Android :: Graphics.Point - All Methods Are Stubs?
Jul 4, 2010
I'm trying to use the Point class from android.graphics, but it appears that all the methods are stubs.
For example, the line Point p = new Point(1, 1); causes java.lang.RuntimeException: Stub!.
If I look at the bytecode for Point, I see a bunch of stubbed methods, e.g:
CODE:.......................
What's the deal here? Surely they didn't ship a class that's 100% stubs.
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Mar 31, 2009
I want to show off how good opengl es can display on my G1. Does anyone know a game with good 3D graphics that I should install for this?
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Mar 14, 2010
I'm looking into writing simple graphics code in Android and I've noticed some synchronized() blocks. What is the reasoning behind this and how do I know when I should be "synchronizing" my code?
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Feb 26, 2010
I have rectangle white box. on cliking the rectangle I will draw a toolbar beneath the box and also call relayout to accomodate the toolbar ( size+100) ( i used surfaceview and in secondary thread i draw the toolbar) on click again on rectangle box it will disappear the toolbar and also has to resize the layout to original size (ie size-100) this is where I get stuck. I can disappear the toolbar however I cant call relayout either from secondary thread (says cant call from secondary thread). So I created a while loop in onlayout( this is where i create a thread to draw the toolbar) if i call requestlayout after while loop ends it doesnt do anything it doesnt call onmeasure etc.
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Jan 14, 2010
I created a 2d game in java that runs as an applet, and i am now trying to translate this over to the android. As the android doesnt used paint() methods, i am thinking that i will have to import images of the game instead of drawing it, but i cannot find out how to do this. Anybody know how to add images to the folder and call them in the app? Also, how can i call a screen repaint() in the android?
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May 16, 2009
I want use the methods in android.graphics to draw one board (board chess,)
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May 14, 2010
I have written a number of applications for blackberry and am just starting in Android. It seems to me that android has a lot more built in functions. I am starting by recreating some of my BB apps on Android and on one I take a few xml sites and parse them out. On blackberry I implemented this by creating a class that extended a thread. I would construct a new instance of this class with the parameters of my http request and it would call a function back in my main class, sending it the results. I am tempted to reuse my code, but am curious if android has something better built in. I have been looking at the handler class as well as possible using a service.
Bascially, I would like to start a new thread that will return a document of a specific url.
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Oct 27, 2010
Is there any way to add the x-graphics in the android Editbox like the of iPhone.So that by clicking on that x graphic it can clear all the values in the Editbox.Is there any way to listen weather i touch a specific part of an edit text
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Sep 1, 2009
I want to do some programs using graphics can anyone send me sample programs about graphics package
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Apr 26, 2009
I'd like to build an activity that is mixing layouts with 2D graphics. So for example, would like to introduce an edittext with an integer value and based on that value the size of a circle is dynamically adjusted and drawn. Any idea how to do this?
For plain graphics I am using this approach here - but how can it be expanded to cover Android layouts (buttons, editboxes, textviews, radiobuttons, etc.)?
CODE:..............
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Aug 2, 2010
1. What size should graphics intended to promote your app in the Market be designed for?
2. What about the larger graphics that depict screenshots of the app in the Market?
3. What size should app icons for devices be?
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Feb 2, 2010
I have doubts while doing some 2D Graphics and animation. Here is what i have done and what i want to do further: An application starts with a 2D object [ball] rotating and execising in a particular fashion, and after a particular point in time the object [ball] scrolls out of vision. After this point i want to invoke a new activity with a different UI. I m stuck up while trying to transit from this View to a new activity.
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Jan 8, 2010
I have two applications A and B (in different packages,but it doesn't matter).Application B is an sms application that i have made and contains one activity.This activity has a method called sendSMS(String number,String text).I want to call this method from application A and send an SMS without opening the activity(the GUI) of application B but just send an SMS in the background by calling just the method of the activity.Any ideas?
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Dec 30, 2009
On methods like these kind, onItemClick(AdapterView parent, View view, int position, long id), what's the difference between position and id.
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Oct 10, 2010
So I'm writing an Android app which uses a large c++ library. I have everything working so that the java app can call the c++ delegation methods, but I'm finding myself wishing I could log messages from c++ to the Android log. This is easy from java, but I'm at a loss as to how to call a java method from c++. My searches found methods for opening a jvm from c++, which is not at all what I want to do. Ideally, I'd like to pass a log method pointer to c++, which could then be used whenever I wanted. Of course, java doesn't support method pointers.
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Jun 15, 2010
I have a MapView where I would like to be able to tap the map to create a new item at that location if there is no item there, or display the info about the item if there is.
I tried overriding both the onTap(int) and onTap(GeoPoint, MapView) methods but apparently if the second method is overridden the first never gets called (commenting one or the other lets each one work as I expected).
I thought about just checking if an item was at the location, but there doesn't seem to be any handy methods available to do that (other than iterating through the list of items and checking each manually).
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Aug 21, 2009
How can I know the length of the each character of word. Actually, I am trying some thing like this:I will show some set of lines on the screen. Later after some time, I would like to set the color to each character in the line at a frequent interval. Now I want to set the color to each and every character of the drawn string.
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Sep 2, 2009
In my application, I will get a instance of android.graphics.picture which is populated by user. Then I use writeToStream to save. After save, I have to check the file size. If the size is too large, then I should delete this file.
I think this save-check-delete operation is not reasonable. I prefer to check the size of android.graphics.picture. If the size is too large, I should not save to local. But I checked android.graphics.picture, it only have getHeight and getWidth member functions.
Could I get the size of android.graphics.picture?
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Dec 13, 2009
I have some transparent graphics in my game. Up through 2.0.0 they have looked fined. Since Android 2.0.1 though, some parts of the fully transparent regions of the graphics are instead slightly opaque (e.g. a circular gradient that goes to 100% transparency will have a faint halo around it).
I have tried putting my graphics in ../raw/ but that did not help (as described at http://developer.android.com/guide/topics/graphics/2d-graphics.html#d...)
I have also tried exporting the Adobe Illustrator graphics at 16-bit pngs (instead of 8bit), but that did not help either.
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Oct 13, 2009
I have much experience with Java, and am quickly getting to grips with Android. But I have very little experience with graphics... most of my work has been logical, back end web development. The last time I did any proper screen drawing was in the good old days of Applets (years ago).
I can see that Android has a very complex graphical interface, but I don't know where to start. I've looked at some of the sample apps that come with the SDK, but it's slow progress.
For example, I'm trying to learn by developing a simple rolling ball. Currently I'm using onDraw(Canvas canvas), a paint object, and path.addCircle() to draw a circle, which I then update frequently. However the result is jerky, and slow - I want to see it flying around the screen! Clearly this isn't the right way to go about it.
So two questions I suppose: 1) What graphics tools would you recommend to implement my example? 2) Where can I learn more about the graphics capabilities of android?
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Aug 18, 2009
I was disappointed to discover that OpenGL ES, the flavor of OpenGL implemented in Adroid, doesn't appear to support the usual techniques for drawing graphics involving curves. I'd be happy with either OpenGL's low-level Bezier evaluators, or the more advanced NURBS approach, but AFAICS neither is supported - only straight-line graphics are possible. Does anyone know, am I missing something basic here? Is there a way to generate curves of any sort in Android's OpenGL implementation? I am still fairly new to Android development, so that's certainly possible. Note that I'm not talking about functions related to Canvas - I know about drawOval, for example - but I specifically need 3D.
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Jun 12, 2009
When you turn on the phone, after the G1 screen, there's a black screen with the word Android in blue, and a glossy shine running across it. Can you tell me how imitate that effect? Maybe point me in the right direction, like what classes to look at?
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Jun 26, 2009
Does the current API support scalable vector graphics? If so which file formats? If not, will it be added in the future? I ask because I'd like my animations to based off of SVGs - in order to better support different screen resolutions while reducing file size.
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May 10, 2010
I've been working on an Android app in Eclipse, and so far, my program hasn't really grown past midget size. However I've already run into an issue with an Out of Memory error. You see, I've been using graphics comprised solely of bitmaps and PNGs in this program, and recently, when I tried to add a little bit more functionality to the program (mainly including a few more bitmaps and causing an extra sprite to be created), it started crashing in the graphics thread's constructor -> sprite's constructor. When I tracked the problem down, it turned out to be an Out of Memory error that is seemingly caused by adding too many picture files to the program and creating Drawables out of them.
This would be a problem, as I really don't have that many picture resources worked into that program...maybe 20 or so. I haven't even started to include sound yet. These images aren't all that fancy. My questions are this:
1) Are programs for the Android phone really that limited on how much memory they can employ, or is it probably something other than the 20-30 resource pictures causing that error?
2) If the memory for Android apps is so awful it can't even handle 20-30 picture resources being loaded into Drawables that exist at the same time, then how in the world are you supposed to make decent graphics and sound for that thing?
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Dec 31, 2009
How can I minimize the stuttering of my graphics?I am using MANY ImageView's in my program (and JUST ImageView's). I change their positions directly, when I need to change them without using "onDraw" to redraw everything. Is it ok, If I do not overwrite onDraw? I have in average 10 objects which I added to the mainscreen-layout.These 10 objects are 5 trees and 5 flowers. The trees and flowers have 5 different states and therefore 5 different ImageViews which I all added to the layout, whose just are invisible. So I have about 50 ImageViews added to my main screen When one of these objects changes its state, I just make its ImageView invisible and the ImageView of the new state visible.Is it ok to do it like that?I realized that if I just use one ImageView for every object and change the ressource of it when its state changes, all objects, which are currently added to the mainscreen-layout, change their position to (0;0). That was the reason, I have so many ImageView's added to the mainscreen-layout.Is there a better solution for that?
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Sep 10, 2010
I see a couple of threads on this topic, but none of them seem to answer the question, so, I'm giving it another go...
Very simple idea... I want to some portion of the screen to preview (and shoot) the camera and the other portions of the screen to add my own graphical elements (buttons, colorful frame around the camera preview, etc).
The example that comes with Android fills the screen. The obvious solution (that doesn't seem to be working) is to use my own SurfaceView (rather than the one they do in the example) and have it sitting in my XML. The code (beneath) doesn't crash and reports that it's firing up the camera... it just never renders on the screen.
I have no idea what I'm doing incorrectly. My guess is that it has something to do with the display thread never having the urge to redraw anything after it renders the initial screen, but I even tried adding a button and initiating the camera to render on the surface view upon button click, but that has not provoked it any further.
(most of this code is pulled directly out of the Android sample code, so, I'm sure it's correct. I'm just doing something wrong in how I pull my View in after the fact, I think).
CODE:........................
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Aug 27, 2010
I'm wanting to target WVGA (480x800) and FWVGA (480x854) devices with my program. My question is: for my full screen background bitmaps which resolution should I make them?
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Oct 13, 2010
I'm looking for some help optimizing some bitmap drawing code.
Here's my pseudo-code ...
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Nov 1, 2010
I know rule #1 of optimization is: don't do it! But I figured this was an easy question, and if I start using the faster method now I can save a lot of cpu time when I'm finished.Now, the answer to my question may be "there's no difference" and that's fine with me. I just want to know.
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Sep 1, 2010
1. what is the getKeyDownTime() method? What does its return value mean logically? 2. what is the getKeyEventTime() method? What does its return value mean logiccaly? 3. I want to measure the time a key was depressed for. Eg: Key A was pressed for 60 ms. which of the above methods would be useful?
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