 10 entries in JNI local reference table:
05-26 22:08:57.052 W/dalvikvm( 1031): 502: 0x449904a8 cls=Ljava/lang/String; (28 bytes)
05-26 22:08:57.052 W/dalvikvm( 1031): 503: 0x4494fda8 cls=Ljava/lang/String; (28 bytes)
05-26 22:08:57.052 W/dalvikvm( 1031): 504: 0x44a172c8 cls=Ljava/lang/String; (28 bytes)
05-26 22:08:57.052 W/dalvikvm( 1031): 505: 0x448c7900 cls=Ljava/lang/String; (28 bytes)........

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Android :: Need To Replace Garbage Keyboard Bundled With 1.6

Feb 11, 2010

Was looking for some guidance here. I need to replace the garbage keyboard bundled with 1.6 for something else. Which in your opinion is the best replacement and why? Maybe some comparisons would help also. Oh, by the way i'm running a mytouch 3g!

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Android :: Garbage Collector Conservation - Best Practice

Jul 29, 2009

I didn't use much Java before Android so my knowledge concerning the gc is marginal. Now I'm developing a highly physics-based game and therefore I need to do many calculations each time step and many (25) time steps per second. At the moment I'm almost only using local objects (float) in my methods, so I guess they are allocated every time the method is called (which might be, for example, 25*100 = 2500 times a second , for 100 objects with calculations on them). This causes massive activity of the garbage collector like freeing ~10000 objects every 1-2 seconds (taking ~200ms on a real device). Now I really want to optimize that because even there's no noticeable delay due to the GC (and the frame rate is constant), this seems just not well. But I read on many documentations concerning Java optimization, that there is not much to optimize in modern versions of (desktop) Java, because the GC is fast enough. Does this apply to Android, too? Does the compiler optimize anything like frequently, steady allocated objects (like floats)? What would be best practice: keep all local objects and allocate and free them all the time or use class-global objects, even if they are only used inside one particular method (which is bad programming style but conserves GC?

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Android :: Possible To Stop Droid Garbage Collector?

May 21, 2010

Is there any way to stop the garbage collector for some time?

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Android : Latency Due To Garbage Collection On On PrevFrame

Jun 6, 2010

I'm writing an Augmented Reality codes that should works in realtime,

But the VM's garbage collection hinders my program's performance.

I checked my program's execution time for each in OnPrevFrame(byte[], Camera)

and it execution time increases from around 50ms to 120ms at just after each garbage collection.

I copied parts of logs below. (local time is just before and after of signal processing, and global time is time stamps for every onPreviewFrame() calling )Also I executed onPreviewFrame without any signal processing on it, but

the garbage collection is also carried showing debugging message around 60ms it spends for memory release.

Is this garbage collection come from releasing byte[] yuvs image data? ( i uses 320x240 thumb nail )

then this clearly comes from Java's limitation, so there will be no hope for improvement unless

I found a way to directly access camera device? do you think this is feasible? Hope listen to others' comments.

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Android :: Avoiding Garbage Collection For Smooth 2d Animations

Dec 28, 2009

I'm drawing a rect to a surfaceview. Nothing special, just a test like this, in the surfaceview-extended class:

private int mPosX = 0; private Paint mPaint = new Paint(); Code...

the rect just bounces around the screen. I'm watching DDMS, I still see the garbage collector being called, even with this simple draw loop. There is no other application code being executed.

I'm wondering if it's realistic to expect the gc to not be called at all if we take care to not allocate any objects during our draw loops. I'm trying to extend this example to do some smooth animations, but every once in awhile the gc is called and you can see the drawing stutter. Although none of my application code is allocating any new objects, I don't know what the underlying API is doing inside surfaceview etc, and I doubt we can control that. Just wondering if this is not possible, I'd prefer to abandon this game idea up-front if we can't guarantee smooth animation.

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Android :: Droid Camera Garbage Collection / Way To Avoid It

May 25, 2009

I am developing a camera application , where the frame rate is important. However, camera uses a preview callback function which allocates a byte[] array of 230400 bytes, which makes it necessary for the garbage collection to step in. Can someone suggest me a way to avoid garbage collection stepping in?

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Android : OpenGL Garbage Collection - With Direct ByteBuffers

May 20, 2009

Hi, I have discovered while using DDMS that the basic OpenGL system calls in my code are allocating memory and causing the garbage collector to fire! It's not the system calls themselves causing the problem but the use of direct byte buffers to pass data in.

The direct byte buffers I use in calls such as glVertexPointer & glTexCoordPointer lead to java.nio calls to read the byte buffers, leading to objects of type org.apache.harmony.luni.platform.PlatformAddress being created.

These buffers are the same as in the example OpenGL code. I am creating a ByteBuffer using allocateDirect() and then creating an IntBuffer using ByteBuffer.asIntBuffer() to pass data to the OpenGL functions. The problem occurs as the system is reading the buffers.

Is there a way around this? Maybe using something other than direct byte buffers? It seems that using this method, OpenGL code of any complexity (ie a lot of OpenGL system calls in every frame) is doomed to pause a lot. I am aware that these calls should be kept to a minimum, but I still need to use a certain amount of them.

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Android : Are Primitive Types Garbage Collected In Droid?

Mar 18, 2010

I know this may be a dumb question, but my background is more in c++ and managing my own memory.

I am currently cutting down every single allocation that I can from one of my games to try and reduce the frequency of garbage collection and perceived "lag", so for every variable that I create that is an Object (String for example) I am making sure that I create it before hand in my constructor and not create temporary variables in simple 10 line functions... (I hope that makes sense)

Anyways I was working though it some more tonight and I realized that I a may be completely wrong about my assumption on garbage collection and primitive types (int, boolean, float) are these primitive type variables that I create in a 10 line function that gets called 20 times a second adding to my problem of garbage collection?

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Android :: Avoid Garbage Collection Delays In Java Games?

Mar 20, 2010

I'm performance tuning interactive games in Java for the Android platform. Once in a while there is a hiccup in drawing and interaction for garbage collection. Usually it's less than one tenth of a second, but sometimes it can be as large as 200ms on very slow devices. I am using the ddms profiler (part of the Android SDK) to search out where my memory allocations come from and excise them from my inner drawing and logic loops. The worst offender had been short loops done like,

for(GameObject gob : interactiveObjects)
gob.onDraw(canvas);........................

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Android :: Force Garbage Collection To Happen At Convenient Time?

Apr 15, 2009

I have screen 1 of my app which I want to transition smoothly into screen 2.

I want the transition to be smooth but I don't mind a slight pause before or after the transition. Before the transition I dump a lot of objects that are no longer needed from screen 1.

However, as luck would have it (!), the garbage collection almost always takes place during the transition causing the frame rate to drop and the transition looks terrible :(

Is there a way for me to either force the garbage collection to complete before the transition or delay until after the transition is finished? I have tried System.gc() in various places but it doesn't seem to help performance.

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Android :: Print Integer To Canvas Fast And Without Garbage Collects?

Nov 24, 2010

I have a tight game loop in a separate thread where I paint a lot of things on the canvas.

When I paint the score to the canvas I use the following function code...

When I check allocations in ddms I see that .toString not totally unsurprising allocates a char array on each conversion from an Integer to a String. This array will eventually be claimed by the garbage collect and cause uneven rendering of frames on slow android devices.

Is there a better way of painting integers on a canvas that won't cause new allocations and garbage collects?

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Android :: Garbage Collection Infinite Loop - Clamp GC FOR MALLOC Grow Heap

Jul 6, 2010

I have a Service which uploads a big file to a webserver. This works fine on the emulator (android 2.1). But if i run it on a Nexus One Froyo phone it starts out fine. But after a while it is in an infinite GC loop. The whole phone becomes unusable:.........................

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Motorola Droid X :: Audio Sounds Like Garbage Through Car Speakers / What To Do?

Sep 1, 2010

I started having an issue a couple days ago (after not making any changes to any settings) where anything with the slightest hint of.bass sounds awful in the car. It sounds fine on headphones, and the same car adapter I use on the DX sounds just fine with other devices through the same speakers. Doesnt matter if I use Pandora or the native music app. What gives? I checked my audio effects settings already and no changes there help. Im baffled because all the things that could be wrong work fine with other devices.

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Android :: Data Buffer Pass By Jni

Aug 4, 2009

Have some tryed to pas databuffer on android by jni?

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Android :: System Log Buffer Size

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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Android :: Alpha Buffer Support On G1

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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Android :: Alpha Buffer Support

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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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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Android : Why Does Internet Radio Always Buffer

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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Android :: How To Capture Audio Data From Mic Into A Buffer?

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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